2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 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"};
96 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"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 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)"};
113 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"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 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)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 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)"};
125 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)"};
126 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)"};
127 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)"};
129 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)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 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"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 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)"};
153 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"};
155 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"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 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"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
167 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)"};
169 extern cvar_t v_glslgamma;
171 extern qboolean v_flipped_state;
173 static struct r_bloomstate_s
178 int bloomwidth, bloomheight;
180 int screentexturewidth, screentextureheight;
181 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
183 int bloomtexturewidth, bloomtextureheight;
184 rtexture_t *texture_bloom;
186 // arrays for rendering the screen passes
187 float screentexcoord2f[8];
188 float bloomtexcoord2f[8];
189 float offsettexcoord2f[8];
191 r_viewport_t viewport;
195 r_waterstate_t r_waterstate;
197 /// shadow volume bsp struct with automatically growing nodes buffer
200 rtexture_t *r_texture_blanknormalmap;
201 rtexture_t *r_texture_white;
202 rtexture_t *r_texture_grey128;
203 rtexture_t *r_texture_black;
204 rtexture_t *r_texture_notexture;
205 rtexture_t *r_texture_whitecube;
206 rtexture_t *r_texture_normalizationcube;
207 rtexture_t *r_texture_fogattenuation;
208 rtexture_t *r_texture_gammaramps;
209 unsigned int r_texture_gammaramps_serial;
210 //rtexture_t *r_texture_fogintensity;
212 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
213 unsigned int r_numqueries;
214 unsigned int r_maxqueries;
216 typedef struct r_qwskincache_s
218 char name[MAX_QPATH];
219 skinframe_t *skinframe;
223 static r_qwskincache_t *r_qwskincache;
224 static int r_qwskincache_size;
226 /// vertex coordinates for a quad that covers the screen exactly
227 const float r_screenvertex3f[12] =
235 extern void R_DrawModelShadows(void);
237 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
240 for (i = 0;i < verts;i++)
251 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
254 for (i = 0;i < verts;i++)
264 // FIXME: move this to client?
267 if (gamemode == GAME_NEHAHRA)
269 Cvar_Set("gl_fogenable", "0");
270 Cvar_Set("gl_fogdensity", "0.2");
271 Cvar_Set("gl_fogred", "0.3");
272 Cvar_Set("gl_foggreen", "0.3");
273 Cvar_Set("gl_fogblue", "0.3");
275 r_refdef.fog_density = 0;
276 r_refdef.fog_red = 0;
277 r_refdef.fog_green = 0;
278 r_refdef.fog_blue = 0;
279 r_refdef.fog_alpha = 1;
280 r_refdef.fog_start = 0;
281 r_refdef.fog_end = 16384;
282 r_refdef.fog_height = 1<<30;
283 r_refdef.fog_fadedepth = 128;
286 static void R_BuildBlankTextures(void)
288 unsigned char data[4];
289 data[2] = 128; // normal X
290 data[1] = 128; // normal Y
291 data[0] = 255; // normal Z
292 data[3] = 128; // height
293 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
298 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
303 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
308 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 static void R_BuildNoTexture(void)
314 unsigned char pix[16][16][4];
315 // this makes a light grey/dark grey checkerboard texture
316 for (y = 0;y < 16;y++)
318 for (x = 0;x < 16;x++)
320 if ((y < 8) ^ (x < 8))
336 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
339 static void R_BuildWhiteCube(void)
341 unsigned char data[6*1*1*4];
342 memset(data, 255, sizeof(data));
343 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
346 static void R_BuildNormalizationCube(void)
350 vec_t s, t, intensity;
353 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
354 for (side = 0;side < 6;side++)
356 for (y = 0;y < NORMSIZE;y++)
358 for (x = 0;x < NORMSIZE;x++)
360 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396 intensity = 127.0f / sqrt(DotProduct(v, v));
397 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
398 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
399 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
400 data[((side*64+y)*64+x)*4+3] = 255;
404 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
408 static void R_BuildFogTexture(void)
412 unsigned char data1[FOGWIDTH][4];
413 //unsigned char data2[FOGWIDTH][4];
416 r_refdef.fogmasktable_start = r_refdef.fog_start;
417 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
418 r_refdef.fogmasktable_range = r_refdef.fogrange;
419 r_refdef.fogmasktable_density = r_refdef.fog_density;
421 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
422 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
424 d = (x * r - r_refdef.fogmasktable_start);
425 if(developer_extra.integer)
426 Con_DPrintf("%f ", d);
428 if (r_fog_exp2.integer)
429 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
431 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
432 if(developer_extra.integer)
433 Con_DPrintf(" : %f ", alpha);
434 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
435 if(developer_extra.integer)
436 Con_DPrintf(" = %f\n", alpha);
437 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
440 for (x = 0;x < FOGWIDTH;x++)
442 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
447 //data2[x][0] = 255 - b;
448 //data2[x][1] = 255 - b;
449 //data2[x][2] = 255 - b;
452 if (r_texture_fogattenuation)
454 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
455 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
459 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);
460 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
464 //=======================================================================================================================================================
466 static const char *builtinshaderstring =
467 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
468 "// written by Forest 'LordHavoc' Hale\n"
469 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
471 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
474 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
475 "#define USELIGHTMAP\n"
477 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
478 "#define USEEYEVECTOR\n"
481 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
482 "# extension GL_ARB_texture_rectangle : enable\n"
485 "#ifdef USESHADOWMAP2D\n"
486 "# ifdef GL_EXT_gpu_shader4\n"
487 "# extension GL_EXT_gpu_shader4 : enable\n"
489 "# ifdef GL_ARB_texture_gather\n"
490 "# extension GL_ARB_texture_gather : enable\n"
492 "# ifdef GL_AMD_texture_texture4\n"
493 "# extension GL_AMD_texture_texture4 : enable\n"
498 "#ifdef USESHADOWMAPCUBE\n"
499 "# extension GL_EXT_gpu_shader4 : enable\n"
502 "//#ifdef USESHADOWSAMPLER\n"
503 "//# extension GL_ARB_shadow : enable\n"
506 "//#ifdef __GLSL_CG_DATA_TYPES\n"
507 "//# define myhalf half\n"
508 "//# define myhalf2 half2\n"
509 "//# define myhalf3 half3\n"
510 "//# define myhalf4 half4\n"
512 "# define myhalf float\n"
513 "# define myhalf2 vec2\n"
514 "# define myhalf3 vec3\n"
515 "# define myhalf4 vec4\n"
518 "#ifdef VERTEX_SHADER\n"
519 "uniform mat4 ModelViewProjectionMatrix;\n"
522 "#ifdef MODE_DEPTH_OR_SHADOW\n"
523 "#ifdef VERTEX_SHADER\n"
526 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
529 "#else // !MODE_DEPTH_ORSHADOW\n"
534 "#ifdef MODE_SHOWDEPTH\n"
535 "#ifdef VERTEX_SHADER\n"
538 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
539 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
543 "#ifdef FRAGMENT_SHADER\n"
546 " gl_FragColor = gl_Color;\n"
549 "#else // !MODE_SHOWDEPTH\n"
554 "#ifdef MODE_POSTPROCESS\n"
555 "varying vec2 TexCoord1;\n"
556 "varying vec2 TexCoord2;\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
564 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "uniform sampler2D Texture_First;\n"
572 "uniform sampler2D Texture_Second;\n"
574 "#ifdef USEGAMMARAMPS\n"
575 "uniform sampler2D Texture_GammaRamps;\n"
577 "#ifdef USESATURATION\n"
578 "uniform float Saturation;\n"
580 "#ifdef USEVIEWTINT\n"
581 "uniform vec4 ViewTintColor;\n"
583 "//uncomment these if you want to use them:\n"
584 "uniform vec4 UserVec1;\n"
585 "// uniform vec4 UserVec2;\n"
586 "// uniform vec4 UserVec3;\n"
587 "// uniform vec4 UserVec4;\n"
588 "// uniform float ClientTime;\n"
589 "uniform vec2 PixelSize;\n"
592 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
594 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
596 "#ifdef USEVIEWTINT\n"
597 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
600 "#ifdef USEPOSTPROCESSING\n"
601 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
602 "// 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"
603 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
604 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
605 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
608 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
611 "#ifdef USESATURATION\n"
612 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
613 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
614 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
615 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
618 "#ifdef USEGAMMARAMPS\n"
619 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
620 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
621 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
625 "#else // !MODE_POSTPROCESS\n"
630 "#ifdef MODE_GENERIC\n"
631 "#ifdef USEDIFFUSE\n"
632 "varying vec2 TexCoord1;\n"
634 "#ifdef USESPECULAR\n"
635 "varying vec2 TexCoord2;\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_FrontColor = gl_Color;\n"
641 "#ifdef USEDIFFUSE\n"
642 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
644 "#ifdef USESPECULAR\n"
645 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "#ifdef FRAGMENT_SHADER\n"
652 "#ifdef USEDIFFUSE\n"
653 "uniform sampler2D Texture_First;\n"
655 "#ifdef USESPECULAR\n"
656 "uniform sampler2D Texture_Second;\n"
661 " gl_FragColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
666 "#ifdef USESPECULAR\n"
667 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
668 "# ifdef USECOLORMAPPING\n"
669 " gl_FragColor *= tex2;\n"
672 " gl_FragColor += tex2;\n"
674 "# ifdef USEVERTEXTEXTUREBLEND\n"
675 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
680 "#else // !MODE_GENERIC\n"
685 "#ifdef MODE_BLOOMBLUR\n"
686 "varying TexCoord;\n"
687 "#ifdef VERTEX_SHADER\n"
690 " gl_FrontColor = gl_Color;\n"
691 " TexCoord = gl_MultiTexCoord0.xy;\n"
692 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
696 "#ifdef FRAGMENT_SHADER\n"
697 "uniform sampler2D Texture_First;\n"
698 "uniform vec4 BloomBlur_Parameters;\n"
703 " vec2 tc = TexCoord;\n"
704 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
705 " tc += BloomBlur_Parameters.xy;\n"
706 " for (i = 1;i < SAMPLES;i++)\n"
708 " color += texture2D(Texture_First, tc).rgb;\n"
709 " tc += BloomBlur_Parameters.xy;\n"
711 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
714 "#else // !MODE_BLOOMBLUR\n"
715 "#ifdef MODE_REFRACTION\n"
716 "varying vec2 TexCoord;\n"
717 "varying vec4 ModelViewProjectionPosition;\n"
718 "uniform mat4 TexMatrix;\n"
719 "#ifdef VERTEX_SHADER\n"
723 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
724 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
725 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef FRAGMENT_SHADER\n"
730 "uniform sampler2D Texture_Normal;\n"
731 "uniform sampler2D Texture_Refraction;\n"
732 "uniform sampler2D Texture_Reflection;\n"
734 "uniform vec4 DistortScaleRefractReflect;\n"
735 "uniform vec4 ScreenScaleRefractReflect;\n"
736 "uniform vec4 ScreenCenterRefractReflect;\n"
737 "uniform vec4 RefractColor;\n"
738 "uniform vec4 ReflectColor;\n"
739 "uniform float ReflectFactor;\n"
740 "uniform float ReflectOffset;\n"
744 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
745 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
746 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
747 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
748 " // FIXME temporary hack to detect the case that the reflection\n"
749 " // gets blackened at edges due to leaving the area that contains actual\n"
751 " // Remove this 'ack once we have a better way to stop this thing from\n"
753 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
754 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
755 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
756 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
757 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
758 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
761 "#else // !MODE_REFRACTION\n"
766 "#ifdef MODE_WATER\n"
767 "varying vec2 TexCoord;\n"
768 "varying vec3 EyeVector;\n"
769 "varying vec4 ModelViewProjectionPosition;\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform vec3 EyePosition;\n"
772 "uniform mat4 TexMatrix;\n"
776 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
777 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
778 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
779 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
780 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
781 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 " ModelViewProjectionPosition = gl_Position;\n"
786 "#ifdef FRAGMENT_SHADER\n"
787 "uniform sampler2D Texture_Normal;\n"
788 "uniform sampler2D Texture_Refraction;\n"
789 "uniform sampler2D Texture_Reflection;\n"
791 "uniform vec4 DistortScaleRefractReflect;\n"
792 "uniform vec4 ScreenScaleRefractReflect;\n"
793 "uniform vec4 ScreenCenterRefractReflect;\n"
794 "uniform vec4 RefractColor;\n"
795 "uniform vec4 ReflectColor;\n"
796 "uniform float ReflectFactor;\n"
797 "uniform float ReflectOffset;\n"
801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
803 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
804 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
805 " // FIXME temporary hack to detect the case that the reflection\n"
806 " // gets blackened at edges due to leaving the area that contains actual\n"
808 " // Remove this 'ack once we have a better way to stop this thing from\n"
810 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
811 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
812 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
813 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
814 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
815 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
817 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
818 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
819 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
820 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
821 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
824 "#else // !MODE_WATER\n"
829 "// common definitions between vertex shader and fragment shader:\n"
831 "varying vec2 TexCoord;\n"
832 "#ifdef USEVERTEXTEXTUREBLEND\n"
833 "varying vec2 TexCoord2;\n"
835 "#ifdef USELIGHTMAP\n"
836 "varying vec2 TexCoordLightmap;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "varying vec3 CubeVector;\n"
843 "#ifdef MODE_LIGHTSOURCE\n"
844 "varying vec3 LightVector;\n"
846 "#if defined(MODE_LIGHTDIRECTION)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// 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"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2DRect Texture_ScreenDepth;\n"
926 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
930 "uniform sampler2DRect Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " 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"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " 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"
1125 " 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"
1126 " 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"
1127 " 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"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " 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"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " 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"
1189 " 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"
1190 " 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"
1191 " 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"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1318 " // calculate viewspace pixel position\n"
1320 " position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1321 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1322 " // decode viewspace pixel normal\n"
1323 " myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1324 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1325 " // surfacenormal = pixel normal in viewspace\n"
1326 " // LightVector = pixel to light in viewspace\n"
1327 " // CubeVector = position in lightspace\n"
1328 " // eyevector = pixel to view in viewspace\n"
1329 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1330 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1331 "#ifdef USEDIFFUSE\n"
1332 " // calculate diffuse shading\n"
1333 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1334 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1336 "#ifdef USESPECULAR\n"
1337 " // calculate directional shading\n"
1338 " vec3 eyevector = position * -1.0;\n"
1339 "# ifdef USEEXACTSPECULARMATH\n"
1340 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1342 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1347 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1348 " fade *= ShadowMapCompare(CubeVector);\n"
1351 "#ifdef USEDIFFUSE\n"
1352 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1354 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1356 "#ifdef USESPECULAR\n"
1357 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1359 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1362 "# ifdef USECUBEFILTER\n"
1363 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1364 " gl_FragData[0] *= cubecolor;\n"
1365 " gl_FragData[1] *= cubecolor;\n"
1368 "#endif // FRAGMENT_SHADER\n"
1369 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1374 "#ifdef VERTEX_SHADER\n"
1375 "uniform mat4 TexMatrix;\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 "uniform mat4 BackgroundTexMatrix;\n"
1379 "#ifdef MODE_LIGHTSOURCE\n"
1380 "uniform mat4 ModelToLight;\n"
1384 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1385 " gl_FrontColor = gl_Color;\n"
1387 " // copy the surface texcoord\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#ifdef USELIGHTMAP\n"
1393 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1396 "#ifdef MODE_LIGHTSOURCE\n"
1397 " // transform vertex position into light attenuation/cubemap space\n"
1398 " // (-1 to +1 across the light box)\n"
1399 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1401 "# ifdef USEDIFFUSE\n"
1402 " // transform unnormalized light direction into tangent space\n"
1403 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1404 " // normalize it per pixel)\n"
1405 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1406 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1407 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1408 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1412 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1413 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1414 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1415 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1418 " // transform unnormalized eye direction into tangent space\n"
1419 "#ifdef USEEYEVECTOR\n"
1420 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1421 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1422 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1423 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1427 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1428 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1431 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1432 " VectorS = gl_MultiTexCoord1.xyz;\n"
1433 " VectorT = gl_MultiTexCoord2.xyz;\n"
1434 " VectorR = gl_MultiTexCoord3.xyz;\n"
1437 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#ifdef USEREFLECTION\n"
1441 " ModelViewProjectionPosition = gl_Position;\n"
1444 "#endif // VERTEX_SHADER\n"
1449 "#ifdef FRAGMENT_SHADER\n"
1450 "#ifdef USEDEFERREDLIGHTMAP\n"
1451 "uniform myhalf3 DeferredMod_Diffuse;\n"
1452 "uniform myhalf3 DeferredMod_Specular;\n"
1454 "uniform myhalf3 Color_Ambient;\n"
1455 "uniform myhalf3 Color_Diffuse;\n"
1456 "uniform myhalf3 Color_Specular;\n"
1457 "uniform myhalf SpecularPower;\n"
1459 "uniform myhalf3 Color_Glow;\n"
1461 "uniform myhalf Alpha;\n"
1462 "#ifdef USEREFLECTION\n"
1463 "uniform vec4 DistortScaleRefractReflect;\n"
1464 "uniform vec4 ScreenScaleRefractReflect;\n"
1465 "uniform vec4 ScreenCenterRefractReflect;\n"
1466 "uniform myhalf4 ReflectColor;\n"
1468 "#ifdef MODE_LIGHTDIRECTION\n"
1469 "uniform myhalf3 LightColor;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform myhalf3 LightColor;\n"
1476 "#ifdef USEOFFSETMAPPING\n"
1477 " // apply offsetmapping\n"
1478 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1479 "#define TexCoord TexCoordOffset\n"
1482 " // combine the diffuse textures (base, pants, shirt)\n"
1483 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1484 "#ifdef USEALPHAKILL\n"
1485 " if (color.a < 0.5)\n"
1488 " color.a *= Alpha;\n"
1489 "#ifdef USECOLORMAPPING\n"
1490 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1492 "#ifdef USEVERTEXTEXTUREBLEND\n"
1493 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1494 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1495 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1496 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1498 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1501 " // get the surface normal\n"
1502 "#ifdef USEVERTEXTEXTUREBLEND\n"
1503 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1505 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " // get the material colors\n"
1509 " myhalf3 diffusetex = color.rgb;\n"
1510 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1511 "# ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1514 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 " // light source\n"
1523 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1524 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1525 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1526 "#ifdef USESPECULAR\n"
1527 "#ifdef USEEXACTSPECULARMATH\n"
1528 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1530 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1531 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1533 " color.rgb += glosstex * (specular * Color_Specular);\n"
1535 " color.rgb *= LightColor;\n"
1536 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1537 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1538 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1540 "# ifdef USECUBEFILTER\n"
1541 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1543 "#endif // MODE_LIGHTSOURCE\n"
1548 "#ifdef MODE_LIGHTDIRECTION\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "#define lightcolor LightColor\n"
1552 "#endif // MODE_LIGHTDIRECTION\n"
1553 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1555 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1556 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1557 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1558 " // convert modelspace light vector to tangentspace\n"
1559 " myhalf3 lightnormal;\n"
1560 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1561 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1562 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1563 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1564 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1565 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1566 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1567 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1568 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1569 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1570 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1571 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1572 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1573 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1574 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1576 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1577 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1578 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1584 "#ifdef MODE_LIGHTMAP\n"
1585 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1586 "#endif // MODE_LIGHTMAP\n"
1587 "#ifdef MODE_VERTEXCOLOR\n"
1588 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1589 "#endif // MODE_VERTEXCOLOR\n"
1590 "#ifdef MODE_FLATCOLOR\n"
1591 " color.rgb = diffusetex * Color_Ambient;\n"
1592 "#endif // MODE_FLATCOLOR\n"
1598 "# ifdef USEDIFFUSE\n"
1599 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1600 "# ifdef USESPECULAR\n"
1601 "# ifdef USEEXACTSPECULARMATH\n"
1602 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1604 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1605 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1607 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1609 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1612 " color.rgb = diffusetex * Color_Ambient;\n"
1616 "#ifdef USEDEFERREDLIGHTMAP\n"
1617 " color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
1618 " color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
1622 "#ifdef USEVERTEXTEXTUREBLEND\n"
1623 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1625 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1630 "#ifdef MODE_LIGHTSOURCE\n"
1631 " color.rgb *= myhalf(FogVertex());\n"
1633 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1637 " // 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"
1638 "#ifdef USEREFLECTION\n"
1639 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1640 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1641 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1642 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1643 " // FIXME temporary hack to detect the case that the reflection\n"
1644 " // gets blackened at edges due to leaving the area that contains actual\n"
1646 " // Remove this 'ack once we have a better way to stop this thing from\n"
1648 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1649 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1650 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1651 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1652 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1653 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1656 " gl_FragColor = vec4(color);\n"
1658 "#endif // FRAGMENT_SHADER\n"
1660 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1661 "#endif // !MODE_DEFERREDGEOMETRY\n"
1662 "#endif // !MODE_WATER\n"
1663 "#endif // !MODE_REFRACTION\n"
1664 "#endif // !MODE_BLOOMBLUR\n"
1665 "#endif // !MODE_GENERIC\n"
1666 "#endif // !MODE_POSTPROCESS\n"
1667 "#endif // !MODE_SHOWDEPTH\n"
1668 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1672 =========================================================================================================================================================
1676 =========================================================================================================================================================
1680 =========================================================================================================================================================
1684 =========================================================================================================================================================
1688 =========================================================================================================================================================
1692 =========================================================================================================================================================
1696 =========================================================================================================================================================
1699 const char *builtincgshaderstring =
1700 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1701 "// written by Forest 'LordHavoc' Hale\n"
1702 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1704 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1707 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1708 "#define USELIGHTMAP\n"
1710 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1711 "#define USEEYEVECTOR\n"
1714 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1715 "#ifdef VERTEX_SHADER\n"
1718 "float4 gl_Vertex : POSITION,\n"
1719 "uniform float4x4 ModelViewProjectionMatrix,\n"
1720 "out float4 gl_Position : POSITION\n"
1723 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1726 "#else // !MODE_DEPTH_ORSHADOW\n"
1731 "#ifdef MODE_SHOWDEPTH\n"
1732 "#ifdef VERTEX_SHADER\n"
1735 "float4 gl_Vertex : POSITION,\n"
1736 "uniform float4x4 ModelViewProjectionMatrix,\n"
1737 "out float4 gl_Position : POSITION,\n"
1738 "out float4 gl_FrontColor : COLOR0\n"
1741 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1742 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1746 "#ifdef FRAGMENT_SHADER\n"
1749 "float4 gl_FrontColor : COLOR0,\n"
1750 "out float4 gl_FragColor : COLOR\n"
1753 " gl_FragColor = gl_FrontColor;\n"
1756 "#else // !MODE_SHOWDEPTH\n"
1761 "#ifdef MODE_POSTPROCESS\n"
1763 "#ifdef VERTEX_SHADER\n"
1766 "float4 gl_Vertex : POSITION,\n"
1767 "uniform float4x4 ModelViewProjectionMatrix,\n"
1768 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1769 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float2 TexCoord1 : TEXCOORD0,\n"
1772 "out float2 TexCoord2 : TEXCOORD1\n"
1775 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1778 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1783 "#ifdef FRAGMENT_SHADER\n"
1786 "float2 TexCoord1 : TEXCOORD0,\n"
1787 "float2 TexCoord2 : TEXCOORD1,\n"
1788 "uniform sampler2D Texture_First,\n"
1790 "uniform sampler2D Texture_Second,\n"
1792 "#ifdef USEGAMMARAMPS\n"
1793 "uniform sampler2D Texture_GammaRamps,\n"
1795 "#ifdef USESATURATION\n"
1796 "uniform float Saturation,\n"
1798 "#ifdef USEVIEWTINT\n"
1799 "uniform float4 ViewTintColor,\n"
1801 "uniform float4 UserVec1,\n"
1802 "uniform float4 UserVec2,\n"
1803 "uniform float4 UserVec3,\n"
1804 "uniform float4 UserVec4,\n"
1805 "uniform float ClientTime,\n"
1806 "uniform float2 PixelSize,\n"
1807 "out float4 gl_FragColor : COLOR\n"
1810 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1812 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1814 "#ifdef USEVIEWTINT\n"
1815 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1818 "#ifdef USEPOSTPROCESSING\n"
1819 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1820 "// 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"
1821 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1822 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1823 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1824 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1825 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1826 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1829 "#ifdef USESATURATION\n"
1830 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1831 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1832 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1833 " gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n"
1836 "#ifdef USEGAMMARAMPS\n"
1837 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1838 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1839 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1843 "#else // !MODE_POSTPROCESS\n"
1848 "#ifdef MODE_GENERIC\n"
1849 "#ifdef VERTEX_SHADER\n"
1852 "float4 gl_Vertex : POSITION,\n"
1853 "uniform float4x4 ModelViewProjectionMatrix,\n"
1854 "float4 gl_Color : COLOR0,\n"
1855 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1856 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1857 "out float4 gl_Position : POSITION,\n"
1858 "out float4 gl_FrontColor : COLOR,\n"
1859 "out float2 TexCoord1 : TEXCOORD0,\n"
1860 "out float2 TexCoord2 : TEXCOORD1\n"
1863 " gl_FrontColor = gl_Color;\n"
1864 "#ifdef USEDIFFUSE\n"
1865 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1867 "#ifdef USESPECULAR\n"
1868 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1870 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1874 "#ifdef FRAGMENT_SHADER\n"
1878 "float4 gl_FrontColor : COLOR,\n"
1879 "float2 TexCoord1 : TEXCOORD0,\n"
1880 "float2 TexCoord2 : TEXCOORD1,\n"
1881 "#ifdef USEDIFFUSE\n"
1882 "uniform sampler2D Texture_First,\n"
1884 "#ifdef USESPECULAR\n"
1885 "uniform sampler2D Texture_Second,\n"
1887 "out float4 gl_FragColor : COLOR\n"
1890 " gl_FragColor = gl_FrontColor;\n"
1891 "#ifdef USEDIFFUSE\n"
1892 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1895 "#ifdef USESPECULAR\n"
1896 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1897 "# ifdef USECOLORMAPPING\n"
1898 " gl_FragColor *= tex2;\n"
1901 " gl_FragColor += tex2;\n"
1903 "# ifdef USEVERTEXTEXTUREBLEND\n"
1904 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
1909 "#else // !MODE_GENERIC\n"
1914 "#ifdef MODE_BLOOMBLUR\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix,\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "out float4 gl_Position : POSITION,\n"
1922 "out float2 TexCoord : TEXCOORD0\n"
1925 " TexCoord = gl_MultiTexCoord0.xy;\n"
1926 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1930 "#ifdef FRAGMENT_SHADER\n"
1934 "float2 TexCoord : TEXCOORD0,\n"
1935 "uniform sampler2D Texture_First,\n"
1936 "uniform float4 BloomBlur_Parameters,\n"
1937 "out float4 gl_FragColor : COLOR\n"
1941 " float2 tc = TexCoord;\n"
1942 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1943 " tc += BloomBlur_Parameters.xy;\n"
1944 " for (i = 1;i < SAMPLES;i++)\n"
1946 " color += tex2D(Texture_First, tc).rgb;\n"
1947 " tc += BloomBlur_Parameters.xy;\n"
1949 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1952 "#else // !MODE_BLOOMBLUR\n"
1953 "#ifdef MODE_REFRACTION\n"
1954 "#ifdef VERTEX_SHADER\n"
1957 "float4 gl_Vertex : POSITION,\n"
1958 "uniform float4x4 ModelViewProjectionMatrix,\n"
1959 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1960 "uniform mat4 TexMatrix,\n"
1961 "uniform float3 EyePosition,\n"
1962 "out float4 gl_Position : POSITION,\n"
1963 "out float2 TexCoord : TEXCOORD0,\n"
1964 "out float3 EyeVector : TEXCOORD1,\n"
1965 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1968 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1969 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1970 " ModelViewProjectionPosition = gl_Position;\n"
1974 "#ifdef FRAGMENT_SHADER\n"
1977 "float2 TexCoord : TEXCOORD0,\n"
1978 "float3 EyeVector : TEXCOORD1,\n"
1979 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1980 "uniform sampler2D Texture_Normal,\n"
1981 "uniform sampler2D Texture_Refraction,\n"
1982 "uniform sampler2D Texture_Reflection,\n"
1983 "uniform float4 DistortScaleRefractReflect,\n"
1984 "uniform float4 ScreenScaleRefractReflect,\n"
1985 "uniform float4 ScreenCenterRefractReflect,\n"
1986 "uniform float4 RefractColor,\n"
1987 "out float4 gl_FragColor : COLOR\n"
1990 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1991 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1992 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1993 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1994 " // FIXME temporary hack to detect the case that the reflection\n"
1995 " // gets blackened at edges due to leaving the area that contains actual\n"
1997 " // Remove this 'ack once we have a better way to stop this thing from\n"
1999 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2000 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2001 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2002 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2003 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2004 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2007 "#else // !MODE_REFRACTION\n"
2012 "#ifdef MODE_WATER\n"
2013 "#ifdef VERTEX_SHADER\n"
2017 "float4 gl_Vertex : POSITION,\n"
2018 "uniform float4x4 ModelViewProjectionMatrix,\n"
2019 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2020 "uniform mat4 TexMatrix,\n"
2021 "uniform float3 EyePosition,\n"
2022 "out float4 gl_Position : POSITION,\n"
2023 "out float2 TexCoord : TEXCOORD0,\n"
2024 "out float3 EyeVector : TEXCOORD1,\n"
2025 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2028 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2029 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2030 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2031 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2032 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2033 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2034 " ModelViewProjectionPosition = gl_Position;\n"
2038 "#ifdef FRAGMENT_SHADER\n"
2041 "float2 TexCoord : TEXCOORD0,\n"
2042 "float3 EyeVector : TEXCOORD1,\n"
2043 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2044 "uniform sampler2D Texture_Normal,\n"
2045 "uniform sampler2D Texture_Refraction,\n"
2046 "uniform sampler2D Texture_Reflection,\n"
2047 "uniform float4 DistortScaleRefractReflect,\n"
2048 "uniform float4 ScreenScaleRefractReflect,\n"
2049 "uniform float4 ScreenCenterRefractReflect,\n"
2050 "uniform float4 RefractColor,\n"
2051 "uniform float4 ReflectColor,\n"
2052 "uniform float ReflectFactor,\n"
2053 "uniform float ReflectOffset,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2057 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2058 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2059 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2060 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2061 " // FIXME temporary hack to detect the case that the reflection\n"
2062 " // gets blackened at edges due to leaving the area that contains actual\n"
2064 " // Remove this 'ack once we have a better way to stop this thing from\n"
2066 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2071 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2072 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2073 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2074 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2075 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2076 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2077 " gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2080 "#else // !MODE_WATER\n"
2085 "// 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"
2087 "// fragment shader specific:\n"
2088 "#ifdef FRAGMENT_SHADER\n"
2091 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2094 "#ifdef USEFOGOUTSIDE\n"
2095 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2097 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2099 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2103 "#ifdef USEOFFSETMAPPING\n"
2104 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2107 " // 14 sample relief mapping: linear search and then binary search\n"
2108 " // this basically steps forward a small amount repeatedly until it finds\n"
2109 " // itself inside solid, then jitters forward and back using decreasing\n"
2110 " // amounts to find the impact\n"
2111 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2112 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2113 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2114 " float3 RT = float3(TexCoord, 1);\n"
2115 " OffsetVector *= 0.1;\n"
2116 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2117 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2118 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2119 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2120 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2121 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2122 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2123 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2124 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2125 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2126 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2127 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2128 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2129 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2133 " // this basically moves forward the full distance, and then backs up based\n"
2134 " // on height of samples\n"
2135 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2136 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2137 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2138 " TexCoord += OffsetVector;\n"
2139 " OffsetVector *= 0.333;\n"
2140 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2141 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2142 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2143 " return TexCoord;\n"
2146 "#endif // USEOFFSETMAPPING\n"
2148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2149 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2150 "# ifndef USESHADOWMAPVSDCT\n"
2151 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2153 " float3 adir = abs(dir);\n"
2157 " if (adir.x > adir.y)\n"
2159 " if (adir.x > adir.z) // X\n"
2163 " offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2169 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2174 " if (adir.y > adir.z) // Y\n"
2178 " offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2184 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2188 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2189 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2190 " stc.z += ShadowMap_Parameters.z;\n"
2194 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2196 " float3 adir = abs(dir);\n"
2197 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2198 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2199 " float3 stc = float3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2200 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2201 " stc.z += ShadowMap_Parameters.z;\n"
2205 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2207 "#ifdef USESHADOWMAPCUBE\n"
2208 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2210 " float3 adir = abs(dir);\n"
2211 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2215 "# ifdef USESHADOWMAPRECT\n"
2216 "#ifdef USESHADOWMAPVSDCT\n"
2217 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2222 "#ifdef USESHADOWMAPVSDCT\n"
2223 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2225 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2228 "# ifdef USESHADOWSAMPLER\n"
2230 "# ifdef USESHADOWMAPPCF\n"
2231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2232 " 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"
2234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2239 "# ifdef USESHADOWMAPPCF\n"
2240 "# if USESHADOWMAPPCF > 1\n"
2241 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2242 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2243 " 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"
2244 " 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"
2245 " 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"
2246 " 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"
2247 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2250 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2251 " float2 offset = fract(shadowmaptc.xy);\n"
2252 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2253 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2254 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2255 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2256 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2259 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2267 "# ifdef USESHADOWMAP2D\n"
2268 "#ifdef USESHADOWMAPVSDCT\n"
2269 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2271 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2274 "#ifdef USESHADOWMAPVSDCT\n"
2275 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2277 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2281 "# ifdef USESHADOWSAMPLER\n"
2282 "# ifdef USESHADOWMAPPCF\n"
2283 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2284 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2285 " 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"
2287 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2290 "# ifdef USESHADOWMAPPCF\n"
2291 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2292 "# ifdef GL_ARB_texture_gather\n"
2293 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2295 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2297 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2298 " center *= ShadowMap_TextureScale;\n"
2299 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2300 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2301 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2302 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2303 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2304 " mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2307 "# ifdef GL_EXT_gpu_shader4\n"
2308 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n"
2310 "# define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2312 "# if USESHADOWMAPPCF > 1\n"
2313 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2314 " center *= ShadowMap_TextureScale;\n"
2315 " 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"
2316 " 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"
2317 " 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"
2318 " 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"
2319 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2320 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2322 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
2323 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2325 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2326 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2327 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2338 "# ifdef USESHADOWMAPCUBE\n"
2339 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2341 " // apply depth texture cubemap as light filter\n"
2342 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2344 "# ifdef USESHADOWSAMPLER\n"
2345 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2347 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2352 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2353 "#endif // FRAGMENT_SHADER\n"
2358 "#ifdef MODE_DEFERREDGEOMETRY\n"
2359 "#ifdef VERTEX_SHADER\n"
2362 "float4 gl_Vertex : POSITION,\n"
2363 "uniform float4x4 ModelViewProjectionMatrix,\n"
2364 "#ifdef USEVERTEXTEXTUREBLEND\n"
2365 "float4 gl_Color : COLOR0,\n"
2367 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2368 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2369 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2370 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2371 "uniform mat4 TexMatrix,\n"
2372 "#ifdef USEVERTEXTEXTUREBLEND\n"
2373 "uniform mat4 BackgroundTexMatrix,\n"
2375 "uniform mat4 ModelViewMatrix,\n"
2376 "out float4 gl_Position : POSITION,\n"
2377 "out float4 gl_FrontColor : COLOR,\n"
2378 "out float4 TexCoordBoth : TEXCOORD0,\n"
2379 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2380 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2381 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2384 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2385 "#ifdef USEVERTEXTEXTUREBLEND\n"
2386 " gl_FrontColor = gl_Color;\n"
2387 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2390 " // transform unnormalized eye direction into tangent space\n"
2391 "#ifdef USEOFFSETMAPPING\n"
2392 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2393 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2394 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2395 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2398 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2399 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2400 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2401 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2403 "#endif // VERTEX_SHADER\n"
2405 "#ifdef FRAGMENT_SHADER\n"
2408 "float4 TexCoordBoth : TEXCOORD0,\n"
2409 "float3 EyeVector : TEXCOORD2,\n"
2410 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2411 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2412 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2413 "uniform sampler2D Texture_Normal,\n"
2414 "#ifdef USEALPHAKILL\n"
2415 "uniform sampler2D Texture_Color,\n"
2417 "#ifdef USEVERTEXTEXTUREBLEND\n"
2418 "uniform sampler2D Texture_SecondaryNormal,\n"
2420 "#ifdef USEOFFSETMAPPING\n"
2421 "uniform float OffsetMapping_Scale,\n"
2423 "uniform half SpecularPower,\n"
2424 "out float4 gl_FragColor : COLOR\n"
2427 " float2 TexCoord = TexCoordBoth.xy;\n"
2428 "#ifdef USEOFFSETMAPPING\n"
2429 " // apply offsetmapping\n"
2430 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2431 "#define TexCoord TexCoordOffset\n"
2434 "#ifdef USEALPHAKILL\n"
2435 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2441 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2442 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2443 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2446 "#ifdef USEVERTEXTEXTUREBLEND\n"
2447 " float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2449 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2452 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2454 "#endif // FRAGMENT_SHADER\n"
2455 "#else // !MODE_DEFERREDGEOMETRY\n"
2460 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2461 "#ifdef VERTEX_SHADER\n"
2464 "float4 gl_Vertex : POSITION,\n"
2465 "uniform float4x4 ModelViewProjectionMatrix,\n"
2466 "uniform mat4 ModelViewMatrix,\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "out float4 ModelViewPosition : TEXCOORD0\n"
2471 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2472 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2474 "#endif // VERTEX_SHADER\n"
2476 "#ifdef FRAGMENT_SHADER\n"
2479 "float2 Pixel : WPOS,\n"
2480 "float4 ModelViewPosition : TEXCOORD0,\n"
2481 "uniform mat4 ViewToLight,\n"
2482 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2483 "uniform float3 LightPosition,\n"
2484 "uniform half3 DeferredColor_Ambient,\n"
2485 "uniform half3 DeferredColor_Diffuse,\n"
2486 "#ifdef USESPECULAR\n"
2487 "uniform half3 DeferredColor_Specular,\n"
2488 "uniform half SpecularPower,\n"
2490 "uniform sampler2D Texture_Attenuation,\n"
2491 "uniform samplerRECT Texture_ScreenDepth,\n"
2492 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2494 "#ifdef USESHADOWMAPRECT\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2498 "uniform samplerRECT Texture_ShadowMapRect,\n"
2502 "#ifdef USESHADOWMAP2D\n"
2503 "# ifdef USESHADOWSAMPLER\n"
2504 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2506 "uniform sampler2D Texture_ShadowMap2D,\n"
2510 "#ifdef USESHADOWMAPVSDCT\n"
2511 "uniform samplerCUBE Texture_CubeProjection,\n"
2514 "#ifdef USESHADOWMAPCUBE\n"
2515 "# ifdef USESHADOWSAMPLER\n"
2516 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2518 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2522 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2523 "uniform float2 ShadowMap_TextureScale,\n"
2524 "uniform float4 ShadowMap_Parameters,\n"
2527 "out float4 gl_FragData0 : COLOR0,\n"
2528 "out float4 gl_FragData1 : COLOR1\n"
2531 " // calculate viewspace pixel position\n"
2532 " float3 position;\n"
2533 " position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n"
2534 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2535 " // decode viewspace pixel normal\n"
2536 " half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n"
2537 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2538 " // surfacenormal = pixel normal in viewspace\n"
2539 " // LightVector = pixel to light in viewspace\n"
2540 " // CubeVector = position in lightspace\n"
2541 " // eyevector = pixel to view in viewspace\n"
2542 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2543 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2544 "#ifdef USEDIFFUSE\n"
2545 " // calculate diffuse shading\n"
2546 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2547 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2549 "#ifdef USESPECULAR\n"
2550 " // calculate directional shading\n"
2551 " float3 eyevector = position * -1.0;\n"
2552 "# ifdef USEEXACTSPECULARMATH\n"
2553 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2555 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2556 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2560 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2561 " fade *= ShadowMapCompare(CubeVector,\n"
2562 "# if defined(USESHADOWMAP2D)\n"
2563 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2565 "# if defined(USESHADOWMAPRECT)\n"
2566 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2568 "# if defined(USESHADOWMAPCUBE)\n"
2569 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2572 "#ifdef USESHADOWMAPVSDCT\n"
2573 ", Texture_CubeProjection\n"
2578 "#ifdef USEDIFFUSE\n"
2579 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2581 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2583 "#ifdef USESPECULAR\n"
2584 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2586 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2589 "# ifdef USECUBEFILTER\n"
2590 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2591 " gl_FragData0.rgb *= cubecolor;\n"
2592 " gl_FragData1.rgb *= cubecolor;\n"
2595 "#endif // FRAGMENT_SHADER\n"
2596 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2601 "#ifdef VERTEX_SHADER\n"
2604 "float4 gl_Vertex : POSITION,\n"
2605 "uniform float4x4 ModelViewProjectionMatrix,\n"
2606 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2607 "float4 gl_Color : COLOR0,\n"
2609 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2610 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2611 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2612 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2613 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2615 "uniform float3 EyePosition,\n"
2616 "uniform mat4 TexMatrix,\n"
2617 "#ifdef USEVERTEXTEXTUREBLEND\n"
2618 "uniform mat4 BackgroundTexMatrix,\n"
2620 "#ifdef MODE_LIGHTSOURCE\n"
2621 "uniform mat4 ModelToLight,\n"
2623 "#ifdef MODE_LIGHTSOURCE\n"
2624 "uniform float3 LightPosition,\n"
2626 "#ifdef MODE_LIGHTDIRECTION\n"
2627 "uniform float3 LightDir,\n"
2629 "uniform float4 FogPlane,\n"
2630 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2631 "uniform float3 LightPosition,\n"
2634 "out float4 gl_FrontColor : COLOR,\n"
2635 "out float4 TexCoordBoth : TEXCOORD0,\n"
2636 "#ifdef USELIGHTMAP\n"
2637 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2639 "#ifdef USEEYEVECTOR\n"
2640 "out float3 EyeVector : TEXCOORD2,\n"
2642 "#ifdef USEREFLECTION\n"
2643 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2646 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2648 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2649 "out float3 LightVector : TEXCOORD5,\n"
2651 "#ifdef MODE_LIGHTSOURCE\n"
2652 "out float3 CubeVector : TEXCOORD3,\n"
2654 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2655 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2656 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2657 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2659 "out float4 gl_Position : POSITION\n"
2662 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2663 " gl_FrontColor = gl_Color;\n"
2665 " // copy the surface texcoord\n"
2666 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2667 "#ifdef USEVERTEXTEXTUREBLEND\n"
2668 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2670 "#ifdef USELIGHTMAP\n"
2671 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 " // transform vertex position into light attenuation/cubemap space\n"
2676 " // (-1 to +1 across the light box)\n"
2677 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2679 "# ifdef USEDIFFUSE\n"
2680 " // transform unnormalized light direction into tangent space\n"
2681 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2682 " // normalize it per pixel)\n"
2683 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2684 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2685 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2686 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2690 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2691 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2692 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2693 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2696 " // transform unnormalized eye direction into tangent space\n"
2697 "#ifdef USEEYEVECTOR\n"
2698 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2699 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2700 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2701 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2705 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2706 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2709 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2710 " VectorS = gl_MultiTexCoord1.xyz;\n"
2711 " VectorT = gl_MultiTexCoord2.xyz;\n"
2712 " VectorR = gl_MultiTexCoord3.xyz;\n"
2715 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2716 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2718 "#ifdef USEREFLECTION\n"
2719 " ModelViewProjectionPosition = gl_Position;\n"
2722 "#endif // VERTEX_SHADER\n"
2727 "#ifdef FRAGMENT_SHADER\n"
2730 "#ifdef USEDEFERREDLIGHTMAP\n"
2731 "float2 Pixel : WPOS,\n"
2733 "float4 gl_FrontColor : COLOR,\n"
2734 "float4 TexCoordBoth : TEXCOORD0,\n"
2735 "#ifdef USELIGHTMAP\n"
2736 "float2 TexCoordLightmap : TEXCOORD1,\n"
2738 "#ifdef USEEYEVECTOR\n"
2739 "float3 EyeVector : TEXCOORD2,\n"
2741 "#ifdef USEREFLECTION\n"
2742 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2745 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2747 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2748 "float3 LightVector : TEXCOORD5,\n"
2750 "#ifdef MODE_LIGHTSOURCE\n"
2751 "float3 CubeVector : TEXCOORD3,\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "float4 ModelViewPosition : TEXCOORD0,\n"
2756 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2757 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2758 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2759 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2762 "uniform sampler2D Texture_Normal,\n"
2763 "uniform sampler2D Texture_Color,\n"
2764 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2765 "uniform sampler2D Texture_Gloss,\n"
2768 "uniform sampler2D Texture_Glow,\n"
2770 "#ifdef USEVERTEXTEXTUREBLEND\n"
2771 "uniform sampler2D Texture_SecondaryNormal,\n"
2772 "uniform sampler2D Texture_SecondaryColor,\n"
2773 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2774 "uniform sampler2D Texture_SecondaryGloss,\n"
2777 "uniform sampler2D Texture_SecondaryGlow,\n"
2780 "#ifdef USECOLORMAPPING\n"
2781 "uniform sampler2D Texture_Pants,\n"
2782 "uniform sampler2D Texture_Shirt,\n"
2785 "uniform sampler2D Texture_FogMask,\n"
2787 "#ifdef USELIGHTMAP\n"
2788 "uniform sampler2D Texture_Lightmap,\n"
2790 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2791 "uniform sampler2D Texture_Deluxemap,\n"
2793 "#ifdef USEREFLECTION\n"
2794 "uniform sampler2D Texture_Reflection,\n"
2797 "//#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2798 "uniform samplerRECT Texture_ScreenDepth,\n"
2799 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2801 "#ifdef USEDEFERREDLIGHTMAP\n"
2802 "uniform samplerRECT Texture_ScreenDiffuse,\n"
2803 "uniform samplerRECT Texture_ScreenSpecular,\n"
2806 "#ifdef USECOLORMAPPING\n"
2807 "uniform half3 Color_Pants,\n"
2808 "uniform half3 Color_Shirt,\n"
2811 "uniform float3 FogColor,\n"
2812 "uniform float FogRangeRecip,\n"
2813 "uniform float FogPlaneViewDist,\n"
2814 "uniform float FogHeightFade,\n"
2817 "#ifdef USEOFFSETMAPPING\n"
2818 "uniform float OffsetMapping_Scale,\n"
2821 "#ifdef USEDEFERREDLIGHTMAP\n"
2822 "uniform half3 DeferredMod_Diffuse,\n"
2823 "uniform half3 DeferredMod_Specular,\n"
2825 "uniform half3 Color_Ambient,\n"
2826 "uniform half3 Color_Diffuse,\n"
2827 "uniform half3 Color_Specular,\n"
2828 "uniform half SpecularPower,\n"
2830 "uniform half3 Color_Glow,\n"
2832 "uniform half Alpha,\n"
2833 "#ifdef USEREFLECTION\n"
2834 "uniform float4 DistortScaleRefractReflect,\n"
2835 "uniform float4 ScreenScaleRefractReflect,\n"
2836 "uniform float4 ScreenCenterRefractReflect,\n"
2837 "uniform half4 ReflectColor,\n"
2839 "#ifdef MODE_LIGHTDIRECTION\n"
2840 "uniform half3 LightColor,\n"
2842 "#ifdef MODE_LIGHTSOURCE\n"
2843 "uniform half3 LightColor,\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2847 "uniform sampler2D Texture_Attenuation,\n"
2848 "uniform samplerCUBE Texture_Cube,\n"
2850 "#ifdef USESHADOWMAPRECT\n"
2851 "# ifdef USESHADOWSAMPLER\n"
2852 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2854 "uniform samplerRECT Texture_ShadowMapRect,\n"
2858 "#ifdef USESHADOWMAP2D\n"
2859 "# ifdef USESHADOWSAMPLER\n"
2860 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2862 "uniform sampler2D Texture_ShadowMap2D,\n"
2866 "#ifdef USESHADOWMAPVSDCT\n"
2867 "uniform samplerCUBE Texture_CubeProjection,\n"
2870 "#ifdef USESHADOWMAPCUBE\n"
2871 "# ifdef USESHADOWSAMPLER\n"
2872 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2874 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2878 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2879 "uniform float2 ShadowMap_TextureScale,\n"
2880 "uniform float4 ShadowMap_Parameters,\n"
2882 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2884 "out float4 gl_FragColor : COLOR\n"
2887 " float2 TexCoord = TexCoordBoth.xy;\n"
2888 "#ifdef USEVERTEXTEXTUREBLEND\n"
2889 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2891 "#ifdef USEOFFSETMAPPING\n"
2892 " // apply offsetmapping\n"
2893 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2894 "#define TexCoord TexCoordOffset\n"
2897 " // combine the diffuse textures (base, pants, shirt)\n"
2898 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2899 "#ifdef USEALPHAKILL\n"
2900 " if (color.a < 0.5)\n"
2903 " color.a *= Alpha;\n"
2904 "#ifdef USECOLORMAPPING\n"
2905 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2907 "#ifdef USEVERTEXTEXTUREBLEND\n"
2908 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2909 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2910 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2911 " color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2913 " //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n"
2916 " // get the surface normal\n"
2917 "#ifdef USEVERTEXTEXTUREBLEND\n"
2918 " half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2920 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2923 " // get the material colors\n"
2924 " half3 diffusetex = color.rgb;\n"
2925 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2926 "# ifdef USEVERTEXTEXTUREBLEND\n"
2927 " half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2929 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2936 "#ifdef MODE_LIGHTSOURCE\n"
2937 " // light source\n"
2938 " half3 lightnormal = half3(normalize(LightVector));\n"
2939 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2940 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2941 "#ifdef USESPECULAR\n"
2942 "#ifdef USEEXACTSPECULARMATH\n"
2943 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2945 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2946 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2948 " color.rgb += glosstex * (specular * Color_Specular);\n"
2950 " color.rgb *= LightColor;\n"
2951 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2952 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2953 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2954 "# if defined(USESHADOWMAP2D)\n"
2955 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2957 "# if defined(USESHADOWMAPRECT)\n"
2958 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2960 "# if defined(USESHADOWMAPCUBE)\n"
2961 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2964 "#ifdef USESHADOWMAPVSDCT\n"
2965 ", Texture_CubeProjection\n"
2970 "# ifdef USECUBEFILTER\n"
2971 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2973 "#endif // MODE_LIGHTSOURCE\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2980 " half3 lightnormal = half3(normalize(LightVector));\n"
2981 "#define lightcolor LightColor\n"
2982 "#endif // MODE_LIGHTDIRECTION\n"
2983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2985 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
2986 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
2987 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
2988 " // convert modelspace light vector to tangentspace\n"
2989 " half3 lightnormal;\n"
2990 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
2991 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
2992 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
2993 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
2994 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
2995 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
2996 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
2997 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
2998 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
2999 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3000 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3001 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3002 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3003 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3004 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3006 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3007 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3008 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3014 "#ifdef MODE_LIGHTMAP\n"
3015 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3016 "#endif // MODE_LIGHTMAP\n"
3017 "#ifdef MODE_VERTEXCOLOR\n"
3018 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3019 "#endif // MODE_VERTEXCOLOR\n"
3020 "#ifdef MODE_FLATCOLOR\n"
3021 " color.rgb = diffusetex * Color_Ambient;\n"
3022 "#endif // MODE_FLATCOLOR\n"
3028 "# ifdef USEDIFFUSE\n"
3029 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3030 "# ifdef USESPECULAR\n"
3031 "# ifdef USEEXACTSPECULARMATH\n"
3032 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3034 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3035 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3037 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3039 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3042 " color.rgb = diffusetex * Color_Ambient;\n"
3046 "#ifdef USEDEFERREDLIGHTMAP\n"
3047 " color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n"
3048 " color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n"
3049 " color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\n"
3053 "#ifdef USEVERTEXTEXTUREBLEND\n"
3054 " color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3056 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3061 "#ifdef MODE_LIGHTSOURCE\n"
3062 " color.rgb *= half(FogVertex());\n"
3064 " color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3068 " // 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"
3069 "#ifdef USEREFLECTION\n"
3070 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3071 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3072 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3073 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3074 " // FIXME temporary hack to detect the case that the reflection\n"
3075 " // gets blackened at edges due to leaving the area that contains actual\n"
3077 " // Remove this 'ack once we have a better way to stop this thing from\n"
3079 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3080 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3081 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3082 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3083 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3084 " color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3087 " gl_FragColor = float4(color);\n"
3089 "#endif // FRAGMENT_SHADER\n"
3091 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3092 "#endif // !MODE_DEFERREDGEOMETRY\n"
3093 "#endif // !MODE_WATER\n"
3094 "#endif // !MODE_REFRACTION\n"
3095 "#endif // !MODE_BLOOMBLUR\n"
3096 "#endif // !MODE_GENERIC\n"
3097 "#endif // !MODE_POSTPROCESS\n"
3098 "#endif // !MODE_SHOWDEPTH\n"
3099 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3102 //=======================================================================================================================================================
3104 typedef struct shaderpermutationinfo_s
3106 const char *pretext;
3109 shaderpermutationinfo_t;
3111 typedef struct shadermodeinfo_s
3113 const char *vertexfilename;
3114 const char *geometryfilename;
3115 const char *fragmentfilename;
3116 const char *pretext;
3121 typedef enum shaderpermutation_e
3123 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3124 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3125 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3126 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3127 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3128 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3129 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3130 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3131 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3132 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3133 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3134 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3135 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3136 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3137 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3138 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3139 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3140 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3141 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3142 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3143 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3144 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3145 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3146 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3147 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3148 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3149 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3150 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3152 shaderpermutation_t;
3154 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3155 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3157 {"#define USEDIFFUSE\n", " diffuse"},
3158 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3159 {"#define USEVIEWTINT\n", " viewtint"},
3160 {"#define USECOLORMAPPING\n", " colormapping"},
3161 {"#define USESATURATION\n", " saturation"},
3162 {"#define USEFOGINSIDE\n", " foginside"},
3163 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3164 {"#define USEGAMMARAMPS\n", " gammaramps"},
3165 {"#define USECUBEFILTER\n", " cubefilter"},
3166 {"#define USEGLOW\n", " glow"},
3167 {"#define USEBLOOM\n", " bloom"},
3168 {"#define USESPECULAR\n", " specular"},
3169 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3170 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3171 {"#define USEREFLECTION\n", " reflection"},
3172 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3173 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3174 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3175 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3176 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3177 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3178 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3179 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3180 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3181 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3182 {"#define USEALPHAKILL\n", " alphakill"},
3185 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3186 typedef enum shadermode_e
3188 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3189 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3190 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3191 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3192 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3193 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3194 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3195 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3196 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3197 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3198 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3199 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3200 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3201 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3202 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3207 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3208 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3210 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3211 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3212 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3213 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3214 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3215 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3216 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3217 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3218 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3219 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3220 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3221 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3222 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3223 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3224 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3228 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3230 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3231 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3232 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3233 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3234 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3235 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3236 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3237 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3238 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3239 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3240 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3241 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3242 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3243 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3244 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3248 struct r_glsl_permutation_s;
3249 typedef struct r_glsl_permutation_s
3251 /// hash lookup data
3252 struct r_glsl_permutation_s *hashnext;
3254 unsigned int permutation;
3256 /// indicates if we have tried compiling this permutation already
3258 /// 0 if compilation failed
3260 /// locations of detected uniforms in program object, or -1 if not found
3261 int loc_Texture_First;
3262 int loc_Texture_Second;
3263 int loc_Texture_GammaRamps;
3264 int loc_Texture_Normal;
3265 int loc_Texture_Color;
3266 int loc_Texture_Gloss;
3267 int loc_Texture_Glow;
3268 int loc_Texture_SecondaryNormal;
3269 int loc_Texture_SecondaryColor;
3270 int loc_Texture_SecondaryGloss;
3271 int loc_Texture_SecondaryGlow;
3272 int loc_Texture_Pants;
3273 int loc_Texture_Shirt;
3274 int loc_Texture_FogMask;
3275 int loc_Texture_Lightmap;
3276 int loc_Texture_Deluxemap;
3277 int loc_Texture_Attenuation;
3278 int loc_Texture_Cube;
3279 int loc_Texture_Refraction;
3280 int loc_Texture_Reflection;
3281 int loc_Texture_ShadowMapRect;
3282 int loc_Texture_ShadowMapCube;
3283 int loc_Texture_ShadowMap2D;
3284 int loc_Texture_CubeProjection;
3285 int loc_Texture_ScreenDepth;
3286 int loc_Texture_ScreenNormalMap;
3287 int loc_Texture_ScreenDiffuse;
3288 int loc_Texture_ScreenSpecular;
3290 int loc_BloomBlur_Parameters;
3292 int loc_Color_Ambient;
3293 int loc_Color_Diffuse;
3294 int loc_Color_Specular;
3296 int loc_Color_Pants;
3297 int loc_Color_Shirt;
3298 int loc_DeferredColor_Ambient;
3299 int loc_DeferredColor_Diffuse;
3300 int loc_DeferredColor_Specular;
3301 int loc_DeferredMod_Diffuse;
3302 int loc_DeferredMod_Specular;
3303 int loc_DistortScaleRefractReflect;
3304 int loc_EyePosition;
3306 int loc_FogHeightFade;
3308 int loc_FogPlaneViewDist;
3309 int loc_FogRangeRecip;
3312 int loc_LightPosition;
3313 int loc_OffsetMapping_Scale;
3315 int loc_ReflectColor;
3316 int loc_ReflectFactor;
3317 int loc_ReflectOffset;
3318 int loc_RefractColor;
3320 int loc_ScreenCenterRefractReflect;
3321 int loc_ScreenScaleRefractReflect;
3322 int loc_ScreenToDepth;
3323 int loc_ShadowMap_Parameters;
3324 int loc_ShadowMap_TextureScale;
3325 int loc_SpecularPower;
3330 int loc_ViewTintColor;
3331 int loc_ViewToLight;
3332 int loc_ModelToLight;
3334 int loc_BackgroundTexMatrix;
3335 int loc_ModelViewProjectionMatrix;
3336 int loc_ModelViewMatrix;
3338 r_glsl_permutation_t;
3340 #define SHADERPERMUTATION_HASHSIZE 256
3342 /// information about each possible shader permutation
3343 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3344 /// currently selected permutation
3345 r_glsl_permutation_t *r_glsl_permutation;
3346 /// storage for permutations linked in the hash table
3347 memexpandablearray_t r_glsl_permutationarray;
3349 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3351 //unsigned int hashdepth = 0;
3352 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3353 r_glsl_permutation_t *p;
3354 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3356 if (p->mode == mode && p->permutation == permutation)
3358 //if (hashdepth > 10)
3359 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3364 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3366 p->permutation = permutation;
3367 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3368 r_glsl_permutationhash[mode][hashindex] = p;
3369 //if (hashdepth > 10)
3370 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3374 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3377 if (!filename || !filename[0])
3379 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3382 if (printfromdisknotice)
3383 Con_DPrintf("from disk %s... ", filename);
3384 return shaderstring;
3386 else if (!strcmp(filename, "glsl/default.glsl"))
3388 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3389 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3391 return shaderstring;
3394 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3397 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3398 int vertstrings_count = 0;
3399 int geomstrings_count = 0;
3400 int fragstrings_count = 0;
3401 char *vertexstring, *geometrystring, *fragmentstring;
3402 const char *vertstrings_list[32+3];
3403 const char *geomstrings_list[32+3];
3404 const char *fragstrings_list[32+3];
3405 char permutationname[256];
3412 permutationname[0] = 0;
3413 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3414 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3415 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3417 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3419 // the first pretext is which type of shader to compile as
3420 // (later these will all be bound together as a program object)
3421 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3422 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3423 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3425 // the second pretext is the mode (for example a light source)
3426 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3427 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3428 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3429 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3431 // now add all the permutation pretexts
3432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3434 if (permutation & (1<<i))
3436 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3437 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3438 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3439 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3443 // keep line numbers correct
3444 vertstrings_list[vertstrings_count++] = "\n";
3445 geomstrings_list[geomstrings_count++] = "\n";
3446 fragstrings_list[fragstrings_count++] = "\n";
3450 // now append the shader text itself
3451 vertstrings_list[vertstrings_count++] = vertexstring;
3452 geomstrings_list[geomstrings_count++] = geometrystring;
3453 fragstrings_list[fragstrings_count++] = fragmentstring;
3455 // if any sources were NULL, clear the respective list
3457 vertstrings_count = 0;
3458 if (!geometrystring)
3459 geomstrings_count = 0;
3460 if (!fragmentstring)
3461 fragstrings_count = 0;
3463 // compile the shader program
3464 if (vertstrings_count + geomstrings_count + fragstrings_count)
3465 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3469 qglUseProgramObjectARB(p->program);CHECKGLERROR
3470 // look up all the uniform variable names we care about, so we don't
3471 // have to look them up every time we set them
3473 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3474 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3475 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3476 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3477 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3478 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3479 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3480 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3481 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3482 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3483 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3484 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3485 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3486 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3487 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3488 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3489 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3490 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3491 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3492 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3493 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3494 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3495 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3496 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3497 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3498 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3499 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3500 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3501 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3502 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3503 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3504 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3505 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3506 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3507 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3508 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3509 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3510 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3511 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3512 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3513 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3514 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3515 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3516 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3517 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3518 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3519 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3520 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3521 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3522 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3523 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3524 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3525 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3526 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3527 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3528 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3529 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3530 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3531 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3532 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3533 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3534 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3535 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3536 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3537 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3538 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3539 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3540 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3541 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3542 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3543 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3544 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3545 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3546 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3547 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3548 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3549 // initialize the samplers to refer to the texture units we use
3550 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3551 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3552 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3553 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3554 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3555 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3556 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3557 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3558 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3559 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3560 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3561 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3562 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3563 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3564 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3565 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3566 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3567 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3568 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3569 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3570 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3571 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3572 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3573 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3574 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3575 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3576 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3577 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3579 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3582 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3586 Mem_Free(vertexstring);
3588 Mem_Free(geometrystring);
3590 Mem_Free(fragmentstring);
3593 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3595 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3596 if (r_glsl_permutation != perm)
3598 r_glsl_permutation = perm;
3599 if (!r_glsl_permutation->program)
3601 if (!r_glsl_permutation->compiled)
3602 R_GLSL_CompilePermutation(perm, mode, permutation);
3603 if (!r_glsl_permutation->program)
3605 // remove features until we find a valid permutation
3607 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3609 // reduce i more quickly whenever it would not remove any bits
3610 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3611 if (!(permutation & j))
3614 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3615 if (!r_glsl_permutation->compiled)
3616 R_GLSL_CompilePermutation(perm, mode, permutation);
3617 if (r_glsl_permutation->program)
3620 if (i >= SHADERPERMUTATION_COUNT)
3622 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3623 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3624 qglUseProgramObjectARB(0);CHECKGLERROR
3625 return; // no bit left to clear, entire mode is broken
3630 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3632 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3633 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3637 #include <Cg/cgGL.h>
3638 struct r_cg_permutation_s;
3639 typedef struct r_cg_permutation_s
3641 /// hash lookup data
3642 struct r_cg_permutation_s *hashnext;
3644 unsigned int permutation;
3646 /// indicates if we have tried compiling this permutation already
3648 /// 0 if compilation failed
3651 /// locations of detected parameters in programs, or NULL if not found
3652 CGparameter vp_EyePosition;
3653 CGparameter vp_FogPlane;
3654 CGparameter vp_LightDir;
3655 CGparameter vp_LightPosition;
3656 CGparameter vp_ModelToLight;
3657 CGparameter vp_TexMatrix;
3658 CGparameter vp_BackgroundTexMatrix;
3659 CGparameter vp_ModelViewProjectionMatrix;
3660 CGparameter vp_ModelViewMatrix;
3662 CGparameter fp_Texture_First;
3663 CGparameter fp_Texture_Second;
3664 CGparameter fp_Texture_GammaRamps;
3665 CGparameter fp_Texture_Normal;
3666 CGparameter fp_Texture_Color;
3667 CGparameter fp_Texture_Gloss;
3668 CGparameter fp_Texture_Glow;
3669 CGparameter fp_Texture_SecondaryNormal;
3670 CGparameter fp_Texture_SecondaryColor;
3671 CGparameter fp_Texture_SecondaryGloss;
3672 CGparameter fp_Texture_SecondaryGlow;
3673 CGparameter fp_Texture_Pants;
3674 CGparameter fp_Texture_Shirt;
3675 CGparameter fp_Texture_FogMask;
3676 CGparameter fp_Texture_Lightmap;
3677 CGparameter fp_Texture_Deluxemap;
3678 CGparameter fp_Texture_Attenuation;
3679 CGparameter fp_Texture_Cube;
3680 CGparameter fp_Texture_Refraction;
3681 CGparameter fp_Texture_Reflection;
3682 CGparameter fp_Texture_ShadowMapRect;
3683 CGparameter fp_Texture_ShadowMapCube;
3684 CGparameter fp_Texture_ShadowMap2D;
3685 CGparameter fp_Texture_CubeProjection;
3686 CGparameter fp_Texture_ScreenDepth;
3687 CGparameter fp_Texture_ScreenNormalMap;
3688 CGparameter fp_Texture_ScreenDiffuse;
3689 CGparameter fp_Texture_ScreenSpecular;
3690 CGparameter fp_Alpha;
3691 CGparameter fp_BloomBlur_Parameters;
3692 CGparameter fp_ClientTime;
3693 CGparameter fp_Color_Ambient;
3694 CGparameter fp_Color_Diffuse;
3695 CGparameter fp_Color_Specular;
3696 CGparameter fp_Color_Glow;
3697 CGparameter fp_Color_Pants;
3698 CGparameter fp_Color_Shirt;
3699 CGparameter fp_DeferredColor_Ambient;
3700 CGparameter fp_DeferredColor_Diffuse;
3701 CGparameter fp_DeferredColor_Specular;
3702 CGparameter fp_DeferredMod_Diffuse;
3703 CGparameter fp_DeferredMod_Specular;
3704 CGparameter fp_DistortScaleRefractReflect;
3705 CGparameter fp_EyePosition;
3706 CGparameter fp_FogColor;
3707 CGparameter fp_FogHeightFade;
3708 CGparameter fp_FogPlane;
3709 CGparameter fp_FogPlaneViewDist;
3710 CGparameter fp_FogRangeRecip;
3711 CGparameter fp_LightColor;
3712 CGparameter fp_LightDir;
3713 CGparameter fp_LightPosition;
3714 CGparameter fp_OffsetMapping_Scale;
3715 CGparameter fp_PixelSize;
3716 CGparameter fp_ReflectColor;
3717 CGparameter fp_ReflectFactor;
3718 CGparameter fp_ReflectOffset;
3719 CGparameter fp_RefractColor;
3720 CGparameter fp_Saturation;
3721 CGparameter fp_ScreenCenterRefractReflect;
3722 CGparameter fp_ScreenScaleRefractReflect;
3723 CGparameter fp_ScreenToDepth;
3724 CGparameter fp_ShadowMap_Parameters;
3725 CGparameter fp_ShadowMap_TextureScale;
3726 CGparameter fp_SpecularPower;
3727 CGparameter fp_UserVec1;
3728 CGparameter fp_UserVec2;
3729 CGparameter fp_UserVec3;
3730 CGparameter fp_UserVec4;
3731 CGparameter fp_ViewTintColor;
3732 CGparameter fp_ViewToLight;
3736 /// information about each possible shader permutation
3737 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3738 /// currently selected permutation
3739 r_cg_permutation_t *r_cg_permutation;
3740 /// storage for permutations linked in the hash table
3741 memexpandablearray_t r_cg_permutationarray;
3743 #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));}}
3745 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3747 //unsigned int hashdepth = 0;
3748 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3749 r_cg_permutation_t *p;
3750 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3752 if (p->mode == mode && p->permutation == permutation)
3754 //if (hashdepth > 10)
3755 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3760 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3762 p->permutation = permutation;
3763 p->hashnext = r_cg_permutationhash[mode][hashindex];
3764 r_cg_permutationhash[mode][hashindex] = p;
3765 //if (hashdepth > 10)
3766 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3770 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3773 if (!filename || !filename[0])
3775 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3778 if (printfromdisknotice)
3779 Con_DPrintf("from disk %s... ", filename);
3780 return shaderstring;
3782 else if (!strcmp(filename, "cg/default.cg"))
3784 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3785 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3787 return shaderstring;
3790 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3793 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3794 int vertstrings_count = 0, vertstring_length = 0;
3795 int geomstrings_count = 0, geomstring_length = 0;
3796 int fragstrings_count = 0, fragstring_length = 0;
3798 char *vertexstring, *geometrystring, *fragmentstring;
3799 char *vertstring, *geomstring, *fragstring;
3800 const char *vertstrings_list[32+3];
3801 const char *geomstrings_list[32+3];
3802 const char *fragstrings_list[32+3];
3803 char permutationname[256];
3804 CGprofile vertexProfile;
3805 CGprofile fragmentProfile;
3813 permutationname[0] = 0;
3814 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 vertstring_length = 0;
3865 for (i = 0;i < vertstrings_count;i++)
3866 vertstring_length += strlen(vertstrings_list[i]);
3867 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3868 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3869 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3871 geomstring_length = 0;
3872 for (i = 0;i < geomstrings_count;i++)
3873 geomstring_length += strlen(geomstrings_list[i]);
3874 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3875 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3876 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3878 fragstring_length = 0;
3879 for (i = 0;i < fragstrings_count;i++)
3880 fragstring_length += strlen(fragstrings_list[i]);
3881 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3882 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3883 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3887 //vertexProfile = CG_PROFILE_ARBVP1;
3888 //fragmentProfile = CG_PROFILE_ARBFP1;
3889 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3890 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3891 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3892 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3893 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3896 // compile the vertex program
3897 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
3900 cgCompileProgram(p->vprogram);CHECKCGERROR
3901 if (!cgIsProgramCompiled(p->vprogram))
3904 cgDestroyProgram(p->vprogram);CHECKCGERROR
3909 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3910 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3911 // look up all the uniform variable names we care about, so we don't
3912 // have to look them up every time we set them
3914 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3915 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3916 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3917 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3918 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3919 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3920 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3921 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3922 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3927 // compile the fragment program
3928 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
3930 cgCompileProgram(p->fprogram);CHECKCGERROR
3931 if (!cgIsProgramCompiled(p->fprogram))
3934 cgDestroyProgram(p->fprogram);CHECKCGERROR
3939 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3940 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3942 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3943 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3944 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3945 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3946 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3947 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3948 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3949 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3950 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3951 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3952 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3953 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3954 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3955 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3956 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3957 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3958 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3959 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3960 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3961 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3962 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3963 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3964 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3965 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3966 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3967 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3968 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3969 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3970 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
3971 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
3972 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
3973 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
3974 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
3975 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
3976 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
3977 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
3978 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
3979 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
3980 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
3981 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
3982 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
3983 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
3984 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
3985 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
3986 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
3987 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
3988 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
3989 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
3990 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
3991 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
3992 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
3993 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
3994 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
3995 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
3996 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
3997 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
3998 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
3999 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4000 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4001 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4002 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4003 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4004 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4005 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4006 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4007 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4008 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4009 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4010 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4011 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4012 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4017 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4018 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4020 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4024 Mem_Free(vertstring);
4026 Mem_Free(geomstring);
4028 Mem_Free(fragstring);
4030 Mem_Free(vertexstring);
4032 Mem_Free(geometrystring);
4034 Mem_Free(fragmentstring);
4037 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4039 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4042 if (r_cg_permutation != perm)
4044 r_cg_permutation = perm;
4045 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4047 if (!r_cg_permutation->compiled)
4048 R_CG_CompilePermutation(perm, mode, permutation);
4049 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4051 // remove features until we find a valid permutation
4053 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4055 // reduce i more quickly whenever it would not remove any bits
4056 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4057 if (!(permutation & j))
4060 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4061 if (!r_cg_permutation->compiled)
4062 R_CG_CompilePermutation(perm, mode, permutation);
4063 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4066 if (i >= SHADERPERMUTATION_COUNT)
4068 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4069 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4070 return; // no bit left to clear, entire mode is broken
4076 if (r_cg_permutation->vprogram)
4078 //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4079 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4080 //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4084 //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4085 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4087 if (r_cg_permutation->fprogram)
4089 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4090 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4091 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4095 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4096 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4100 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4101 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4104 void CG_BindTexture(CGparameter param, int texnum)
4106 cgGLSetTextureParameter(param, texnum);
4107 cgGLEnableTextureParameter(param);
4111 void R_GLSL_Restart_f(void)
4113 unsigned int i, limit;
4114 switch(vid.renderpath)
4116 case RENDERPATH_GL20:
4118 r_glsl_permutation_t *p;
4119 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4120 for (i = 0;i < limit;i++)
4122 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4124 GL_Backend_FreeProgram(p->program);
4125 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4128 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4131 case RENDERPATH_CGGL:
4134 r_cg_permutation_t *p;
4135 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4136 for (i = 0;i < limit;i++)
4138 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4141 cgDestroyProgram(p->vprogram);
4143 cgDestroyProgram(p->fprogram);
4144 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4148 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4151 case RENDERPATH_GL13:
4152 case RENDERPATH_GL11:
4157 void R_GLSL_DumpShader_f(void)
4162 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4165 FS_Print(file, "/* The engine may define the following macros:\n");
4166 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4167 for (i = 0;i < SHADERMODE_COUNT;i++) {
4168 if (glslshadermodeinfo[i].pretext)
4169 FS_Print(file, glslshadermodeinfo[i].pretext);
4171 for (i = 0;i < SHADERPERMUTATION_COUNT;i++) {
4172 if (shaderpermutationinfo[i].pretext)
4173 FS_Print(file, shaderpermutationinfo[i].pretext);
4175 FS_Print(file, "*/\n");
4176 FS_Print(file, builtinshaderstring);
4178 Con_Printf("glsl/default.glsl written\n");
4181 Con_Printf("failed to write to glsl/default.glsl\n");
4184 file = FS_OpenRealFile("cg/default.cg", "w", false);
4187 FS_Print(file, "/* The engine may define the following macros:\n");
4188 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4189 for (i = 0;i < SHADERMODE_COUNT;i++)
4190 FS_Print(file, cgshadermodeinfo[i].pretext);
4191 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4192 FS_Print(file, shaderpermutationinfo[i].pretext);
4193 FS_Print(file, "*/\n");
4194 FS_Print(file, builtincgshaderstring);
4196 Con_Printf("cg/default.cg written\n");
4199 Con_Printf("failed to write to cg/default.cg\n");
4203 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4206 texturemode = GL_MODULATE;
4207 switch (vid.renderpath)
4209 case RENDERPATH_GL20:
4210 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))));
4211 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4212 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4214 case RENDERPATH_CGGL:
4217 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))));
4218 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4219 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4222 case RENDERPATH_GL13:
4223 R_Mesh_TexBind(0, first );
4224 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4225 R_Mesh_TexBind(1, second);
4227 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4229 case RENDERPATH_GL11:
4230 R_Mesh_TexBind(0, first );
4235 void R_SetupShader_DepthOrShadow(void)
4237 switch (vid.renderpath)
4239 case RENDERPATH_GL20:
4240 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4242 case RENDERPATH_CGGL:
4244 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4247 case RENDERPATH_GL13:
4248 R_Mesh_TexBind(0, 0);
4249 R_Mesh_TexBind(1, 0);
4251 case RENDERPATH_GL11:
4252 R_Mesh_TexBind(0, 0);
4257 void R_SetupShader_ShowDepth(void)
4259 switch (vid.renderpath)
4261 case RENDERPATH_GL20:
4262 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4264 case RENDERPATH_CGGL:
4266 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4269 case RENDERPATH_GL13:
4271 case RENDERPATH_GL11:
4276 extern qboolean r_shadow_usingdeferredprepass;
4277 extern cvar_t r_shadow_deferred_8bitrange;
4278 extern rtexture_t *r_shadow_attenuationgradienttexture;
4279 extern rtexture_t *r_shadow_attenuation2dtexture;
4280 extern rtexture_t *r_shadow_attenuation3dtexture;
4281 extern qboolean r_shadow_usingshadowmaprect;
4282 extern qboolean r_shadow_usingshadowmapcube;
4283 extern qboolean r_shadow_usingshadowmap2d;
4284 extern float r_shadow_shadowmap_texturescale[2];
4285 extern float r_shadow_shadowmap_parameters[4];
4286 extern qboolean r_shadow_shadowmapvsdct;
4287 extern qboolean r_shadow_shadowmapsampler;
4288 extern int r_shadow_shadowmappcf;
4289 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4290 extern rtexture_t *r_shadow_shadowmap2dtexture;
4291 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4292 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4293 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4294 extern int r_shadow_prepass_width;
4295 extern int r_shadow_prepass_height;
4296 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4297 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4298 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4299 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4300 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4302 // select a permutation of the lighting shader appropriate to this
4303 // combination of texture, entity, light source, and fogging, only use the
4304 // minimum features necessary to avoid wasting rendering time in the
4305 // fragment shader on features that are not being used
4306 unsigned int permutation = 0;
4307 unsigned int mode = 0;
4309 if (rsurfacepass == RSURFPASS_BACKGROUND)
4311 // distorted background
4312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4313 mode = SHADERMODE_WATER;
4315 mode = SHADERMODE_REFRACTION;
4316 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4317 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4318 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4319 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4320 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4321 R_Mesh_ColorPointer(NULL, 0, 0);
4322 GL_AlphaTest(false);
4323 GL_BlendFunc(GL_ONE, GL_ZERO);
4325 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4327 if (r_glsl_offsetmapping.integer)
4329 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4330 if (r_glsl_offsetmapping_reliefmapping.integer)
4331 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4334 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4335 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4336 permutation |= SHADERPERMUTATION_ALPHAKILL;
4337 // normalmap (deferred prepass), may use alpha test on diffuse
4338 mode = SHADERMODE_DEFERREDGEOMETRY;
4339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4340 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4341 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4342 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4343 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4344 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4345 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4346 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4347 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4349 R_Mesh_ColorPointer(NULL, 0, 0);
4350 GL_AlphaTest(false);
4351 GL_BlendFunc(GL_ONE, GL_ZERO);
4353 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4355 if (r_glsl_offsetmapping.integer)
4357 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4358 if (r_glsl_offsetmapping_reliefmapping.integer)
4359 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4364 mode = SHADERMODE_LIGHTSOURCE;
4365 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4366 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4367 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4368 permutation |= SHADERPERMUTATION_CUBEFILTER;
4369 if (diffusescale > 0)
4370 permutation |= SHADERPERMUTATION_DIFFUSE;
4371 if (specularscale > 0)
4373 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4374 if (r_shadow_glossexact.integer)
4375 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4377 if (r_refdef.fogenabled)
4378 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4379 if (rsurface.texture->colormapping)
4380 permutation |= SHADERPERMUTATION_COLORMAPPING;
4381 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4383 if (r_shadow_usingshadowmaprect)
4384 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4385 if (r_shadow_usingshadowmap2d)
4386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4387 if (r_shadow_usingshadowmapcube)
4388 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4389 else if(r_shadow_shadowmapvsdct)
4390 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4392 if (r_shadow_shadowmapsampler)
4393 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4394 if (r_shadow_shadowmappcf > 1)
4395 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4396 else if (r_shadow_shadowmappcf)
4397 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4399 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4400 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4402 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4403 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4404 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4408 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4409 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4410 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4412 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4413 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4414 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4416 R_Mesh_ColorPointer(NULL, 0, 0);
4417 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4418 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4420 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4422 if (r_glsl_offsetmapping.integer)
4424 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4425 if (r_glsl_offsetmapping_reliefmapping.integer)
4426 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4430 // unshaded geometry (fullbright or ambient model lighting)
4431 mode = SHADERMODE_FLATCOLOR;
4432 ambientscale = diffusescale = specularscale = 0;
4433 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4434 permutation |= SHADERPERMUTATION_GLOW;
4435 if (r_refdef.fogenabled)
4436 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4437 if (rsurface.texture->colormapping)
4438 permutation |= SHADERPERMUTATION_COLORMAPPING;
4439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4440 permutation |= SHADERPERMUTATION_REFLECTION;
4441 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4442 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4444 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4445 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4446 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4450 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4451 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4452 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4454 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4455 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4456 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4458 R_Mesh_ColorPointer(NULL, 0, 0);
4459 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4460 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4462 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4464 if (r_glsl_offsetmapping.integer)
4466 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4467 if (r_glsl_offsetmapping_reliefmapping.integer)
4468 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4471 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4472 // directional model lighting
4473 mode = SHADERMODE_LIGHTDIRECTION;
4474 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4475 permutation |= SHADERPERMUTATION_GLOW;
4476 permutation |= SHADERPERMUTATION_DIFFUSE;
4477 if (specularscale > 0)
4479 permutation |= SHADERPERMUTATION_SPECULAR;
4480 if (r_shadow_glossexact.integer)
4481 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4483 if (r_refdef.fogenabled)
4484 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4485 if (rsurface.texture->colormapping)
4486 permutation |= SHADERPERMUTATION_COLORMAPPING;
4487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4488 permutation |= SHADERPERMUTATION_REFLECTION;
4489 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4490 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4491 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4492 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4494 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4495 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4496 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4500 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4501 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4502 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4504 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4505 R_Mesh_ColorPointer(NULL, 0, 0);
4506 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4507 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4509 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4511 if (r_glsl_offsetmapping.integer)
4513 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4514 if (r_glsl_offsetmapping_reliefmapping.integer)
4515 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4518 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4519 // ambient model lighting
4520 mode = SHADERMODE_LIGHTDIRECTION;
4521 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4522 permutation |= SHADERPERMUTATION_GLOW;
4523 if (r_refdef.fogenabled)
4524 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4525 if (rsurface.texture->colormapping)
4526 permutation |= SHADERPERMUTATION_COLORMAPPING;
4527 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4528 permutation |= SHADERPERMUTATION_REFLECTION;
4529 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4530 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4531 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4532 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4534 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4535 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4536 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4540 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4541 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4542 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4544 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4545 R_Mesh_ColorPointer(NULL, 0, 0);
4546 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4547 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4551 if (r_glsl_offsetmapping.integer)
4553 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4554 if (r_glsl_offsetmapping_reliefmapping.integer)
4555 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4558 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4561 permutation |= SHADERPERMUTATION_GLOW;
4562 if (r_refdef.fogenabled)
4563 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4564 if (rsurface.texture->colormapping)
4565 permutation |= SHADERPERMUTATION_COLORMAPPING;
4566 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4567 permutation |= SHADERPERMUTATION_REFLECTION;
4568 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4569 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4570 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4572 // deluxemapping (light direction texture)
4573 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4574 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4576 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4577 permutation |= SHADERPERMUTATION_DIFFUSE;
4578 if (specularscale > 0)
4580 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4581 if (r_shadow_glossexact.integer)
4582 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4584 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4585 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4586 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4588 R_Mesh_ColorPointer(NULL, 0, 0);
4590 else if (r_glsl_deluxemapping.integer >= 2)
4592 // fake deluxemapping (uniform light direction in tangentspace)
4593 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4594 permutation |= SHADERPERMUTATION_DIFFUSE;
4595 if (specularscale > 0)
4597 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4598 if (r_shadow_glossexact.integer)
4599 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4601 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4602 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4603 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4605 R_Mesh_ColorPointer(NULL, 0, 0);
4607 else if (rsurface.uselightmaptexture)
4609 // ordinary lightmapping (q1bsp, q3bsp)
4610 mode = SHADERMODE_LIGHTMAP;
4611 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4612 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4615 R_Mesh_ColorPointer(NULL, 0, 0);
4619 // ordinary vertex coloring (q3bsp)
4620 mode = SHADERMODE_VERTEXCOLOR;
4621 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4622 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4624 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4625 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4627 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4628 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4629 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4633 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4634 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4635 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4637 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4638 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4640 switch(vid.renderpath)
4642 case RENDERPATH_GL20:
4643 R_SetupShader_SetPermutationGLSL(mode, permutation);
4644 if (mode == SHADERMODE_LIGHTSOURCE)
4646 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4647 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4648 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4649 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);
4650 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);
4651 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);
4653 // additive passes are only darkened by fog, not tinted
4654 if (r_glsl_permutation->loc_FogColor >= 0)
4655 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4656 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]);
4657 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]);
4658 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4662 if (mode == SHADERMODE_FLATCOLOR)
4664 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4666 else if (mode == SHADERMODE_LIGHTDIRECTION)
4668 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]);
4669 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]);
4670 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);
4671 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);
4672 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);
4673 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]);
4674 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]);
4678 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]);
4679 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]);
4680 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);
4681 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);
4682 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);
4684 // additive passes are only darkened by fog, not tinted
4685 if (r_glsl_permutation->loc_FogColor >= 0)
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4688 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4690 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4692 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);
4693 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]);
4694 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]);
4695 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4696 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4697 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4698 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4699 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4701 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4702 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4703 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4704 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4705 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4706 if (r_glsl_permutation->loc_Color_Pants >= 0)
4708 if (rsurface.texture->pantstexture)
4709 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4711 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4713 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4715 if (rsurface.texture->shirttexture)
4716 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4718 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4720 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]);
4721 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4722 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4723 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4724 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4725 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]);
4727 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4728 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4729 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4730 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4731 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4732 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4733 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4734 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4735 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4736 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4737 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4738 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4739 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4740 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4741 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4742 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4743 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4744 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4745 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4746 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4747 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4748 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4749 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4750 if (rsurface.rtlight)
4752 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4753 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4754 if (r_shadow_usingshadowmapcube)
4755 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4756 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4757 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4761 case RENDERPATH_CGGL:
4763 R_SetupShader_SetPermutationCG(mode, permutation);
4764 if (mode == SHADERMODE_LIGHTSOURCE)
4766 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4767 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4771 if (mode == SHADERMODE_LIGHTDIRECTION)
4773 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
4776 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4777 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4778 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4779 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
4782 if (mode == SHADERMODE_LIGHTSOURCE)
4784 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4785 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4786 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
4787 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
4788 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
4790 // additive passes are only darkened by fog, not tinted
4791 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4792 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
4793 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
4794 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4798 if (mode == SHADERMODE_FLATCOLOR)
4800 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4802 else if (mode == SHADERMODE_LIGHTDIRECTION)
4804 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
4805 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
4806 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
4807 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
4808 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
4809 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
4810 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
4814 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
4815 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
4816 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
4817 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
4818 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
4820 // additive passes are only darkened by fog, not tinted
4821 if (r_cg_permutation->fp_FogColor)
4823 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4824 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4826 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4829 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
4830 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
4831 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
4832 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4833 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4834 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4835 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4836 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4838 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4839 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4840 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4841 if (r_cg_permutation->fp_Color_Pants)
4843 if (rsurface.texture->pantstexture)
4844 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4846 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4849 if (r_cg_permutation->fp_Color_Shirt)
4851 if (rsurface.texture->shirttexture)
4852 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4854 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4857 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
4858 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4859 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4860 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4861 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4862 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
4864 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4865 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4866 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4867 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4868 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4869 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4870 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4871 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4872 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4873 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4874 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4875 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4876 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4877 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4878 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4879 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4880 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4881 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4882 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4883 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4884 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4885 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4886 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4887 if (rsurface.rtlight)
4889 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4890 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4891 if (r_shadow_usingshadowmapcube)
4892 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4893 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4894 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4900 case RENDERPATH_GL13:
4901 case RENDERPATH_GL11:
4906 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4908 // select a permutation of the lighting shader appropriate to this
4909 // combination of texture, entity, light source, and fogging, only use the
4910 // minimum features necessary to avoid wasting rendering time in the
4911 // fragment shader on features that are not being used
4912 unsigned int permutation = 0;
4913 unsigned int mode = 0;
4914 const float *lightcolorbase = rtlight->currentcolor;
4915 float ambientscale = rtlight->ambientscale;
4916 float diffusescale = rtlight->diffusescale;
4917 float specularscale = rtlight->specularscale;
4918 // this is the location of the light in view space
4919 vec3_t viewlightorigin;
4920 // this transforms from view space (camera) to light space (cubemap)
4921 matrix4x4_t viewtolight;
4922 matrix4x4_t lighttoview;
4923 float viewtolight16f[16];
4924 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4926 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4927 if (rtlight->currentcubemap != r_texture_whitecube)
4928 permutation |= SHADERPERMUTATION_CUBEFILTER;
4929 if (diffusescale > 0)
4930 permutation |= SHADERPERMUTATION_DIFFUSE;
4931 if (specularscale > 0)
4933 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4934 if (r_shadow_glossexact.integer)
4935 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4937 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4939 if (r_shadow_usingshadowmaprect)
4940 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4941 if (r_shadow_usingshadowmap2d)
4942 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4943 if (r_shadow_usingshadowmapcube)
4944 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4945 else if(r_shadow_shadowmapvsdct)
4946 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4948 if (r_shadow_shadowmapsampler)
4949 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4950 if (r_shadow_shadowmappcf > 1)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4952 else if (r_shadow_shadowmappcf)
4953 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4955 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4956 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4957 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4958 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4959 switch(vid.renderpath)
4961 case RENDERPATH_GL20:
4962 R_SetupShader_SetPermutationGLSL(mode, permutation);
4963 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4964 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4965 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);
4966 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);
4967 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);
4968 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]);
4969 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]);
4970 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));
4971 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]);
4973 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4974 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4975 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4976 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4977 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4978 if (r_shadow_usingshadowmapcube)
4979 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4980 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4981 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4983 case RENDERPATH_CGGL:
4985 R_SetupShader_SetPermutationCG(mode, permutation);
4986 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4987 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4988 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
4989 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
4990 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
4991 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
4992 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
4993 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
4994 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
4996 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5001 if (r_shadow_usingshadowmapcube)
5002 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5007 case RENDERPATH_GL13:
5008 case RENDERPATH_GL11:
5013 #define SKINFRAME_HASH 1024
5017 int loadsequence; // incremented each level change
5018 memexpandablearray_t array;
5019 skinframe_t *hash[SKINFRAME_HASH];
5022 r_skinframe_t r_skinframe;
5024 void R_SkinFrame_PrepareForPurge(void)
5026 r_skinframe.loadsequence++;
5027 // wrap it without hitting zero
5028 if (r_skinframe.loadsequence >= 200)
5029 r_skinframe.loadsequence = 1;
5032 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5036 // mark the skinframe as used for the purging code
5037 skinframe->loadsequence = r_skinframe.loadsequence;
5040 void R_SkinFrame_Purge(void)
5044 for (i = 0;i < SKINFRAME_HASH;i++)
5046 for (s = r_skinframe.hash[i];s;s = s->next)
5048 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5050 if (s->merged == s->base)
5052 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5053 R_PurgeTexture(s->stain );s->stain = NULL;
5054 R_PurgeTexture(s->merged);s->merged = NULL;
5055 R_PurgeTexture(s->base );s->base = NULL;
5056 R_PurgeTexture(s->pants );s->pants = NULL;
5057 R_PurgeTexture(s->shirt );s->shirt = NULL;
5058 R_PurgeTexture(s->nmap );s->nmap = NULL;
5059 R_PurgeTexture(s->gloss );s->gloss = NULL;
5060 R_PurgeTexture(s->glow );s->glow = NULL;
5061 R_PurgeTexture(s->fog );s->fog = NULL;
5062 s->loadsequence = 0;
5068 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5070 char basename[MAX_QPATH];
5072 Image_StripImageExtension(name, basename, sizeof(basename));
5074 if( last == NULL ) {
5076 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5077 item = r_skinframe.hash[hashindex];
5082 // linearly search through the hash bucket
5083 for( ; item ; item = item->next ) {
5084 if( !strcmp( item->basename, basename ) ) {
5091 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5095 char basename[MAX_QPATH];
5097 Image_StripImageExtension(name, basename, sizeof(basename));
5099 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5100 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5101 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5105 rtexture_t *dyntexture;
5106 // check whether its a dynamic texture
5107 dyntexture = CL_GetDynTexture( basename );
5108 if (!add && !dyntexture)
5110 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5111 memset(item, 0, sizeof(*item));
5112 strlcpy(item->basename, basename, sizeof(item->basename));
5113 item->base = dyntexture; // either NULL or dyntexture handle
5114 item->textureflags = textureflags;
5115 item->comparewidth = comparewidth;
5116 item->compareheight = compareheight;
5117 item->comparecrc = comparecrc;
5118 item->next = r_skinframe.hash[hashindex];
5119 r_skinframe.hash[hashindex] = item;
5121 else if( item->base == NULL )
5123 rtexture_t *dyntexture;
5124 // check whether its a dynamic texture
5125 // 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]
5126 dyntexture = CL_GetDynTexture( basename );
5127 item->base = dyntexture; // either NULL or dyntexture handle
5130 R_SkinFrame_MarkUsed(item);
5134 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5136 unsigned long long avgcolor[5], wsum; \
5144 for(pix = 0; pix < cnt; ++pix) \
5147 for(comp = 0; comp < 3; ++comp) \
5149 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5152 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5154 for(comp = 0; comp < 3; ++comp) \
5155 avgcolor[comp] += getpixel * w; \
5158 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5159 avgcolor[4] += getpixel; \
5161 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5163 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5164 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5165 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5166 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5169 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5172 unsigned char *pixels;
5173 unsigned char *bumppixels;
5174 unsigned char *basepixels = NULL;
5175 int basepixels_width = 0;
5176 int basepixels_height = 0;
5177 skinframe_t *skinframe;
5178 rtexture_t *ddsbase = NULL;
5179 qboolean ddshasalpha = false;
5180 float ddsavgcolor[4];
5181 char basename[MAX_QPATH];
5183 if (cls.state == ca_dedicated)
5186 // return an existing skinframe if already loaded
5187 // if loading of the first image fails, don't make a new skinframe as it
5188 // would cause all future lookups of this to be missing
5189 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5190 if (skinframe && skinframe->base)
5193 Image_StripImageExtension(name, basename, sizeof(basename));
5195 // check for DDS texture file first
5196 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5198 basepixels = loadimagepixelsbgra(name, complain, true);
5199 if (basepixels == NULL)
5203 if (developer_loading.integer)
5204 Con_Printf("loading skin \"%s\"\n", name);
5206 // we've got some pixels to store, so really allocate this new texture now
5208 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5209 skinframe->stain = NULL;
5210 skinframe->merged = NULL;
5211 skinframe->base = NULL;
5212 skinframe->pants = NULL;
5213 skinframe->shirt = NULL;
5214 skinframe->nmap = NULL;
5215 skinframe->gloss = NULL;
5216 skinframe->glow = NULL;
5217 skinframe->fog = NULL;
5218 skinframe->hasalpha = false;
5222 skinframe->base = ddsbase;
5223 skinframe->hasalpha = ddshasalpha;
5224 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5225 if (r_loadfog && skinframe->hasalpha)
5226 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5227 //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]);
5231 basepixels_width = image_width;
5232 basepixels_height = image_height;
5233 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);
5234 if (textureflags & TEXF_ALPHA)
5236 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5238 if (basepixels[j] < 255)
5240 skinframe->hasalpha = true;
5244 if (r_loadfog && skinframe->hasalpha)
5246 // has transparent pixels
5247 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5248 for (j = 0;j < image_width * image_height * 4;j += 4)
5253 pixels[j+3] = basepixels[j+3];
5255 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);
5259 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5260 //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]);
5261 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5262 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5263 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5264 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5269 if (r_loadnormalmap)
5270 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5271 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5273 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5274 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5275 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5278 // _norm is the name used by tenebrae and has been adopted as standard
5279 if (r_loadnormalmap && skinframe->nmap == NULL)
5281 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5283 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);
5287 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5289 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5290 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5291 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);
5293 Mem_Free(bumppixels);
5295 else if (r_shadow_bumpscale_basetexture.value > 0)
5297 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5298 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5299 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);
5302 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5303 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5306 // _luma is supported only for tenebrae compatibility
5307 // _glow is the preferred name
5308 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5310 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);
5311 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5312 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5313 Mem_Free(pixels);pixels = NULL;
5316 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5318 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);
5319 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5320 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5325 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5327 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);
5328 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5329 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5334 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5336 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);
5337 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5338 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5344 Mem_Free(basepixels);
5349 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5350 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5353 unsigned char *temp1, *temp2;
5354 skinframe_t *skinframe;
5356 if (cls.state == ca_dedicated)
5359 // if already loaded just return it, otherwise make a new skinframe
5360 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5361 if (skinframe && skinframe->base)
5364 skinframe->stain = NULL;
5365 skinframe->merged = NULL;
5366 skinframe->base = NULL;
5367 skinframe->pants = NULL;
5368 skinframe->shirt = NULL;
5369 skinframe->nmap = NULL;
5370 skinframe->gloss = NULL;
5371 skinframe->glow = NULL;
5372 skinframe->fog = NULL;
5373 skinframe->hasalpha = false;
5375 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5379 if (developer_loading.integer)
5380 Con_Printf("loading 32bit skin \"%s\"\n", name);
5382 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5384 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5385 temp2 = temp1 + width * height * 4;
5386 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5387 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5390 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5391 if (textureflags & TEXF_ALPHA)
5393 for (i = 3;i < width * height * 4;i += 4)
5395 if (skindata[i] < 255)
5397 skinframe->hasalpha = true;
5401 if (r_loadfog && skinframe->hasalpha)
5403 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5404 memcpy(fogpixels, skindata, width * height * 4);
5405 for (i = 0;i < width * height * 4;i += 4)
5406 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5407 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5408 Mem_Free(fogpixels);
5412 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5413 //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]);
5418 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5422 skinframe_t *skinframe;
5424 if (cls.state == ca_dedicated)
5427 // if already loaded just return it, otherwise make a new skinframe
5428 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5429 if (skinframe && skinframe->base)
5432 skinframe->stain = NULL;
5433 skinframe->merged = NULL;
5434 skinframe->base = NULL;
5435 skinframe->pants = NULL;
5436 skinframe->shirt = NULL;
5437 skinframe->nmap = NULL;
5438 skinframe->gloss = NULL;
5439 skinframe->glow = NULL;
5440 skinframe->fog = NULL;
5441 skinframe->hasalpha = false;
5443 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5447 if (developer_loading.integer)
5448 Con_Printf("loading quake skin \"%s\"\n", name);
5450 // 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)
5451 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5452 memcpy(skinframe->qpixels, skindata, width*height);
5453 skinframe->qwidth = width;
5454 skinframe->qheight = height;
5457 for (i = 0;i < width * height;i++)
5458 featuresmask |= palette_featureflags[skindata[i]];
5460 skinframe->hasalpha = false;
5461 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5462 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5463 skinframe->qgeneratemerged = true;
5464 skinframe->qgeneratebase = skinframe->qhascolormapping;
5465 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5467 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5468 //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]);
5473 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5477 unsigned char *skindata;
5479 if (!skinframe->qpixels)
5482 if (!skinframe->qhascolormapping)
5483 colormapped = false;
5487 if (!skinframe->qgeneratebase)
5492 if (!skinframe->qgeneratemerged)
5496 width = skinframe->qwidth;
5497 height = skinframe->qheight;
5498 skindata = skinframe->qpixels;
5500 if (skinframe->qgeneratenmap)
5502 unsigned char *temp1, *temp2;
5503 skinframe->qgeneratenmap = false;
5504 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5505 temp2 = temp1 + width * height * 4;
5506 // use either a custom palette or the quake palette
5507 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5508 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5509 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5513 if (skinframe->qgenerateglow)
5515 skinframe->qgenerateglow = false;
5516 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5521 skinframe->qgeneratebase = false;
5522 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);
5523 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5524 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5528 skinframe->qgeneratemerged = false;
5529 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5532 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5534 Mem_Free(skinframe->qpixels);
5535 skinframe->qpixels = NULL;
5539 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)
5542 skinframe_t *skinframe;
5544 if (cls.state == ca_dedicated)
5547 // if already loaded just return it, otherwise make a new skinframe
5548 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5549 if (skinframe && skinframe->base)
5552 skinframe->stain = NULL;
5553 skinframe->merged = NULL;
5554 skinframe->base = NULL;
5555 skinframe->pants = NULL;
5556 skinframe->shirt = NULL;
5557 skinframe->nmap = NULL;
5558 skinframe->gloss = NULL;
5559 skinframe->glow = NULL;
5560 skinframe->fog = NULL;
5561 skinframe->hasalpha = false;
5563 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5567 if (developer_loading.integer)
5568 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5570 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5571 if (textureflags & TEXF_ALPHA)
5573 for (i = 0;i < width * height;i++)
5575 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5577 skinframe->hasalpha = true;
5581 if (r_loadfog && skinframe->hasalpha)
5582 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5585 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5586 //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]);
5591 skinframe_t *R_SkinFrame_LoadMissing(void)
5593 skinframe_t *skinframe;
5595 if (cls.state == ca_dedicated)
5598 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5599 skinframe->stain = NULL;
5600 skinframe->merged = NULL;
5601 skinframe->base = NULL;
5602 skinframe->pants = NULL;
5603 skinframe->shirt = NULL;
5604 skinframe->nmap = NULL;
5605 skinframe->gloss = NULL;
5606 skinframe->glow = NULL;
5607 skinframe->fog = NULL;
5608 skinframe->hasalpha = false;
5610 skinframe->avgcolor[0] = rand() / RAND_MAX;
5611 skinframe->avgcolor[1] = rand() / RAND_MAX;
5612 skinframe->avgcolor[2] = rand() / RAND_MAX;
5613 skinframe->avgcolor[3] = 1;
5618 void R_Main_FreeViewCache(void)
5620 if (r_refdef.viewcache.entityvisible)
5621 Mem_Free(r_refdef.viewcache.entityvisible);
5622 if (r_refdef.viewcache.world_pvsbits)
5623 Mem_Free(r_refdef.viewcache.world_pvsbits);
5624 if (r_refdef.viewcache.world_leafvisible)
5625 Mem_Free(r_refdef.viewcache.world_leafvisible);
5626 if (r_refdef.viewcache.world_surfacevisible)
5627 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5628 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5631 void R_Main_ResizeViewCache(void)
5633 int numentities = r_refdef.scene.numentities;
5634 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5635 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5636 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5637 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5638 if (r_refdef.viewcache.maxentities < numentities)
5640 r_refdef.viewcache.maxentities = numentities;
5641 if (r_refdef.viewcache.entityvisible)
5642 Mem_Free(r_refdef.viewcache.entityvisible);
5643 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5645 if (r_refdef.viewcache.world_numclusters != numclusters)
5647 r_refdef.viewcache.world_numclusters = numclusters;
5648 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5649 if (r_refdef.viewcache.world_pvsbits)
5650 Mem_Free(r_refdef.viewcache.world_pvsbits);
5651 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5653 if (r_refdef.viewcache.world_numleafs != numleafs)
5655 r_refdef.viewcache.world_numleafs = numleafs;
5656 if (r_refdef.viewcache.world_leafvisible)
5657 Mem_Free(r_refdef.viewcache.world_leafvisible);
5658 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5660 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5662 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5663 if (r_refdef.viewcache.world_surfacevisible)
5664 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5665 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5669 extern rtexture_t *loadingscreentexture;
5670 void gl_main_start(void)
5672 loadingscreentexture = NULL;
5673 r_texture_blanknormalmap = NULL;
5674 r_texture_white = NULL;
5675 r_texture_grey128 = NULL;
5676 r_texture_black = NULL;
5677 r_texture_whitecube = NULL;
5678 r_texture_normalizationcube = NULL;
5679 r_texture_fogattenuation = NULL;
5680 r_texture_gammaramps = NULL;
5682 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5683 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5685 switch(vid.renderpath)
5687 case RENDERPATH_GL20:
5688 case RENDERPATH_CGGL:
5689 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5690 Cvar_SetValueQuick(&gl_combine, 1);
5691 Cvar_SetValueQuick(&r_glsl, 1);
5692 r_loadnormalmap = true;
5696 case RENDERPATH_GL13:
5697 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5698 Cvar_SetValueQuick(&gl_combine, 1);
5699 Cvar_SetValueQuick(&r_glsl, 0);
5700 r_loadnormalmap = false;
5701 r_loadgloss = false;
5704 case RENDERPATH_GL11:
5705 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5706 Cvar_SetValueQuick(&gl_combine, 0);
5707 Cvar_SetValueQuick(&r_glsl, 0);
5708 r_loadnormalmap = false;
5709 r_loadgloss = false;
5715 R_FrameData_Reset();
5719 memset(r_queries, 0, sizeof(r_queries));
5721 r_qwskincache = NULL;
5722 r_qwskincache_size = 0;
5724 // set up r_skinframe loading system for textures
5725 memset(&r_skinframe, 0, sizeof(r_skinframe));
5726 r_skinframe.loadsequence = 1;
5727 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5729 r_main_texturepool = R_AllocTexturePool();
5730 R_BuildBlankTextures();
5732 if (vid.support.arb_texture_cube_map)
5735 R_BuildNormalizationCube();
5737 r_texture_fogattenuation = NULL;
5738 r_texture_gammaramps = NULL;
5739 //r_texture_fogintensity = NULL;
5740 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5741 memset(&r_waterstate, 0, sizeof(r_waterstate));
5742 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5743 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5745 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5746 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5748 memset(&r_svbsp, 0, sizeof (r_svbsp));
5750 r_refdef.fogmasktable_density = 0;
5753 void gl_main_shutdown(void)
5756 R_FrameData_Reset();
5758 R_Main_FreeViewCache();
5761 qglDeleteQueriesARB(r_maxqueries, r_queries);
5765 memset(r_queries, 0, sizeof(r_queries));
5767 r_qwskincache = NULL;
5768 r_qwskincache_size = 0;
5770 // clear out the r_skinframe state
5771 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5772 memset(&r_skinframe, 0, sizeof(r_skinframe));
5775 Mem_Free(r_svbsp.nodes);
5776 memset(&r_svbsp, 0, sizeof (r_svbsp));
5777 R_FreeTexturePool(&r_main_texturepool);
5778 loadingscreentexture = NULL;
5779 r_texture_blanknormalmap = NULL;
5780 r_texture_white = NULL;
5781 r_texture_grey128 = NULL;
5782 r_texture_black = NULL;
5783 r_texture_whitecube = NULL;
5784 r_texture_normalizationcube = NULL;
5785 r_texture_fogattenuation = NULL;
5786 r_texture_gammaramps = NULL;
5787 //r_texture_fogintensity = NULL;
5788 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5789 memset(&r_waterstate, 0, sizeof(r_waterstate));
5793 extern void CL_ParseEntityLump(char *entitystring);
5794 void gl_main_newmap(void)
5796 // FIXME: move this code to client
5798 char *entities, entname[MAX_QPATH];
5800 Mem_Free(r_qwskincache);
5801 r_qwskincache = NULL;
5802 r_qwskincache_size = 0;
5805 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5806 l = (int)strlen(entname) - 4;
5807 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5809 memcpy(entname + l, ".ent", 5);
5810 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5812 CL_ParseEntityLump(entities);
5817 if (cl.worldmodel->brush.entities)
5818 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5820 R_Main_FreeViewCache();
5822 R_FrameData_Reset();
5825 void GL_Main_Init(void)
5827 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5829 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5830 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5831 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5832 if (gamemode == GAME_NEHAHRA)
5834 Cvar_RegisterVariable (&gl_fogenable);
5835 Cvar_RegisterVariable (&gl_fogdensity);
5836 Cvar_RegisterVariable (&gl_fogred);
5837 Cvar_RegisterVariable (&gl_foggreen);
5838 Cvar_RegisterVariable (&gl_fogblue);
5839 Cvar_RegisterVariable (&gl_fogstart);
5840 Cvar_RegisterVariable (&gl_fogend);
5841 Cvar_RegisterVariable (&gl_skyclip);
5843 Cvar_RegisterVariable(&r_motionblur);
5844 Cvar_RegisterVariable(&r_motionblur_maxblur);
5845 Cvar_RegisterVariable(&r_motionblur_bmin);
5846 Cvar_RegisterVariable(&r_motionblur_vmin);
5847 Cvar_RegisterVariable(&r_motionblur_vmax);
5848 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5849 Cvar_RegisterVariable(&r_motionblur_randomize);
5850 Cvar_RegisterVariable(&r_damageblur);
5851 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5852 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5853 Cvar_RegisterVariable(&r_equalize_entities_by);
5854 Cvar_RegisterVariable(&r_equalize_entities_to);
5855 Cvar_RegisterVariable(&r_depthfirst);
5856 Cvar_RegisterVariable(&r_useinfinitefarclip);
5857 Cvar_RegisterVariable(&r_farclip_base);
5858 Cvar_RegisterVariable(&r_farclip_world);
5859 Cvar_RegisterVariable(&r_nearclip);
5860 Cvar_RegisterVariable(&r_showbboxes);
5861 Cvar_RegisterVariable(&r_showsurfaces);
5862 Cvar_RegisterVariable(&r_showtris);
5863 Cvar_RegisterVariable(&r_shownormals);
5864 Cvar_RegisterVariable(&r_showlighting);
5865 Cvar_RegisterVariable(&r_showshadowvolumes);
5866 Cvar_RegisterVariable(&r_showcollisionbrushes);
5867 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5868 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5869 Cvar_RegisterVariable(&r_showdisabledepthtest);
5870 Cvar_RegisterVariable(&r_drawportals);
5871 Cvar_RegisterVariable(&r_drawentities);
5872 Cvar_RegisterVariable(&r_cullentities_trace);
5873 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5874 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5875 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5876 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5877 Cvar_RegisterVariable(&r_drawviewmodel);
5878 Cvar_RegisterVariable(&r_speeds);
5879 Cvar_RegisterVariable(&r_fullbrights);
5880 Cvar_RegisterVariable(&r_wateralpha);
5881 Cvar_RegisterVariable(&r_dynamic);
5882 Cvar_RegisterVariable(&r_fullbright);
5883 Cvar_RegisterVariable(&r_shadows);
5884 Cvar_RegisterVariable(&r_shadows_darken);
5885 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5886 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5887 Cvar_RegisterVariable(&r_shadows_throwdistance);
5888 Cvar_RegisterVariable(&r_shadows_throwdirection);
5889 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5890 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5891 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5892 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5893 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5894 Cvar_RegisterVariable(&r_fog_exp2);
5895 Cvar_RegisterVariable(&r_drawfog);
5896 Cvar_RegisterVariable(&r_transparentdepthmasking);
5897 Cvar_RegisterVariable(&r_texture_dds_load);
5898 Cvar_RegisterVariable(&r_texture_dds_save);
5899 Cvar_RegisterVariable(&r_textureunits);
5900 Cvar_RegisterVariable(&gl_combine);
5901 Cvar_RegisterVariable(&r_glsl);
5902 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5903 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5904 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5905 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5906 Cvar_RegisterVariable(&r_glsl_postprocess);
5907 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5908 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5909 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5910 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5911 Cvar_RegisterVariable(&r_water);
5912 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5913 Cvar_RegisterVariable(&r_water_clippingplanebias);
5914 Cvar_RegisterVariable(&r_water_refractdistort);
5915 Cvar_RegisterVariable(&r_water_reflectdistort);
5916 Cvar_RegisterVariable(&r_lerpsprites);
5917 Cvar_RegisterVariable(&r_lerpmodels);
5918 Cvar_RegisterVariable(&r_lerplightstyles);
5919 Cvar_RegisterVariable(&r_waterscroll);
5920 Cvar_RegisterVariable(&r_bloom);
5921 Cvar_RegisterVariable(&r_bloom_colorscale);
5922 Cvar_RegisterVariable(&r_bloom_brighten);
5923 Cvar_RegisterVariable(&r_bloom_blur);
5924 Cvar_RegisterVariable(&r_bloom_resolution);
5925 Cvar_RegisterVariable(&r_bloom_colorexponent);
5926 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5927 Cvar_RegisterVariable(&r_hdr);
5928 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5929 Cvar_RegisterVariable(&r_hdr_glowintensity);
5930 Cvar_RegisterVariable(&r_hdr_range);
5931 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5932 Cvar_RegisterVariable(&developer_texturelogging);
5933 Cvar_RegisterVariable(&gl_lightmaps);
5934 Cvar_RegisterVariable(&r_test);
5935 Cvar_RegisterVariable(&r_batchmode);
5936 Cvar_RegisterVariable(&r_glsl_saturation);
5937 Cvar_RegisterVariable(&r_framedatasize);
5938 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5939 Cvar_SetValue("r_fullbrights", 0);
5940 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5942 Cvar_RegisterVariable(&r_track_sprites);
5943 Cvar_RegisterVariable(&r_track_sprites_flags);
5944 Cvar_RegisterVariable(&r_track_sprites_scalew);
5945 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5948 extern void R_Textures_Init(void);
5949 extern void GL_Draw_Init(void);
5950 extern void GL_Main_Init(void);
5951 extern void R_Shadow_Init(void);
5952 extern void R_Sky_Init(void);
5953 extern void GL_Surf_Init(void);
5954 extern void R_Particles_Init(void);
5955 extern void R_Explosion_Init(void);
5956 extern void gl_backend_init(void);
5957 extern void Sbar_Init(void);
5958 extern void R_LightningBeams_Init(void);
5959 extern void Mod_RenderInit(void);
5960 extern void Font_Init(void);
5962 void Render_Init(void)
5975 R_LightningBeams_Init();
5984 extern char *ENGINE_EXTENSIONS;
5987 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5988 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5989 gl_version = (const char *)qglGetString(GL_VERSION);
5990 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5994 if (!gl_platformextensions)
5995 gl_platformextensions = "";
5997 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5998 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5999 Con_Printf("GL_VERSION: %s\n", gl_version);
6000 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6001 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6003 VID_CheckExtensions();
6005 // LordHavoc: report supported extensions
6006 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6008 // clear to black (loading plaque will be seen over this)
6010 qglClearColor(0,0,0,1);CHECKGLERROR
6011 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6014 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6018 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6020 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6023 p = r_refdef.view.frustum + i;
6028 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6032 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6036 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6040 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6044 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6048 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6052 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6056 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6064 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6068 for (i = 0;i < numplanes;i++)
6075 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6079 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6083 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6087 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6091 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6095 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6099 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6103 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6111 //==================================================================================
6113 // LordHavoc: this stores temporary data used within the same frame
6115 qboolean r_framedata_failed;
6116 static size_t r_framedata_size;
6117 static size_t r_framedata_current;
6118 static void *r_framedata_base;
6120 void R_FrameData_Reset(void)
6122 if (r_framedata_base)
6123 Mem_Free(r_framedata_base);
6124 r_framedata_base = NULL;
6125 r_framedata_size = 0;
6126 r_framedata_current = 0;
6127 r_framedata_failed = false;
6130 void R_FrameData_NewFrame(void)
6133 if (r_framedata_failed)
6134 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6135 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6136 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6137 if (r_framedata_size != wantedsize)
6139 r_framedata_size = wantedsize;
6140 if (r_framedata_base)
6141 Mem_Free(r_framedata_base);
6142 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6144 r_framedata_current = 0;
6145 r_framedata_failed = false;
6148 void *R_FrameData_Alloc(size_t size)
6152 // align to 16 byte boundary
6153 size = (size + 15) & ~15;
6154 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6155 r_framedata_current += size;
6158 if (r_framedata_current > r_framedata_size)
6159 r_framedata_failed = true;
6161 // return NULL on everything after a failure
6162 if (r_framedata_failed)
6168 void *R_FrameData_Store(size_t size, void *data)
6170 void *d = R_FrameData_Alloc(size);
6172 memcpy(d, data, size);
6176 //==================================================================================
6178 // LordHavoc: animcache originally written by Echon, rewritten since then
6181 * Animation cache prevents re-generating mesh data for an animated model
6182 * multiple times in one frame for lighting, shadowing, reflections, etc.
6185 void R_AnimCache_Free(void)
6189 void R_AnimCache_ClearCache(void)
6192 entity_render_t *ent;
6194 for (i = 0;i < r_refdef.scene.numentities;i++)
6196 ent = r_refdef.scene.entities[i];
6197 ent->animcache_vertex3f = NULL;
6198 ent->animcache_normal3f = NULL;
6199 ent->animcache_svector3f = NULL;
6200 ent->animcache_tvector3f = NULL;
6204 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6206 dp_model_t *model = ent->model;
6208 // see if it's already cached this frame
6209 if (ent->animcache_vertex3f)
6211 // add normals/tangents if needed
6212 if (wantnormals || wanttangents)
6214 if (ent->animcache_normal3f)
6215 wantnormals = false;
6216 if (ent->animcache_svector3f)
6217 wanttangents = false;
6218 if (wantnormals || wanttangents)
6220 numvertices = model->surfmesh.num_vertices;
6222 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6225 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6226 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6228 if (!r_framedata_failed)
6229 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6235 // see if this ent is worth caching
6236 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6238 // get some memory for this entity and generate mesh data
6239 numvertices = model->surfmesh.num_vertices;
6240 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6242 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6245 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6246 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6248 if (!r_framedata_failed)
6249 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6251 return !r_framedata_failed;
6254 void R_AnimCache_CacheVisibleEntities(void)
6257 qboolean wantnormals = !r_showsurfaces.integer;
6258 qboolean wanttangents = !r_showsurfaces.integer;
6260 switch(vid.renderpath)
6262 case RENDERPATH_GL20:
6263 case RENDERPATH_CGGL:
6265 case RENDERPATH_GL13:
6266 case RENDERPATH_GL11:
6267 wanttangents = false;
6271 // TODO: thread this
6272 // NOTE: R_PrepareRTLights() also caches entities
6274 for (i = 0;i < r_refdef.scene.numentities;i++)
6275 if (r_refdef.viewcache.entityvisible[i])
6276 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6278 if (r_shadows.integer)
6279 for (i = 0;i < r_refdef.scene.numentities;i++)
6280 if (!r_refdef.viewcache.entityvisible[i])
6281 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6284 //==================================================================================
6286 static void R_View_UpdateEntityLighting (void)
6289 entity_render_t *ent;
6290 vec3_t tempdiffusenormal, avg;
6291 vec_t f, fa, fd, fdd;
6293 for (i = 0;i < r_refdef.scene.numentities;i++)
6295 ent = r_refdef.scene.entities[i];
6297 // skip unseen models
6298 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6302 if (ent->model && ent->model->brush.num_leafs)
6304 // TODO: use modellight for r_ambient settings on world?
6305 VectorSet(ent->modellight_ambient, 0, 0, 0);
6306 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6307 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6311 // fetch the lighting from the worldmodel data
6312 VectorClear(ent->modellight_ambient);
6313 VectorClear(ent->modellight_diffuse);
6314 VectorClear(tempdiffusenormal);
6315 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6318 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6319 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6320 if(ent->flags & RENDER_EQUALIZE)
6322 // first fix up ambient lighting...
6323 if(r_equalize_entities_minambient.value > 0)
6325 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6328 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6329 if(fa < r_equalize_entities_minambient.value * fd)
6332 // fa'/fd' = minambient
6333 // fa'+0.25*fd' = fa+0.25*fd
6335 // fa' = fd' * minambient
6336 // fd'*(0.25+minambient) = fa+0.25*fd
6338 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6339 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6341 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6342 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
6343 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6344 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6349 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6351 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6352 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6355 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6356 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6357 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6363 VectorSet(ent->modellight_ambient, 1, 1, 1);
6365 // move the light direction into modelspace coordinates for lighting code
6366 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6367 if(VectorLength2(ent->modellight_lightdir) == 0)
6368 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6369 VectorNormalize(ent->modellight_lightdir);
6373 #define MAX_LINEOFSIGHTTRACES 64
6375 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6378 vec3_t boxmins, boxmaxs;
6381 dp_model_t *model = r_refdef.scene.worldmodel;
6383 if (!model || !model->brush.TraceLineOfSight)
6386 // expand the box a little
6387 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6388 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6389 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6390 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6391 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6392 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6395 VectorCopy(eye, start);
6396 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6397 if (model->brush.TraceLineOfSight(model, start, end))
6400 // try various random positions
6401 for (i = 0;i < numsamples;i++)
6403 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6404 if (model->brush.TraceLineOfSight(model, start, end))
6412 static void R_View_UpdateEntityVisible (void)
6417 entity_render_t *ent;
6419 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6420 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6422 // worldmodel can check visibility
6423 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6424 for (i = 0;i < r_refdef.scene.numentities;i++)
6426 ent = r_refdef.scene.entities[i];
6427 if (!(ent->flags & renderimask))
6428 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)))
6429 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))
6430 r_refdef.viewcache.entityvisible[i] = true;
6432 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6434 for (i = 0;i < r_refdef.scene.numentities;i++)
6436 ent = r_refdef.scene.entities[i];
6437 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6439 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6441 continue; // temp entities do pvs only
6442 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6443 ent->last_trace_visibility = realtime;
6444 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6445 r_refdef.viewcache.entityvisible[i] = 0;
6452 // no worldmodel or it can't check visibility
6453 for (i = 0;i < r_refdef.scene.numentities;i++)
6455 ent = r_refdef.scene.entities[i];
6456 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));
6461 /// only used if skyrendermasked, and normally returns false
6462 int R_DrawBrushModelsSky (void)
6465 entity_render_t *ent;
6468 for (i = 0;i < r_refdef.scene.numentities;i++)
6470 if (!r_refdef.viewcache.entityvisible[i])
6472 ent = r_refdef.scene.entities[i];
6473 if (!ent->model || !ent->model->DrawSky)
6475 ent->model->DrawSky(ent);
6481 static void R_DrawNoModel(entity_render_t *ent);
6482 static void R_DrawModels(void)
6485 entity_render_t *ent;
6487 for (i = 0;i < r_refdef.scene.numentities;i++)
6489 if (!r_refdef.viewcache.entityvisible[i])
6491 ent = r_refdef.scene.entities[i];
6492 r_refdef.stats.entities++;
6493 if (ent->model && ent->model->Draw != NULL)
6494 ent->model->Draw(ent);
6500 static void R_DrawModelsDepth(void)
6503 entity_render_t *ent;
6505 for (i = 0;i < r_refdef.scene.numentities;i++)
6507 if (!r_refdef.viewcache.entityvisible[i])
6509 ent = r_refdef.scene.entities[i];
6510 if (ent->model && ent->model->DrawDepth != NULL)
6511 ent->model->DrawDepth(ent);
6515 static void R_DrawModelsDebug(void)
6518 entity_render_t *ent;
6520 for (i = 0;i < r_refdef.scene.numentities;i++)
6522 if (!r_refdef.viewcache.entityvisible[i])
6524 ent = r_refdef.scene.entities[i];
6525 if (ent->model && ent->model->DrawDebug != NULL)
6526 ent->model->DrawDebug(ent);
6530 static void R_DrawModelsAddWaterPlanes(void)
6533 entity_render_t *ent;
6535 for (i = 0;i < r_refdef.scene.numentities;i++)
6537 if (!r_refdef.viewcache.entityvisible[i])
6539 ent = r_refdef.scene.entities[i];
6540 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6541 ent->model->DrawAddWaterPlanes(ent);
6545 static void R_View_SetFrustum(void)
6548 double slopex, slopey;
6549 vec3_t forward, left, up, origin;
6551 // we can't trust r_refdef.view.forward and friends in reflected scenes
6552 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6555 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6556 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6557 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6558 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6559 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6560 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6561 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6562 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6563 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6564 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6565 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6566 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6570 zNear = r_refdef.nearclip;
6571 nudge = 1.0 - 1.0 / (1<<23);
6572 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6573 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6574 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6575 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6576 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6577 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6578 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6579 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6585 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6586 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6587 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6588 r_refdef.view.frustum[0].dist = m[15] - m[12];
6590 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6591 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6592 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6593 r_refdef.view.frustum[1].dist = m[15] + m[12];
6595 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6596 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6597 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6598 r_refdef.view.frustum[2].dist = m[15] - m[13];
6600 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6601 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6602 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6603 r_refdef.view.frustum[3].dist = m[15] + m[13];
6605 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6606 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6607 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6608 r_refdef.view.frustum[4].dist = m[15] - m[14];
6610 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6611 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6612 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6613 r_refdef.view.frustum[5].dist = m[15] + m[14];
6616 if (r_refdef.view.useperspective)
6618 slopex = 1.0 / r_refdef.view.frustum_x;
6619 slopey = 1.0 / r_refdef.view.frustum_y;
6620 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6621 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6622 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6623 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6624 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6626 // Leaving those out was a mistake, those were in the old code, and they
6627 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6628 // I couldn't reproduce it after adding those normalizations. --blub
6629 VectorNormalize(r_refdef.view.frustum[0].normal);
6630 VectorNormalize(r_refdef.view.frustum[1].normal);
6631 VectorNormalize(r_refdef.view.frustum[2].normal);
6632 VectorNormalize(r_refdef.view.frustum[3].normal);
6634 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6635 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]);
6636 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]);
6637 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]);
6638 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]);
6640 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6641 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6642 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6643 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6644 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6648 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6649 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6650 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6651 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6652 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6653 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6654 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6655 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6656 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6657 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6659 r_refdef.view.numfrustumplanes = 5;
6661 if (r_refdef.view.useclipplane)
6663 r_refdef.view.numfrustumplanes = 6;
6664 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6667 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6668 PlaneClassify(r_refdef.view.frustum + i);
6670 // LordHavoc: note to all quake engine coders, Quake had a special case
6671 // for 90 degrees which assumed a square view (wrong), so I removed it,
6672 // Quake2 has it disabled as well.
6674 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6675 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6676 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6677 //PlaneClassify(&frustum[0]);
6679 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6680 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6681 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6682 //PlaneClassify(&frustum[1]);
6684 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6685 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6686 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6687 //PlaneClassify(&frustum[2]);
6689 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6690 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6691 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6692 //PlaneClassify(&frustum[3]);
6695 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6696 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6697 //PlaneClassify(&frustum[4]);
6700 void R_View_Update(void)
6702 R_Main_ResizeViewCache();
6703 R_View_SetFrustum();
6704 R_View_WorldVisibility(r_refdef.view.useclipplane);
6705 R_View_UpdateEntityVisible();
6706 R_View_UpdateEntityLighting();
6709 void R_SetupView(qboolean allowwaterclippingplane)
6711 const float *customclipplane = NULL;
6713 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6715 // LordHavoc: couldn't figure out how to make this approach the
6716 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6717 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6718 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6719 dist = r_refdef.view.clipplane.dist;
6720 plane[0] = r_refdef.view.clipplane.normal[0];
6721 plane[1] = r_refdef.view.clipplane.normal[1];
6722 plane[2] = r_refdef.view.clipplane.normal[2];
6724 customclipplane = plane;
6727 if (!r_refdef.view.useperspective)
6728 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);
6729 else if (vid.stencil && r_useinfinitefarclip.integer)
6730 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);
6732 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);
6733 R_SetViewport(&r_refdef.view.viewport);
6736 void R_EntityMatrix(const matrix4x4_t *matrix)
6738 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6740 gl_modelmatrixchanged = false;
6741 gl_modelmatrix = *matrix;
6742 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6743 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6744 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6745 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6747 switch(vid.renderpath)
6749 case RENDERPATH_GL20:
6750 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6751 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6752 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6754 case RENDERPATH_CGGL:
6757 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6758 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6759 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6762 case RENDERPATH_GL13:
6763 case RENDERPATH_GL11:
6764 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6770 void R_ResetViewRendering2D(void)
6772 r_viewport_t viewport;
6775 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6776 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);
6777 R_SetViewport(&viewport);
6778 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6779 GL_Color(1, 1, 1, 1);
6780 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6781 GL_BlendFunc(GL_ONE, GL_ZERO);
6782 GL_AlphaTest(false);
6783 GL_ScissorTest(false);
6784 GL_DepthMask(false);
6785 GL_DepthRange(0, 1);
6786 GL_DepthTest(false);
6787 R_EntityMatrix(&identitymatrix);
6788 R_Mesh_ResetTextureState();
6789 GL_PolygonOffset(0, 0);
6790 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6791 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6792 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6793 qglStencilMask(~0);CHECKGLERROR
6794 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6795 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6796 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6799 void R_ResetViewRendering3D(void)
6804 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6805 GL_Color(1, 1, 1, 1);
6806 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6807 GL_BlendFunc(GL_ONE, GL_ZERO);
6808 GL_AlphaTest(false);
6809 GL_ScissorTest(true);
6811 GL_DepthRange(0, 1);
6813 R_EntityMatrix(&identitymatrix);
6814 R_Mesh_ResetTextureState();
6815 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6816 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6817 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6818 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6819 qglStencilMask(~0);CHECKGLERROR
6820 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6821 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6822 GL_CullFace(r_refdef.view.cullface_back);
6825 void R_RenderScene(void);
6826 void R_RenderWaterPlanes(void);
6828 static void R_Water_StartFrame(void)
6831 int waterwidth, waterheight, texturewidth, textureheight;
6832 r_waterstate_waterplane_t *p;
6834 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6837 switch(vid.renderpath)
6839 case RENDERPATH_GL20:
6840 case RENDERPATH_CGGL:
6842 case RENDERPATH_GL13:
6843 case RENDERPATH_GL11:
6847 // set waterwidth and waterheight to the water resolution that will be
6848 // used (often less than the screen resolution for faster rendering)
6849 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6850 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6852 // calculate desired texture sizes
6853 // can't use water if the card does not support the texture size
6854 if (!r_water.integer || r_showsurfaces.integer)
6855 texturewidth = textureheight = waterwidth = waterheight = 0;
6856 else if (vid.support.arb_texture_non_power_of_two)
6858 texturewidth = waterwidth;
6859 textureheight = waterheight;
6863 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6864 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6867 // allocate textures as needed
6868 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6870 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6871 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6873 if (p->texture_refraction)
6874 R_FreeTexture(p->texture_refraction);
6875 p->texture_refraction = NULL;
6876 if (p->texture_reflection)
6877 R_FreeTexture(p->texture_reflection);
6878 p->texture_reflection = NULL;
6880 memset(&r_waterstate, 0, sizeof(r_waterstate));
6881 r_waterstate.texturewidth = texturewidth;
6882 r_waterstate.textureheight = textureheight;
6885 if (r_waterstate.texturewidth)
6887 r_waterstate.enabled = true;
6889 // when doing a reduced render (HDR) we want to use a smaller area
6890 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6891 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6893 // set up variables that will be used in shader setup
6894 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6895 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6896 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6897 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6900 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6901 r_waterstate.numwaterplanes = 0;
6904 void R_Water_AddWaterPlane(msurface_t *surface)
6906 int triangleindex, planeindex;
6912 r_waterstate_waterplane_t *p;
6913 texture_t *t = R_GetCurrentTexture(surface->texture);
6914 // just use the first triangle with a valid normal for any decisions
6915 VectorClear(normal);
6916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6921 TriangleNormal(vert[0], vert[1], vert[2], normal);
6922 if (VectorLength2(normal) >= 0.001)
6926 VectorCopy(normal, plane.normal);
6927 VectorNormalize(plane.normal);
6928 plane.dist = DotProduct(vert[0], plane.normal);
6929 PlaneClassify(&plane);
6930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6932 // skip backfaces (except if nocullface is set)
6933 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6935 VectorNegate(plane.normal, plane.normal);
6937 PlaneClassify(&plane);
6941 // find a matching plane if there is one
6942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6945 if (planeindex >= r_waterstate.maxwaterplanes)
6946 return; // nothing we can do, out of planes
6948 // if this triangle does not fit any known plane rendered this frame, add one
6949 if (planeindex >= r_waterstate.numwaterplanes)
6951 // store the new plane
6952 r_waterstate.numwaterplanes++;
6954 // clear materialflags and pvs
6955 p->materialflags = 0;
6956 p->pvsvalid = false;
6958 // merge this surface's materialflags into the waterplane
6959 p->materialflags |= t->currentmaterialflags;
6960 // merge this surface's PVS into the waterplane
6961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6970 static void R_Water_ProcessPlanes(void)
6972 r_refdef_view_t originalview;
6973 r_refdef_view_t myview;
6975 r_waterstate_waterplane_t *p;
6977 originalview = r_refdef.view;
6979 // make sure enough textures are allocated
6980 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6982 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6984 if (!p->texture_refraction)
6985 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6986 if (!p->texture_refraction)
6990 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6992 if (!p->texture_reflection)
6993 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6994 if (!p->texture_reflection)
7000 r_refdef.view = originalview;
7001 r_refdef.view.showdebug = false;
7002 r_refdef.view.width = r_waterstate.waterwidth;
7003 r_refdef.view.height = r_waterstate.waterheight;
7004 r_refdef.view.useclipplane = true;
7005 myview = r_refdef.view;
7006 r_waterstate.renderingscene = true;
7007 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7011 r_refdef.view = myview;
7012 // render reflected scene and copy into texture
7013 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7014 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7015 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7016 r_refdef.view.clipplane = p->plane;
7017 // reverse the cullface settings for this render
7018 r_refdef.view.cullface_front = GL_FRONT;
7019 r_refdef.view.cullface_back = GL_BACK;
7020 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7022 r_refdef.view.usecustompvs = true;
7024 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7026 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7029 R_ResetViewRendering3D();
7030 R_ClearScreen(r_refdef.fogenabled);
7034 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);
7037 // render the normal view scene and copy into texture
7038 // (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)
7039 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7041 r_refdef.view = myview;
7042 r_refdef.view.clipplane = p->plane;
7043 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7044 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7045 PlaneClassify(&r_refdef.view.clipplane);
7047 R_ResetViewRendering3D();
7048 R_ClearScreen(r_refdef.fogenabled);
7052 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);
7056 r_waterstate.renderingscene = false;
7057 r_refdef.view = originalview;
7058 R_ResetViewRendering3D();
7059 R_ClearScreen(r_refdef.fogenabled);
7063 r_refdef.view = originalview;
7064 r_waterstate.renderingscene = false;
7065 Cvar_SetValueQuick(&r_water, 0);
7066 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7070 void R_Bloom_StartFrame(void)
7072 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7074 switch(vid.renderpath)
7076 case RENDERPATH_GL20:
7077 case RENDERPATH_CGGL:
7079 case RENDERPATH_GL13:
7080 case RENDERPATH_GL11:
7084 // set bloomwidth and bloomheight to the bloom resolution that will be
7085 // used (often less than the screen resolution for faster rendering)
7086 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7087 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7088 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7089 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7090 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7092 // calculate desired texture sizes
7093 if (vid.support.arb_texture_non_power_of_two)
7095 screentexturewidth = r_refdef.view.width;
7096 screentextureheight = r_refdef.view.height;
7097 bloomtexturewidth = r_bloomstate.bloomwidth;
7098 bloomtextureheight = r_bloomstate.bloomheight;
7102 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7103 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7104 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7105 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7108 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))
7110 Cvar_SetValueQuick(&r_hdr, 0);
7111 Cvar_SetValueQuick(&r_bloom, 0);
7112 Cvar_SetValueQuick(&r_motionblur, 0);
7113 Cvar_SetValueQuick(&r_damageblur, 0);
7116 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)))
7117 screentexturewidth = screentextureheight = 0;
7118 if (!r_hdr.integer && !r_bloom.integer)
7119 bloomtexturewidth = bloomtextureheight = 0;
7121 // allocate textures as needed
7122 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7124 if (r_bloomstate.texture_screen)
7125 R_FreeTexture(r_bloomstate.texture_screen);
7126 r_bloomstate.texture_screen = NULL;
7127 r_bloomstate.screentexturewidth = screentexturewidth;
7128 r_bloomstate.screentextureheight = screentextureheight;
7129 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7130 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7132 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7134 if (r_bloomstate.texture_bloom)
7135 R_FreeTexture(r_bloomstate.texture_bloom);
7136 r_bloomstate.texture_bloom = NULL;
7137 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7138 r_bloomstate.bloomtextureheight = bloomtextureheight;
7139 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7140 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7143 // when doing a reduced render (HDR) we want to use a smaller area
7144 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7145 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7146 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7147 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7148 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7150 // set up a texcoord array for the full resolution screen image
7151 // (we have to keep this around to copy back during final render)
7152 r_bloomstate.screentexcoord2f[0] = 0;
7153 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7154 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7155 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7156 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7157 r_bloomstate.screentexcoord2f[5] = 0;
7158 r_bloomstate.screentexcoord2f[6] = 0;
7159 r_bloomstate.screentexcoord2f[7] = 0;
7161 // set up a texcoord array for the reduced resolution bloom image
7162 // (which will be additive blended over the screen image)
7163 r_bloomstate.bloomtexcoord2f[0] = 0;
7164 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7165 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7166 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7167 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7168 r_bloomstate.bloomtexcoord2f[5] = 0;
7169 r_bloomstate.bloomtexcoord2f[6] = 0;
7170 r_bloomstate.bloomtexcoord2f[7] = 0;
7172 if (r_hdr.integer || r_bloom.integer)
7174 r_bloomstate.enabled = true;
7175 r_bloomstate.hdr = r_hdr.integer != 0;
7178 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);
7181 void R_Bloom_CopyBloomTexture(float colorscale)
7183 r_refdef.stats.bloom++;
7185 // scale down screen texture to the bloom texture size
7187 R_SetViewport(&r_bloomstate.viewport);
7188 GL_BlendFunc(GL_ONE, GL_ZERO);
7189 GL_Color(colorscale, colorscale, colorscale, 1);
7190 // TODO: optimize with multitexture or GLSL
7191 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7192 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7193 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7194 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7196 // we now have a bloom image in the framebuffer
7197 // copy it into the bloom image texture for later processing
7198 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);
7199 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7202 void R_Bloom_CopyHDRTexture(void)
7204 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);
7205 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7208 void R_Bloom_MakeTexture(void)
7211 float xoffset, yoffset, r, brighten;
7213 r_refdef.stats.bloom++;
7215 R_ResetViewRendering2D();
7216 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7217 R_Mesh_ColorPointer(NULL, 0, 0);
7219 // we have a bloom image in the framebuffer
7221 R_SetViewport(&r_bloomstate.viewport);
7223 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7226 r = bound(0, r_bloom_colorexponent.value / x, 1);
7227 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7228 GL_Color(r, r, r, 1);
7229 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7230 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7231 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7232 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7234 // copy the vertically blurred bloom view to a texture
7235 GL_ActiveTexture(0);
7237 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7238 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7241 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7242 brighten = r_bloom_brighten.value;
7244 brighten *= r_hdr_range.value;
7245 brighten = sqrt(brighten);
7247 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7248 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7251 for (dir = 0;dir < 2;dir++)
7253 // blend on at multiple vertical offsets to achieve a vertical blur
7254 // TODO: do offset blends using GLSL
7255 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7256 GL_BlendFunc(GL_ONE, GL_ZERO);
7257 for (x = -range;x <= range;x++)
7259 if (!dir){xoffset = 0;yoffset = x;}
7260 else {xoffset = x;yoffset = 0;}
7261 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7262 yoffset /= (float)r_bloomstate.bloomtextureheight;
7263 // compute a texcoord array with the specified x and y offset
7264 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7265 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7266 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7267 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7268 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7269 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7270 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7271 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7272 // this r value looks like a 'dot' particle, fading sharply to
7273 // black at the edges
7274 // (probably not realistic but looks good enough)
7275 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7276 //r = brighten/(range*2+1);
7277 r = brighten / (range * 2 + 1);
7279 r *= (1 - x*x/(float)(range*range));
7280 GL_Color(r, r, r, 1);
7281 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7282 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7283 GL_BlendFunc(GL_ONE, GL_ONE);
7286 // copy the vertically blurred bloom view to a texture
7287 GL_ActiveTexture(0);
7289 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7290 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7293 // apply subtract last
7294 // (just like it would be in a GLSL shader)
7295 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7297 GL_BlendFunc(GL_ONE, GL_ZERO);
7298 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7299 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7300 GL_Color(1, 1, 1, 1);
7301 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7302 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7304 GL_BlendFunc(GL_ONE, GL_ONE);
7305 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7306 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7307 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7308 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7309 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7310 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7311 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7313 // copy the darkened bloom view to a texture
7314 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);
7315 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7319 void R_HDR_RenderBloomTexture(void)
7321 int oldwidth, oldheight;
7322 float oldcolorscale;
7324 oldcolorscale = r_refdef.view.colorscale;
7325 oldwidth = r_refdef.view.width;
7326 oldheight = r_refdef.view.height;
7327 r_refdef.view.width = r_bloomstate.bloomwidth;
7328 r_refdef.view.height = r_bloomstate.bloomheight;
7330 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7331 // TODO: add exposure compensation features
7332 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7334 r_refdef.view.showdebug = false;
7335 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7337 R_ResetViewRendering3D();
7339 R_ClearScreen(r_refdef.fogenabled);
7340 if (r_timereport_active)
7341 R_TimeReport("HDRclear");
7344 if (r_timereport_active)
7345 R_TimeReport("visibility");
7347 // only do secondary renders with HDR if r_hdr is 2 or higher
7348 r_waterstate.numwaterplanes = 0;
7349 if (r_waterstate.enabled && r_hdr.integer >= 2)
7350 R_RenderWaterPlanes();
7352 r_refdef.view.showdebug = true;
7354 r_waterstate.numwaterplanes = 0;
7356 R_ResetViewRendering2D();
7358 R_Bloom_CopyHDRTexture();
7359 R_Bloom_MakeTexture();
7361 // restore the view settings
7362 r_refdef.view.width = oldwidth;
7363 r_refdef.view.height = oldheight;
7364 r_refdef.view.colorscale = oldcolorscale;
7366 R_ResetViewRendering3D();
7368 R_ClearScreen(r_refdef.fogenabled);
7369 if (r_timereport_active)
7370 R_TimeReport("viewclear");
7373 static void R_BlendView(void)
7375 unsigned int permutation;
7376 float uservecs[4][4];
7378 switch (vid.renderpath)
7380 case RENDERPATH_GL20:
7381 case RENDERPATH_CGGL:
7383 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7384 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7385 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7386 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7387 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7389 if (r_bloomstate.texture_screen)
7391 // make sure the buffer is available
7392 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7394 R_ResetViewRendering2D();
7395 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7396 R_Mesh_ColorPointer(NULL, 0, 0);
7398 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7400 // declare variables
7402 static float avgspeed;
7404 speed = VectorLength(cl.movement_velocity);
7406 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7407 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7409 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7410 speed = bound(0, speed, 1);
7411 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7413 // calculate values into a standard alpha
7414 cl.motionbluralpha = 1 - exp(-
7416 (r_motionblur.value * speed / 80)
7418 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7421 max(0.0001, cl.time - cl.oldtime) // fps independent
7424 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7425 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7427 if (cl.motionbluralpha > 0)
7429 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7430 GL_Color(1, 1, 1, cl.motionbluralpha);
7431 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7432 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7433 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7434 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7438 // copy view into the screen texture
7439 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);
7440 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7442 else if (!r_bloomstate.texture_bloom)
7444 // we may still have to do view tint...
7445 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7447 // apply a color tint to the whole view
7448 R_ResetViewRendering2D();
7449 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7450 R_Mesh_ColorPointer(NULL, 0, 0);
7451 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7452 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7453 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7454 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7456 break; // no screen processing, no bloom, skip it
7459 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7461 // render simple bloom effect
7462 // copy the screen and shrink it and darken it for the bloom process
7463 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7464 // make the bloom texture
7465 R_Bloom_MakeTexture();
7468 #if _MSC_VER >= 1400
7469 #define sscanf sscanf_s
7471 memset(uservecs, 0, sizeof(uservecs));
7472 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7473 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7474 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7475 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7477 R_ResetViewRendering2D();
7478 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7479 R_Mesh_ColorPointer(NULL, 0, 0);
7480 GL_Color(1, 1, 1, 1);
7481 GL_BlendFunc(GL_ONE, GL_ZERO);
7482 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7483 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7485 switch(vid.renderpath)
7487 case RENDERPATH_GL20:
7488 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7489 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7490 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7491 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7492 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]);
7493 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7494 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7495 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]);
7496 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]);
7497 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]);
7498 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]);
7499 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7501 case RENDERPATH_CGGL:
7503 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7504 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7505 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7506 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7507 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
7508 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7509 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7510 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
7511 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
7512 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
7513 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
7514 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7520 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7521 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7523 case RENDERPATH_GL13:
7524 case RENDERPATH_GL11:
7525 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7527 // apply a color tint to the whole view
7528 R_ResetViewRendering2D();
7529 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7530 R_Mesh_ColorPointer(NULL, 0, 0);
7531 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7532 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7533 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7534 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7540 matrix4x4_t r_waterscrollmatrix;
7542 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7544 if (r_refdef.fog_density)
7546 r_refdef.fogcolor[0] = r_refdef.fog_red;
7547 r_refdef.fogcolor[1] = r_refdef.fog_green;
7548 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7550 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7551 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7552 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7553 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7557 VectorCopy(r_refdef.fogcolor, fogvec);
7558 // color.rgb *= ContrastBoost * SceneBrightness;
7559 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7560 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7561 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7562 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7567 void R_UpdateVariables(void)
7571 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7573 r_refdef.farclip = r_farclip_base.value;
7574 if (r_refdef.scene.worldmodel)
7575 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7576 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7578 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7579 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7580 r_refdef.polygonfactor = 0;
7581 r_refdef.polygonoffset = 0;
7582 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7583 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7585 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7586 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7587 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7588 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7589 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7590 if (r_showsurfaces.integer)
7592 r_refdef.scene.rtworld = false;
7593 r_refdef.scene.rtworldshadows = false;
7594 r_refdef.scene.rtdlight = false;
7595 r_refdef.scene.rtdlightshadows = false;
7596 r_refdef.lightmapintensity = 0;
7599 if (gamemode == GAME_NEHAHRA)
7601 if (gl_fogenable.integer)
7603 r_refdef.oldgl_fogenable = true;
7604 r_refdef.fog_density = gl_fogdensity.value;
7605 r_refdef.fog_red = gl_fogred.value;
7606 r_refdef.fog_green = gl_foggreen.value;
7607 r_refdef.fog_blue = gl_fogblue.value;
7608 r_refdef.fog_alpha = 1;
7609 r_refdef.fog_start = 0;
7610 r_refdef.fog_end = gl_skyclip.value;
7611 r_refdef.fog_height = 1<<30;
7612 r_refdef.fog_fadedepth = 128;
7614 else if (r_refdef.oldgl_fogenable)
7616 r_refdef.oldgl_fogenable = false;
7617 r_refdef.fog_density = 0;
7618 r_refdef.fog_red = 0;
7619 r_refdef.fog_green = 0;
7620 r_refdef.fog_blue = 0;
7621 r_refdef.fog_alpha = 0;
7622 r_refdef.fog_start = 0;
7623 r_refdef.fog_end = 0;
7624 r_refdef.fog_height = 1<<30;
7625 r_refdef.fog_fadedepth = 128;
7629 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7630 r_refdef.fog_start = max(0, r_refdef.fog_start);
7631 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7633 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7635 if (r_refdef.fog_density && r_drawfog.integer)
7637 r_refdef.fogenabled = true;
7638 // this is the point where the fog reaches 0.9986 alpha, which we
7639 // consider a good enough cutoff point for the texture
7640 // (0.9986 * 256 == 255.6)
7641 if (r_fog_exp2.integer)
7642 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7644 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7645 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7646 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7647 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7648 // fog color was already set
7649 // update the fog texture
7650 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)
7651 R_BuildFogTexture();
7654 r_refdef.fogenabled = false;
7656 switch(vid.renderpath)
7658 case RENDERPATH_GL20:
7659 case RENDERPATH_CGGL:
7660 if(v_glslgamma.integer && !vid_gammatables_trivial)
7662 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7664 // build GLSL gamma texture
7665 #define RAMPWIDTH 256
7666 unsigned short ramp[RAMPWIDTH * 3];
7667 unsigned char rampbgr[RAMPWIDTH][4];
7670 r_texture_gammaramps_serial = vid_gammatables_serial;
7672 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7673 for(i = 0; i < RAMPWIDTH; ++i)
7675 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7676 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7677 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7680 if (r_texture_gammaramps)
7682 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7686 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);
7692 // remove GLSL gamma texture
7695 case RENDERPATH_GL13:
7696 case RENDERPATH_GL11:
7701 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7702 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7708 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7709 if( scenetype != r_currentscenetype ) {
7710 // store the old scenetype
7711 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7712 r_currentscenetype = scenetype;
7713 // move in the new scene
7714 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7723 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7725 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7726 if( scenetype == r_currentscenetype ) {
7727 return &r_refdef.scene;
7729 return &r_scenes_store[ scenetype ];
7738 void R_RenderView(void)
7740 if (r_timereport_active)
7741 R_TimeReport("start");
7742 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7744 if (!r_drawentities.integer)
7745 r_refdef.scene.numentities = 0;
7747 R_AnimCache_ClearCache();
7748 R_FrameData_NewFrame();
7750 if (r_refdef.view.isoverlay)
7752 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7753 GL_Clear( GL_DEPTH_BUFFER_BIT );
7754 R_TimeReport("depthclear");
7756 r_refdef.view.showdebug = false;
7758 r_waterstate.enabled = false;
7759 r_waterstate.numwaterplanes = 0;
7767 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7768 return; //Host_Error ("R_RenderView: NULL worldmodel");
7770 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7772 // break apart the view matrix into vectors for various purposes
7773 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7774 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7775 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7776 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7777 // make an inverted copy of the view matrix for tracking sprites
7778 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7780 R_Shadow_UpdateWorldLightSelection();
7782 R_Bloom_StartFrame();
7783 R_Water_StartFrame();
7786 if (r_timereport_active)
7787 R_TimeReport("viewsetup");
7789 R_ResetViewRendering3D();
7791 if (r_refdef.view.clear || r_refdef.fogenabled)
7793 R_ClearScreen(r_refdef.fogenabled);
7794 if (r_timereport_active)
7795 R_TimeReport("viewclear");
7797 r_refdef.view.clear = true;
7799 // this produces a bloom texture to be used in R_BlendView() later
7800 if (r_hdr.integer && r_bloomstate.bloomwidth)
7801 R_HDR_RenderBloomTexture();
7803 r_refdef.view.showdebug = true;
7806 if (r_timereport_active)
7807 R_TimeReport("visibility");
7809 r_waterstate.numwaterplanes = 0;
7810 if (r_waterstate.enabled)
7811 R_RenderWaterPlanes();
7814 r_waterstate.numwaterplanes = 0;
7817 if (r_timereport_active)
7818 R_TimeReport("blendview");
7820 GL_Scissor(0, 0, vid.width, vid.height);
7821 GL_ScissorTest(false);
7825 void R_RenderWaterPlanes(void)
7827 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7829 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7830 if (r_timereport_active)
7831 R_TimeReport("waterworld");
7834 // don't let sound skip if going slow
7835 if (r_refdef.scene.extraupdate)
7838 R_DrawModelsAddWaterPlanes();
7839 if (r_timereport_active)
7840 R_TimeReport("watermodels");
7842 if (r_waterstate.numwaterplanes)
7844 R_Water_ProcessPlanes();
7845 if (r_timereport_active)
7846 R_TimeReport("waterscenes");
7850 extern void R_DrawLightningBeams (void);
7851 extern void VM_CL_AddPolygonsToMeshQueue (void);
7852 extern void R_DrawPortals (void);
7853 extern cvar_t cl_locs_show;
7854 static void R_DrawLocs(void);
7855 static void R_DrawEntityBBoxes(void);
7856 static void R_DrawModelDecals(void);
7857 extern cvar_t cl_decals_newsystem;
7858 extern qboolean r_shadow_usingdeferredprepass;
7859 void R_RenderScene(void)
7861 r_refdef.stats.renders++;
7862 r_textureframe++; // used only by R_GetCurrentTexture
7866 // don't let sound skip if going slow
7867 if (r_refdef.scene.extraupdate)
7870 R_MeshQueue_BeginScene();
7874 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);
7876 if (cl.csqc_vidvars.drawworld)
7878 // don't let sound skip if going slow
7879 if (r_refdef.scene.extraupdate)
7882 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7884 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7885 if (r_timereport_active)
7886 R_TimeReport("worldsky");
7889 if (R_DrawBrushModelsSky() && r_timereport_active)
7890 R_TimeReport("bmodelsky");
7892 if (skyrendermasked && skyrenderlater)
7894 // we have to force off the water clipping plane while rendering sky
7898 if (r_timereport_active)
7899 R_TimeReport("sky");
7903 R_AnimCache_CacheVisibleEntities();
7904 if (r_timereport_active)
7905 R_TimeReport("animation");
7907 R_Shadow_PrepareLights();
7908 if (r_timereport_active)
7909 R_TimeReport("preparelights");
7911 if (r_shadow_usingdeferredprepass)
7912 R_Shadow_DrawPrepass();
7914 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7916 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7917 if (r_timereport_active)
7918 R_TimeReport("worlddepth");
7920 if (r_depthfirst.integer >= 2)
7922 R_DrawModelsDepth();
7923 if (r_timereport_active)
7924 R_TimeReport("modeldepth");
7927 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7929 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7930 if (r_timereport_active)
7931 R_TimeReport("world");
7934 // don't let sound skip if going slow
7935 if (r_refdef.scene.extraupdate)
7939 if (r_timereport_active)
7940 R_TimeReport("models");
7942 // don't let sound skip if going slow
7943 if (r_refdef.scene.extraupdate)
7946 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7948 R_DrawModelShadows();
7949 R_ResetViewRendering3D();
7950 // don't let sound skip if going slow
7951 if (r_refdef.scene.extraupdate)
7955 if (!r_shadow_usingdeferredprepass)
7957 R_Shadow_DrawLights();
7958 if (r_timereport_active)
7959 R_TimeReport("rtlights");
7962 // don't let sound skip if going slow
7963 if (r_refdef.scene.extraupdate)
7966 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7968 R_DrawModelShadows();
7969 R_ResetViewRendering3D();
7970 // don't let sound skip if going slow
7971 if (r_refdef.scene.extraupdate)
7975 if (cl.csqc_vidvars.drawworld)
7977 if (cl_decals_newsystem.integer)
7979 R_DrawModelDecals();
7980 if (r_timereport_active)
7981 R_TimeReport("modeldecals");
7986 if (r_timereport_active)
7987 R_TimeReport("decals");
7991 if (r_timereport_active)
7992 R_TimeReport("particles");
7995 if (r_timereport_active)
7996 R_TimeReport("explosions");
7998 R_DrawLightningBeams();
7999 if (r_timereport_active)
8000 R_TimeReport("lightning");
8003 VM_CL_AddPolygonsToMeshQueue();
8005 if (r_refdef.view.showdebug)
8007 if (cl_locs_show.integer)
8010 if (r_timereport_active)
8011 R_TimeReport("showlocs");
8014 if (r_drawportals.integer)
8017 if (r_timereport_active)
8018 R_TimeReport("portals");
8021 if (r_showbboxes.value > 0)
8023 R_DrawEntityBBoxes();
8024 if (r_timereport_active)
8025 R_TimeReport("bboxes");
8029 R_MeshQueue_RenderTransparent();
8030 if (r_timereport_active)
8031 R_TimeReport("drawtrans");
8033 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))
8035 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8036 if (r_timereport_active)
8037 R_TimeReport("worlddebug");
8038 R_DrawModelsDebug();
8039 if (r_timereport_active)
8040 R_TimeReport("modeldebug");
8043 if (cl.csqc_vidvars.drawworld)
8045 R_Shadow_DrawCoronas();
8046 if (r_timereport_active)
8047 R_TimeReport("coronas");
8050 // don't let sound skip if going slow
8051 if (r_refdef.scene.extraupdate)
8054 R_ResetViewRendering2D();
8057 static const unsigned short bboxelements[36] =
8067 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8070 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8072 RSurf_ActiveWorldEntity();
8074 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8075 GL_DepthMask(false);
8076 GL_DepthRange(0, 1);
8077 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8078 R_Mesh_ResetTextureState();
8080 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8081 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8082 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8083 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8084 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8085 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8086 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8087 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8088 R_FillColors(color4f, 8, cr, cg, cb, ca);
8089 if (r_refdef.fogenabled)
8091 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8093 f1 = RSurf_FogVertex(v);
8095 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8096 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8097 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8100 R_Mesh_VertexPointer(vertex3f, 0, 0);
8101 R_Mesh_ColorPointer(color4f, 0, 0);
8102 R_Mesh_ResetTextureState();
8103 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8104 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8107 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8111 prvm_edict_t *edict;
8112 prvm_prog_t *prog_save = prog;
8114 // this function draws bounding boxes of server entities
8118 GL_CullFace(GL_NONE);
8119 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8123 for (i = 0;i < numsurfaces;i++)
8125 edict = PRVM_EDICT_NUM(surfacelist[i]);
8126 switch ((int)edict->fields.server->solid)
8128 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8129 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8130 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8131 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8132 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8133 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8135 color[3] *= r_showbboxes.value;
8136 color[3] = bound(0, color[3], 1);
8137 GL_DepthTest(!r_showdisabledepthtest.integer);
8138 GL_CullFace(r_refdef.view.cullface_front);
8139 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8145 static void R_DrawEntityBBoxes(void)
8148 prvm_edict_t *edict;
8150 prvm_prog_t *prog_save = prog;
8152 // this function draws bounding boxes of server entities
8158 for (i = 0;i < prog->num_edicts;i++)
8160 edict = PRVM_EDICT_NUM(i);
8161 if (edict->priv.server->free)
8163 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8164 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8166 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8168 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8169 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8175 static const int nomodelelement3i[24] =
8187 static const unsigned short nomodelelement3s[24] =
8199 static const float nomodelvertex3f[6*3] =
8209 static const float nomodelcolor4f[6*4] =
8211 0.0f, 0.0f, 0.5f, 1.0f,
8212 0.0f, 0.0f, 0.5f, 1.0f,
8213 0.0f, 0.5f, 0.0f, 1.0f,
8214 0.0f, 0.5f, 0.0f, 1.0f,
8215 0.5f, 0.0f, 0.0f, 1.0f,
8216 0.5f, 0.0f, 0.0f, 1.0f
8219 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8225 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);
8227 // this is only called once per entity so numsurfaces is always 1, and
8228 // surfacelist is always {0}, so this code does not handle batches
8230 if (rsurface.ent_flags & RENDER_ADDITIVE)
8232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8233 GL_DepthMask(false);
8235 else if (rsurface.colormod[3] < 1)
8237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8238 GL_DepthMask(false);
8242 GL_BlendFunc(GL_ONE, GL_ZERO);
8245 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8246 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8247 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8248 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8249 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8250 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8251 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8252 R_Mesh_ColorPointer(color4f, 0, 0);
8253 for (i = 0, c = color4f;i < 6;i++, c += 4)
8255 c[0] *= rsurface.colormod[0];
8256 c[1] *= rsurface.colormod[1];
8257 c[2] *= rsurface.colormod[2];
8258 c[3] *= rsurface.colormod[3];
8260 if (r_refdef.fogenabled)
8262 for (i = 0, c = color4f;i < 6;i++, c += 4)
8264 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8266 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8267 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8268 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8271 R_Mesh_ResetTextureState();
8272 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8275 void R_DrawNoModel(entity_render_t *ent)
8278 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8279 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8280 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8282 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8285 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8287 vec3_t right1, right2, diff, normal;
8289 VectorSubtract (org2, org1, normal);
8291 // calculate 'right' vector for start
8292 VectorSubtract (r_refdef.view.origin, org1, diff);
8293 CrossProduct (normal, diff, right1);
8294 VectorNormalize (right1);
8296 // calculate 'right' vector for end
8297 VectorSubtract (r_refdef.view.origin, org2, diff);
8298 CrossProduct (normal, diff, right2);
8299 VectorNormalize (right2);
8301 vert[ 0] = org1[0] + width * right1[0];
8302 vert[ 1] = org1[1] + width * right1[1];
8303 vert[ 2] = org1[2] + width * right1[2];
8304 vert[ 3] = org1[0] - width * right1[0];
8305 vert[ 4] = org1[1] - width * right1[1];
8306 vert[ 5] = org1[2] - width * right1[2];
8307 vert[ 6] = org2[0] - width * right2[0];
8308 vert[ 7] = org2[1] - width * right2[1];
8309 vert[ 8] = org2[2] - width * right2[2];
8310 vert[ 9] = org2[0] + width * right2[0];
8311 vert[10] = org2[1] + width * right2[1];
8312 vert[11] = org2[2] + width * right2[2];
8315 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)
8317 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8318 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8319 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8320 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8321 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8322 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8323 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8324 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8325 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8326 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8327 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8328 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8331 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8336 VectorSet(v, x, y, z);
8337 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8338 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8340 if (i == mesh->numvertices)
8342 if (mesh->numvertices < mesh->maxvertices)
8344 VectorCopy(v, vertex3f);
8345 mesh->numvertices++;
8347 return mesh->numvertices;
8353 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8357 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8358 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8359 e = mesh->element3i + mesh->numtriangles * 3;
8360 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8362 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8363 if (mesh->numtriangles < mesh->maxtriangles)
8368 mesh->numtriangles++;
8370 element[1] = element[2];
8374 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8378 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8379 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8380 e = mesh->element3i + mesh->numtriangles * 3;
8381 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8383 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8384 if (mesh->numtriangles < mesh->maxtriangles)
8389 mesh->numtriangles++;
8391 element[1] = element[2];
8395 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8396 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8398 int planenum, planenum2;
8401 mplane_t *plane, *plane2;
8403 double temppoints[2][256*3];
8404 // figure out how large a bounding box we need to properly compute this brush
8406 for (w = 0;w < numplanes;w++)
8407 maxdist = max(maxdist, fabs(planes[w].dist));
8408 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8409 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8410 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8414 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8415 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8417 if (planenum2 == planenum)
8419 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);
8422 if (tempnumpoints < 3)
8424 // generate elements forming a triangle fan for this polygon
8425 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8429 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)
8431 texturelayer_t *layer;
8432 layer = t->currentlayers + t->currentnumlayers++;
8434 layer->depthmask = depthmask;
8435 layer->blendfunc1 = blendfunc1;
8436 layer->blendfunc2 = blendfunc2;
8437 layer->texture = texture;
8438 layer->texmatrix = *matrix;
8439 layer->color[0] = r;
8440 layer->color[1] = g;
8441 layer->color[2] = b;
8442 layer->color[3] = a;
8445 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8448 index = parms[2] + r_refdef.scene.time * parms[3];
8449 index -= floor(index);
8453 case Q3WAVEFUNC_NONE:
8454 case Q3WAVEFUNC_NOISE:
8455 case Q3WAVEFUNC_COUNT:
8458 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8459 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8460 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8461 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8462 case Q3WAVEFUNC_TRIANGLE:
8464 f = index - floor(index);
8475 return (float)(parms[0] + parms[1] * f);
8478 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8483 matrix4x4_t matrix, temp;
8484 switch(tcmod->tcmod)
8488 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8489 matrix = r_waterscrollmatrix;
8491 matrix = identitymatrix;
8493 case Q3TCMOD_ENTITYTRANSLATE:
8494 // this is used in Q3 to allow the gamecode to control texcoord
8495 // scrolling on the entity, which is not supported in darkplaces yet.
8496 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8498 case Q3TCMOD_ROTATE:
8499 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8500 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8501 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8504 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8506 case Q3TCMOD_SCROLL:
8507 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8509 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8510 w = (int) tcmod->parms[0];
8511 h = (int) tcmod->parms[1];
8512 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8514 idx = (int) floor(f * w * h);
8515 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8517 case Q3TCMOD_STRETCH:
8518 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8519 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8521 case Q3TCMOD_TRANSFORM:
8522 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8523 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8524 VectorSet(tcmat + 6, 0 , 0 , 1);
8525 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8526 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8528 case Q3TCMOD_TURBULENT:
8529 // this is handled in the RSurf_PrepareVertices function
8530 matrix = identitymatrix;
8534 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8537 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8539 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8540 char name[MAX_QPATH];
8541 skinframe_t *skinframe;
8542 unsigned char pixels[296*194];
8543 strlcpy(cache->name, skinname, sizeof(cache->name));
8544 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8545 if (developer_loading.integer)
8546 Con_Printf("loading %s\n", name);
8547 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8548 if (!skinframe || !skinframe->base)
8551 fs_offset_t filesize;
8553 f = FS_LoadFile(name, tempmempool, true, &filesize);
8556 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8557 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8561 cache->skinframe = skinframe;
8564 texture_t *R_GetCurrentTexture(texture_t *t)
8567 const entity_render_t *ent = rsurface.entity;
8568 dp_model_t *model = ent->model;
8569 q3shaderinfo_layer_tcmod_t *tcmod;
8571 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8572 return t->currentframe;
8573 t->update_lastrenderframe = r_textureframe;
8574 t->update_lastrenderentity = (void *)ent;
8576 // switch to an alternate material if this is a q1bsp animated material
8578 texture_t *texture = t;
8579 int s = rsurface.ent_skinnum;
8580 if ((unsigned int)s >= (unsigned int)model->numskins)
8582 if (model->skinscenes)
8584 if (model->skinscenes[s].framecount > 1)
8585 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8587 s = model->skinscenes[s].firstframe;
8590 t = t + s * model->num_surfaces;
8593 // use an alternate animation if the entity's frame is not 0,
8594 // and only if the texture has an alternate animation
8595 if (rsurface.ent_alttextures && t->anim_total[1])
8596 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8598 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8600 texture->currentframe = t;
8603 // update currentskinframe to be a qw skin or animation frame
8604 if (rsurface.ent_qwskin >= 0)
8606 i = rsurface.ent_qwskin;
8607 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8609 r_qwskincache_size = cl.maxclients;
8611 Mem_Free(r_qwskincache);
8612 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8614 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8615 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8616 t->currentskinframe = r_qwskincache[i].skinframe;
8617 if (t->currentskinframe == NULL)
8618 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8620 else if (t->numskinframes >= 2)
8621 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8622 if (t->backgroundnumskinframes >= 2)
8623 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8625 t->currentmaterialflags = t->basematerialflags;
8626 t->currentalpha = rsurface.colormod[3];
8627 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8628 t->currentalpha *= r_wateralpha.value;
8629 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8630 t->currentalpha *= t->r_water_wateralpha;
8631 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8632 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8633 if (!(rsurface.ent_flags & RENDER_LIGHT))
8634 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8635 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8637 // pick a model lighting mode
8638 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8639 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8641 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8643 if (rsurface.ent_flags & RENDER_ADDITIVE)
8644 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8645 else if (t->currentalpha < 1)
8646 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8647 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8648 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8649 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8650 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8651 if (t->backgroundnumskinframes)
8652 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8653 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8655 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8656 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8659 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8660 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8661 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8663 // there is no tcmod
8664 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8666 t->currenttexmatrix = r_waterscrollmatrix;
8667 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8669 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8671 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8672 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8675 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8676 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8677 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8678 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8680 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8681 if (t->currentskinframe->qpixels)
8682 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8683 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8684 if (!t->basetexture)
8685 t->basetexture = r_texture_notexture;
8686 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8687 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8688 t->nmaptexture = t->currentskinframe->nmap;
8689 if (!t->nmaptexture)
8690 t->nmaptexture = r_texture_blanknormalmap;
8691 t->glosstexture = r_texture_black;
8692 t->glowtexture = t->currentskinframe->glow;
8693 t->fogtexture = t->currentskinframe->fog;
8694 if (t->backgroundnumskinframes)
8696 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8697 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8698 t->backgroundglosstexture = r_texture_black;
8699 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8700 if (!t->backgroundnmaptexture)
8701 t->backgroundnmaptexture = r_texture_blanknormalmap;
8705 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8706 t->backgroundnmaptexture = r_texture_blanknormalmap;
8707 t->backgroundglosstexture = r_texture_black;
8708 t->backgroundglowtexture = NULL;
8710 t->specularpower = r_shadow_glossexponent.value;
8711 // TODO: store reference values for these in the texture?
8712 t->specularscale = 0;
8713 if (r_shadow_gloss.integer > 0)
8715 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8717 if (r_shadow_glossintensity.value > 0)
8719 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8720 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8721 t->specularscale = r_shadow_glossintensity.value;
8724 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8726 t->glosstexture = r_texture_white;
8727 t->backgroundglosstexture = r_texture_white;
8728 t->specularscale = r_shadow_gloss2intensity.value;
8729 t->specularpower = r_shadow_gloss2exponent.value;
8732 t->specularscale *= t->specularscalemod;
8733 t->specularpower *= t->specularpowermod;
8735 // lightmaps mode looks bad with dlights using actual texturing, so turn
8736 // off the colormap and glossmap, but leave the normalmap on as it still
8737 // accurately represents the shading involved
8738 if (gl_lightmaps.integer)
8740 t->basetexture = r_texture_grey128;
8741 t->pantstexture = r_texture_black;
8742 t->shirttexture = r_texture_black;
8743 t->nmaptexture = r_texture_blanknormalmap;
8744 t->glosstexture = r_texture_black;
8745 t->glowtexture = NULL;
8746 t->fogtexture = NULL;
8747 t->backgroundbasetexture = NULL;
8748 t->backgroundnmaptexture = r_texture_blanknormalmap;
8749 t->backgroundglosstexture = r_texture_black;
8750 t->backgroundglowtexture = NULL;
8751 t->specularscale = 0;
8752 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8755 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8756 VectorClear(t->dlightcolor);
8757 t->currentnumlayers = 0;
8758 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8760 int blendfunc1, blendfunc2;
8762 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8764 blendfunc1 = GL_SRC_ALPHA;
8765 blendfunc2 = GL_ONE;
8767 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8769 blendfunc1 = GL_SRC_ALPHA;
8770 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8772 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8774 blendfunc1 = t->customblendfunc[0];
8775 blendfunc2 = t->customblendfunc[1];
8779 blendfunc1 = GL_ONE;
8780 blendfunc2 = GL_ZERO;
8782 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8783 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8785 // fullbright is not affected by r_refdef.lightmapintensity
8786 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]);
8787 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8788 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]);
8789 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8790 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]);
8794 vec3_t ambientcolor;
8796 // set the color tint used for lights affecting this surface
8797 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8799 // q3bsp has no lightmap updates, so the lightstylevalue that
8800 // would normally be baked into the lightmap must be
8801 // applied to the color
8802 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8803 if (model->type == mod_brushq3)
8804 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8805 colorscale *= r_refdef.lightmapintensity;
8806 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8807 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8808 // basic lit geometry
8809 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]);
8810 // add pants/shirt if needed
8811 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8812 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]);
8813 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8814 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]);
8815 // now add ambient passes if needed
8816 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8818 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]);
8819 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8820 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]);
8821 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8822 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]);
8825 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8826 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]);
8827 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8829 // if this is opaque use alpha blend which will darken the earlier
8832 // if this is an alpha blended material, all the earlier passes
8833 // were darkened by fog already, so we only need to add the fog
8834 // color ontop through the fog mask texture
8836 // if this is an additive blended material, all the earlier passes
8837 // were darkened by fog already, and we should not add fog color
8838 // (because the background was not darkened, there is no fog color
8839 // that was lost behind it).
8840 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]);
8844 return t->currentframe;
8847 rsurfacestate_t rsurface;
8849 void R_Mesh_ResizeArrays(int newvertices)
8852 if (rsurface.array_size >= newvertices)
8854 if (rsurface.array_modelvertex3f)
8855 Mem_Free(rsurface.array_modelvertex3f);
8856 rsurface.array_size = (newvertices + 1023) & ~1023;
8857 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8858 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8859 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8860 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8861 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8862 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8863 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8864 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8865 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8866 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8867 rsurface.array_color4f = base + rsurface.array_size * 27;
8868 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8871 void RSurf_ActiveWorldEntity(void)
8873 dp_model_t *model = r_refdef.scene.worldmodel;
8874 //if (rsurface.entity == r_refdef.scene.worldentity)
8876 rsurface.entity = r_refdef.scene.worldentity;
8877 rsurface.skeleton = NULL;
8878 rsurface.ent_skinnum = 0;
8879 rsurface.ent_qwskin = -1;
8880 rsurface.ent_shadertime = 0;
8881 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8882 if (rsurface.array_size < model->surfmesh.num_vertices)
8883 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8884 rsurface.matrix = identitymatrix;
8885 rsurface.inversematrix = identitymatrix;
8886 rsurface.matrixscale = 1;
8887 rsurface.inversematrixscale = 1;
8888 R_EntityMatrix(&identitymatrix);
8889 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8890 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8891 rsurface.fograngerecip = r_refdef.fograngerecip;
8892 rsurface.fogheightfade = r_refdef.fogheightfade;
8893 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8894 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8895 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8896 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8897 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8898 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8899 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8900 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8901 rsurface.colormod[3] = 1;
8902 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);
8903 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8904 rsurface.frameblend[0].lerp = 1;
8905 rsurface.ent_alttextures = false;
8906 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8907 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8908 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8909 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8910 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8911 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8912 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8913 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8914 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8915 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8916 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8917 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8918 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8919 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8920 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8921 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8922 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8923 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8924 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8925 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8926 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8927 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8928 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8929 rsurface.modelelement3i = model->surfmesh.data_element3i;
8930 rsurface.modelelement3s = model->surfmesh.data_element3s;
8931 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8932 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8933 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8934 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8935 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8936 rsurface.modelsurfaces = model->data_surfaces;
8937 rsurface.generatedvertex = false;
8938 rsurface.vertex3f = rsurface.modelvertex3f;
8939 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8940 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8941 rsurface.svector3f = rsurface.modelsvector3f;
8942 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8943 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8944 rsurface.tvector3f = rsurface.modeltvector3f;
8945 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8946 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8947 rsurface.normal3f = rsurface.modelnormal3f;
8948 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8949 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8950 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8953 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8955 dp_model_t *model = ent->model;
8956 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8958 rsurface.entity = (entity_render_t *)ent;
8959 rsurface.skeleton = ent->skeleton;
8960 rsurface.ent_skinnum = ent->skinnum;
8961 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;
8962 rsurface.ent_shadertime = ent->shadertime;
8963 rsurface.ent_flags = ent->flags;
8964 if (rsurface.array_size < model->surfmesh.num_vertices)
8965 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8966 rsurface.matrix = ent->matrix;
8967 rsurface.inversematrix = ent->inversematrix;
8968 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8969 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8970 R_EntityMatrix(&rsurface.matrix);
8971 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8972 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8973 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8974 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8975 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8976 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8977 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8978 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8979 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8980 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8981 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8982 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8983 rsurface.colormod[3] = ent->alpha;
8984 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8985 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8986 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8987 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8988 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8989 if (ent->model->brush.submodel && !prepass)
8991 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8992 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8994 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8996 if (ent->animcache_vertex3f && !r_framedata_failed)
8998 rsurface.modelvertex3f = ent->animcache_vertex3f;
8999 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9000 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9001 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9003 else if (wanttangents)
9005 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9006 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9007 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9008 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9009 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9011 else if (wantnormals)
9013 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9014 rsurface.modelsvector3f = NULL;
9015 rsurface.modeltvector3f = NULL;
9016 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9017 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9021 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9022 rsurface.modelsvector3f = NULL;
9023 rsurface.modeltvector3f = NULL;
9024 rsurface.modelnormal3f = NULL;
9025 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9027 rsurface.modelvertex3f_bufferobject = 0;
9028 rsurface.modelvertex3f_bufferoffset = 0;
9029 rsurface.modelsvector3f_bufferobject = 0;
9030 rsurface.modelsvector3f_bufferoffset = 0;
9031 rsurface.modeltvector3f_bufferobject = 0;
9032 rsurface.modeltvector3f_bufferoffset = 0;
9033 rsurface.modelnormal3f_bufferobject = 0;
9034 rsurface.modelnormal3f_bufferoffset = 0;
9035 rsurface.generatedvertex = true;
9039 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9040 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9041 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9042 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9043 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9044 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9045 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9046 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9047 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9048 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9049 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9050 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9051 rsurface.generatedvertex = false;
9053 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9054 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9055 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9056 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9057 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9058 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9059 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9060 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9061 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9062 rsurface.modelelement3i = model->surfmesh.data_element3i;
9063 rsurface.modelelement3s = model->surfmesh.data_element3s;
9064 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9065 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9066 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9067 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9068 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9069 rsurface.modelsurfaces = model->data_surfaces;
9070 rsurface.vertex3f = rsurface.modelvertex3f;
9071 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9072 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9073 rsurface.svector3f = rsurface.modelsvector3f;
9074 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9075 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9076 rsurface.tvector3f = rsurface.modeltvector3f;
9077 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9078 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9079 rsurface.normal3f = rsurface.modelnormal3f;
9080 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9081 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9082 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9085 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)
9087 rsurface.entity = r_refdef.scene.worldentity;
9088 rsurface.skeleton = NULL;
9089 rsurface.ent_skinnum = 0;
9090 rsurface.ent_qwskin = -1;
9091 rsurface.ent_shadertime = shadertime;
9092 rsurface.ent_flags = entflags;
9093 rsurface.modelnum_vertices = numvertices;
9094 rsurface.modelnum_triangles = numtriangles;
9095 if (rsurface.array_size < rsurface.modelnum_vertices)
9096 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9097 rsurface.matrix = *matrix;
9098 rsurface.inversematrix = *inversematrix;
9099 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9100 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9101 R_EntityMatrix(&rsurface.matrix);
9102 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9103 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9104 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9105 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9106 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9107 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9108 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9109 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9110 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9111 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9112 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9113 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9114 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);
9115 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9116 rsurface.frameblend[0].lerp = 1;
9117 rsurface.ent_alttextures = false;
9118 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9119 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9122 rsurface.modelvertex3f = vertex3f;
9123 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9124 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9125 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9127 else if (wantnormals)
9129 rsurface.modelvertex3f = vertex3f;
9130 rsurface.modelsvector3f = NULL;
9131 rsurface.modeltvector3f = NULL;
9132 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9136 rsurface.modelvertex3f = vertex3f;
9137 rsurface.modelsvector3f = NULL;
9138 rsurface.modeltvector3f = NULL;
9139 rsurface.modelnormal3f = NULL;
9141 rsurface.modelvertex3f_bufferobject = 0;
9142 rsurface.modelvertex3f_bufferoffset = 0;
9143 rsurface.modelsvector3f_bufferobject = 0;
9144 rsurface.modelsvector3f_bufferoffset = 0;
9145 rsurface.modeltvector3f_bufferobject = 0;
9146 rsurface.modeltvector3f_bufferoffset = 0;
9147 rsurface.modelnormal3f_bufferobject = 0;
9148 rsurface.modelnormal3f_bufferoffset = 0;
9149 rsurface.generatedvertex = true;
9150 rsurface.modellightmapcolor4f = color4f;
9151 rsurface.modellightmapcolor4f_bufferobject = 0;
9152 rsurface.modellightmapcolor4f_bufferoffset = 0;
9153 rsurface.modeltexcoordtexture2f = texcoord2f;
9154 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9155 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9156 rsurface.modeltexcoordlightmap2f = NULL;
9157 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9158 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9159 rsurface.modelelement3i = element3i;
9160 rsurface.modelelement3s = element3s;
9161 rsurface.modelelement3i_bufferobject = 0;
9162 rsurface.modelelement3s_bufferobject = 0;
9163 rsurface.modellightmapoffsets = NULL;
9164 rsurface.modelsurfaces = NULL;
9165 rsurface.vertex3f = rsurface.modelvertex3f;
9166 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9167 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9168 rsurface.svector3f = rsurface.modelsvector3f;
9169 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9170 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9171 rsurface.tvector3f = rsurface.modeltvector3f;
9172 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9173 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9174 rsurface.normal3f = rsurface.modelnormal3f;
9175 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9176 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9177 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9179 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9181 if ((wantnormals || wanttangents) && !normal3f)
9182 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9183 if (wanttangents && !svector3f)
9184 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);
9188 float RSurf_FogPoint(const float *v)
9190 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9191 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9192 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9193 float FogHeightFade = r_refdef.fogheightfade;
9195 unsigned int fogmasktableindex;
9196 if (r_refdef.fogplaneviewabove)
9197 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9199 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9200 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9201 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9204 float RSurf_FogVertex(const float *v)
9206 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9207 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9208 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9209 float FogHeightFade = rsurface.fogheightfade;
9211 unsigned int fogmasktableindex;
9212 if (r_refdef.fogplaneviewabove)
9213 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9215 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9216 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9217 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9220 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9221 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9224 int texturesurfaceindex;
9229 const float *v1, *in_tc;
9231 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9233 q3shaderinfo_deform_t *deform;
9234 // 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
9235 if (rsurface.generatedvertex)
9237 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9238 generatenormals = true;
9239 for (i = 0;i < Q3MAXDEFORMS;i++)
9241 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9243 generatetangents = true;
9244 generatenormals = true;
9246 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9247 generatenormals = true;
9249 if (generatenormals && !rsurface.modelnormal3f)
9251 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9252 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9253 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9254 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9256 if (generatetangents && !rsurface.modelsvector3f)
9258 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9259 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9260 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9261 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9262 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9263 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9264 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);
9267 rsurface.vertex3f = rsurface.modelvertex3f;
9268 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9269 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9270 rsurface.svector3f = rsurface.modelsvector3f;
9271 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9272 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9273 rsurface.tvector3f = rsurface.modeltvector3f;
9274 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9275 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9276 rsurface.normal3f = rsurface.modelnormal3f;
9277 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9278 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9279 // if vertices are deformed (sprite flares and things in maps, possibly
9280 // water waves, bulges and other deformations), generate them into
9281 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9282 // (may be static model data or generated data for an animated model, or
9283 // the previous deform pass)
9284 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9286 switch (deform->deform)
9289 case Q3DEFORM_PROJECTIONSHADOW:
9290 case Q3DEFORM_TEXT0:
9291 case Q3DEFORM_TEXT1:
9292 case Q3DEFORM_TEXT2:
9293 case Q3DEFORM_TEXT3:
9294 case Q3DEFORM_TEXT4:
9295 case Q3DEFORM_TEXT5:
9296 case Q3DEFORM_TEXT6:
9297 case Q3DEFORM_TEXT7:
9300 case Q3DEFORM_AUTOSPRITE:
9301 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9302 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9303 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9304 VectorNormalize(newforward);
9305 VectorNormalize(newright);
9306 VectorNormalize(newup);
9307 // make deformed versions of only the model vertices used by the specified surfaces
9308 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9310 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9311 // a single autosprite surface can contain multiple sprites...
9312 for (j = 0;j < surface->num_vertices - 3;j += 4)
9314 VectorClear(center);
9315 for (i = 0;i < 4;i++)
9316 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9317 VectorScale(center, 0.25f, center);
9318 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9319 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9320 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9321 for (i = 0;i < 4;i++)
9323 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9324 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9327 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);
9328 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);
9330 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9331 rsurface.vertex3f_bufferobject = 0;
9332 rsurface.vertex3f_bufferoffset = 0;
9333 rsurface.svector3f = rsurface.array_deformedsvector3f;
9334 rsurface.svector3f_bufferobject = 0;
9335 rsurface.svector3f_bufferoffset = 0;
9336 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9337 rsurface.tvector3f_bufferobject = 0;
9338 rsurface.tvector3f_bufferoffset = 0;
9339 rsurface.normal3f = rsurface.array_deformednormal3f;
9340 rsurface.normal3f_bufferobject = 0;
9341 rsurface.normal3f_bufferoffset = 0;
9343 case Q3DEFORM_AUTOSPRITE2:
9344 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9345 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9346 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9347 VectorNormalize(newforward);
9348 VectorNormalize(newright);
9349 VectorNormalize(newup);
9350 // make deformed versions of only the model vertices used by the specified surfaces
9351 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9353 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9354 const float *v1, *v2;
9364 memset(shortest, 0, sizeof(shortest));
9365 // a single autosprite surface can contain multiple sprites...
9366 for (j = 0;j < surface->num_vertices - 3;j += 4)
9368 VectorClear(center);
9369 for (i = 0;i < 4;i++)
9370 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9371 VectorScale(center, 0.25f, center);
9372 // find the two shortest edges, then use them to define the
9373 // axis vectors for rotating around the central axis
9374 for (i = 0;i < 6;i++)
9376 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9377 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9379 Debug_PolygonBegin(NULL, 0);
9380 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9381 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);
9382 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9385 l = VectorDistance2(v1, v2);
9386 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9388 l += (1.0f / 1024.0f);
9389 if (shortest[0].length2 > l || i == 0)
9391 shortest[1] = shortest[0];
9392 shortest[0].length2 = l;
9393 shortest[0].v1 = v1;
9394 shortest[0].v2 = v2;
9396 else if (shortest[1].length2 > l || i == 1)
9398 shortest[1].length2 = l;
9399 shortest[1].v1 = v1;
9400 shortest[1].v2 = v2;
9403 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9404 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9406 Debug_PolygonBegin(NULL, 0);
9407 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9408 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);
9409 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9412 // this calculates the right vector from the shortest edge
9413 // and the up vector from the edge midpoints
9414 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9415 VectorNormalize(right);
9416 VectorSubtract(end, start, up);
9417 VectorNormalize(up);
9418 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9419 VectorSubtract(rsurface.localvieworigin, center, forward);
9420 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9421 VectorNegate(forward, forward);
9422 VectorReflect(forward, 0, up, forward);
9423 VectorNormalize(forward);
9424 CrossProduct(up, forward, newright);
9425 VectorNormalize(newright);
9427 Debug_PolygonBegin(NULL, 0);
9428 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);
9429 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9430 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9434 Debug_PolygonBegin(NULL, 0);
9435 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9436 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9437 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9440 // rotate the quad around the up axis vector, this is made
9441 // especially easy by the fact we know the quad is flat,
9442 // so we only have to subtract the center position and
9443 // measure distance along the right vector, and then
9444 // multiply that by the newright vector and add back the
9446 // we also need to subtract the old position to undo the
9447 // displacement from the center, which we do with a
9448 // DotProduct, the subtraction/addition of center is also
9449 // optimized into DotProducts here
9450 l = DotProduct(right, center);
9451 for (i = 0;i < 4;i++)
9453 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9454 f = DotProduct(right, v1) - l;
9455 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9458 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);
9459 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);
9461 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9462 rsurface.vertex3f_bufferobject = 0;
9463 rsurface.vertex3f_bufferoffset = 0;
9464 rsurface.svector3f = rsurface.array_deformedsvector3f;
9465 rsurface.svector3f_bufferobject = 0;
9466 rsurface.svector3f_bufferoffset = 0;
9467 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9468 rsurface.tvector3f_bufferobject = 0;
9469 rsurface.tvector3f_bufferoffset = 0;
9470 rsurface.normal3f = rsurface.array_deformednormal3f;
9471 rsurface.normal3f_bufferobject = 0;
9472 rsurface.normal3f_bufferoffset = 0;
9474 case Q3DEFORM_NORMAL:
9475 // deform the normals to make reflections wavey
9476 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9478 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9479 for (j = 0;j < surface->num_vertices;j++)
9482 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9483 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9484 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9485 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9486 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9487 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9488 VectorNormalize(normal);
9490 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);
9492 rsurface.svector3f = rsurface.array_deformedsvector3f;
9493 rsurface.svector3f_bufferobject = 0;
9494 rsurface.svector3f_bufferoffset = 0;
9495 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9496 rsurface.tvector3f_bufferobject = 0;
9497 rsurface.tvector3f_bufferoffset = 0;
9498 rsurface.normal3f = rsurface.array_deformednormal3f;
9499 rsurface.normal3f_bufferobject = 0;
9500 rsurface.normal3f_bufferoffset = 0;
9503 // deform vertex array to make wavey water and flags and such
9504 waveparms[0] = deform->waveparms[0];
9505 waveparms[1] = deform->waveparms[1];
9506 waveparms[2] = deform->waveparms[2];
9507 waveparms[3] = deform->waveparms[3];
9508 // this is how a divisor of vertex influence on deformation
9509 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9510 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9511 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9513 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9514 for (j = 0;j < surface->num_vertices;j++)
9516 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9517 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9518 // if the wavefunc depends on time, evaluate it per-vertex
9521 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9522 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9524 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9527 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9528 rsurface.vertex3f_bufferobject = 0;
9529 rsurface.vertex3f_bufferoffset = 0;
9531 case Q3DEFORM_BULGE:
9532 // deform vertex array to make the surface have moving bulges
9533 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9535 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9536 for (j = 0;j < surface->num_vertices;j++)
9538 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9539 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9542 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9543 rsurface.vertex3f_bufferobject = 0;
9544 rsurface.vertex3f_bufferoffset = 0;
9547 // deform vertex array
9548 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9549 VectorScale(deform->parms, scale, waveparms);
9550 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9553 for (j = 0;j < surface->num_vertices;j++)
9554 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9556 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9557 rsurface.vertex3f_bufferobject = 0;
9558 rsurface.vertex3f_bufferoffset = 0;
9562 // generate texcoords based on the chosen texcoord source
9563 switch(rsurface.texture->tcgen.tcgen)
9566 case Q3TCGEN_TEXTURE:
9567 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9568 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9569 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9571 case Q3TCGEN_LIGHTMAP:
9572 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9573 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9574 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9576 case Q3TCGEN_VECTOR:
9577 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9579 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9580 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)
9582 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9583 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9586 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9587 rsurface.texcoordtexture2f_bufferobject = 0;
9588 rsurface.texcoordtexture2f_bufferoffset = 0;
9590 case Q3TCGEN_ENVIRONMENT:
9591 // make environment reflections using a spheremap
9592 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9594 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9595 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9596 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9597 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9598 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9600 // identical to Q3A's method, but executed in worldspace so
9601 // carried models can be shiny too
9603 float viewer[3], d, reflected[3], worldreflected[3];
9605 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9606 // VectorNormalize(viewer);
9608 d = DotProduct(normal, viewer);
9610 reflected[0] = normal[0]*2*d - viewer[0];
9611 reflected[1] = normal[1]*2*d - viewer[1];
9612 reflected[2] = normal[2]*2*d - viewer[2];
9613 // note: this is proportinal to viewer, so we can normalize later
9615 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9616 VectorNormalize(worldreflected);
9618 // note: this sphere map only uses world x and z!
9619 // so positive and negative y will LOOK THE SAME.
9620 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9621 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9624 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9625 rsurface.texcoordtexture2f_bufferobject = 0;
9626 rsurface.texcoordtexture2f_bufferoffset = 0;
9629 // the only tcmod that needs software vertex processing is turbulent, so
9630 // check for it here and apply the changes if needed
9631 // and we only support that as the first one
9632 // (handling a mixture of turbulent and other tcmods would be problematic
9633 // without punting it entirely to a software path)
9634 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9636 amplitude = rsurface.texture->tcmods[0].parms[1];
9637 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9638 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9640 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9641 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)
9643 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9644 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9647 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9648 rsurface.texcoordtexture2f_bufferobject = 0;
9649 rsurface.texcoordtexture2f_bufferoffset = 0;
9651 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9652 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9653 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9654 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9657 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9660 const msurface_t *surface = texturesurfacelist[0];
9661 const msurface_t *surface2;
9666 // TODO: lock all array ranges before render, rather than on each surface
9667 if (texturenumsurfaces == 1)
9669 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9670 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);
9672 else if (r_batchmode.integer == 2)
9674 #define MAXBATCHTRIANGLES 4096
9675 int batchtriangles = 0;
9676 static int batchelements[MAXBATCHTRIANGLES*3];
9677 for (i = 0;i < texturenumsurfaces;i = j)
9679 surface = texturesurfacelist[i];
9681 if (surface->num_triangles > MAXBATCHTRIANGLES)
9683 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);
9686 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9687 batchtriangles = surface->num_triangles;
9688 firstvertex = surface->num_firstvertex;
9689 endvertex = surface->num_firstvertex + surface->num_vertices;
9690 for (;j < texturenumsurfaces;j++)
9692 surface2 = texturesurfacelist[j];
9693 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9695 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9696 batchtriangles += surface2->num_triangles;
9697 firstvertex = min(firstvertex, surface2->num_firstvertex);
9698 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9700 surface2 = texturesurfacelist[j-1];
9701 numvertices = endvertex - firstvertex;
9702 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9705 else if (r_batchmode.integer == 1)
9707 for (i = 0;i < texturenumsurfaces;i = j)
9709 surface = texturesurfacelist[i];
9710 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9711 if (texturesurfacelist[j] != surface2)
9713 surface2 = texturesurfacelist[j-1];
9714 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9715 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9716 GL_LockArrays(surface->num_firstvertex, numvertices);
9717 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9722 for (i = 0;i < texturenumsurfaces;i++)
9724 surface = texturesurfacelist[i];
9725 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9726 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);
9731 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9733 switch(vid.renderpath)
9735 case RENDERPATH_CGGL:
9737 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9738 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9741 case RENDERPATH_GL20:
9742 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9743 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9745 case RENDERPATH_GL13:
9746 case RENDERPATH_GL11:
9747 R_Mesh_TexBind(0, surface->lightmaptexture);
9752 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9754 // pick the closest matching water plane and bind textures
9755 int planeindex, vertexindex;
9759 r_waterstate_waterplane_t *p, *bestp;
9762 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9765 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9767 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9768 d += fabs(PlaneDiff(vert, &p->plane));
9770 if (bestd > d || !bestp)
9776 switch(vid.renderpath)
9778 case RENDERPATH_CGGL:
9780 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9781 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9784 case RENDERPATH_GL20:
9785 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9786 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9788 case RENDERPATH_GL13:
9789 case RENDERPATH_GL11:
9794 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9797 const msurface_t *surface;
9798 if (r_waterstate.renderingscene)
9800 for (i = 0;i < texturenumsurfaces;i++)
9802 surface = texturesurfacelist[i];
9803 RSurf_BindLightmapForSurface(surface);
9804 RSurf_BindReflectionForSurface(surface);
9805 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9806 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);
9810 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9814 const msurface_t *surface = texturesurfacelist[0];
9815 const msurface_t *surface2;
9820 if (texturenumsurfaces == 1)
9822 RSurf_BindLightmapForSurface(surface);
9823 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9824 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);
9826 else if (r_batchmode.integer == 2)
9828 #define MAXBATCHTRIANGLES 4096
9829 int batchtriangles = 0;
9830 static int batchelements[MAXBATCHTRIANGLES*3];
9831 for (i = 0;i < texturenumsurfaces;i = j)
9833 surface = texturesurfacelist[i];
9834 RSurf_BindLightmapForSurface(surface);
9836 if (surface->num_triangles > MAXBATCHTRIANGLES)
9838 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);
9841 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9842 batchtriangles = surface->num_triangles;
9843 firstvertex = surface->num_firstvertex;
9844 endvertex = surface->num_firstvertex + surface->num_vertices;
9845 for (;j < texturenumsurfaces;j++)
9847 surface2 = texturesurfacelist[j];
9848 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9850 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9851 batchtriangles += surface2->num_triangles;
9852 firstvertex = min(firstvertex, surface2->num_firstvertex);
9853 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9855 surface2 = texturesurfacelist[j-1];
9856 numvertices = endvertex - firstvertex;
9857 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9860 else if (r_batchmode.integer == 1)
9863 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9864 for (i = 0;i < texturenumsurfaces;i = j)
9866 surface = texturesurfacelist[i];
9867 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9868 if (texturesurfacelist[j] != surface2)
9870 Con_Printf(" %i", j - i);
9873 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9875 for (i = 0;i < texturenumsurfaces;i = j)
9877 surface = texturesurfacelist[i];
9878 RSurf_BindLightmapForSurface(surface);
9879 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9880 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9883 Con_Printf(" %i", j - i);
9885 surface2 = texturesurfacelist[j-1];
9886 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9887 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9888 GL_LockArrays(surface->num_firstvertex, numvertices);
9889 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9897 for (i = 0;i < texturenumsurfaces;i++)
9899 surface = texturesurfacelist[i];
9900 RSurf_BindLightmapForSurface(surface);
9901 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9902 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);
9907 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9910 int texturesurfaceindex;
9911 if (r_showsurfaces.integer == 2)
9913 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9915 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9916 for (j = 0;j < surface->num_triangles;j++)
9918 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9919 GL_Color(f, f, f, 1);
9920 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9926 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9928 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9929 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9930 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);
9931 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9932 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);
9937 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9939 int texturesurfaceindex;
9943 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9945 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9946 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)
9954 rsurface.lightmapcolor4f = rsurface.array_color4f;
9955 rsurface.lightmapcolor4f_bufferobject = 0;
9956 rsurface.lightmapcolor4f_bufferoffset = 0;
9959 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9961 int texturesurfaceindex;
9967 if (rsurface.lightmapcolor4f)
9969 // generate color arrays for the surfaces in this list
9970 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9972 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9973 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)
9975 f = RSurf_FogVertex(v);
9985 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9987 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9988 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)
9990 f = RSurf_FogVertex(v);
9998 rsurface.lightmapcolor4f = rsurface.array_color4f;
9999 rsurface.lightmapcolor4f_bufferobject = 0;
10000 rsurface.lightmapcolor4f_bufferoffset = 0;
10003 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10005 int texturesurfaceindex;
10011 if (!rsurface.lightmapcolor4f)
10013 // generate color arrays for the surfaces in this list
10014 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10016 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10017 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)
10019 f = RSurf_FogVertex(v);
10020 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10021 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10022 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10026 rsurface.lightmapcolor4f = rsurface.array_color4f;
10027 rsurface.lightmapcolor4f_bufferobject = 0;
10028 rsurface.lightmapcolor4f_bufferoffset = 0;
10031 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10033 int texturesurfaceindex;
10037 if (!rsurface.lightmapcolor4f)
10039 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10041 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10042 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)
10050 rsurface.lightmapcolor4f = rsurface.array_color4f;
10051 rsurface.lightmapcolor4f_bufferobject = 0;
10052 rsurface.lightmapcolor4f_bufferoffset = 0;
10055 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10057 int texturesurfaceindex;
10061 if (!rsurface.lightmapcolor4f)
10063 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10065 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10066 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)
10068 c2[0] = c[0] + r_refdef.scene.ambient;
10069 c2[1] = c[1] + r_refdef.scene.ambient;
10070 c2[2] = c[2] + r_refdef.scene.ambient;
10074 rsurface.lightmapcolor4f = rsurface.array_color4f;
10075 rsurface.lightmapcolor4f_bufferobject = 0;
10076 rsurface.lightmapcolor4f_bufferoffset = 0;
10079 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10082 rsurface.lightmapcolor4f = NULL;
10083 rsurface.lightmapcolor4f_bufferobject = 0;
10084 rsurface.lightmapcolor4f_bufferoffset = 0;
10085 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10086 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10087 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10088 GL_Color(r, g, b, a);
10089 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10092 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10094 // TODO: optimize applyfog && applycolor case
10095 // just apply fog if necessary, and tint the fog color array if necessary
10096 rsurface.lightmapcolor4f = NULL;
10097 rsurface.lightmapcolor4f_bufferobject = 0;
10098 rsurface.lightmapcolor4f_bufferoffset = 0;
10099 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10100 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10101 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10102 GL_Color(r, g, b, a);
10103 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10106 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10108 int texturesurfaceindex;
10112 if (texturesurfacelist[0]->lightmapinfo)
10114 // generate color arrays for the surfaces in this list
10115 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10117 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10118 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10120 if (surface->lightmapinfo->samples)
10122 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10123 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10124 VectorScale(lm, scale, c);
10125 if (surface->lightmapinfo->styles[1] != 255)
10127 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10129 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10130 VectorMA(c, scale, lm, c);
10131 if (surface->lightmapinfo->styles[2] != 255)
10134 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10135 VectorMA(c, scale, lm, c);
10136 if (surface->lightmapinfo->styles[3] != 255)
10139 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10140 VectorMA(c, scale, lm, c);
10150 rsurface.lightmapcolor4f = rsurface.array_color4f;
10151 rsurface.lightmapcolor4f_bufferobject = 0;
10152 rsurface.lightmapcolor4f_bufferoffset = 0;
10156 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10157 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10158 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10160 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10161 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10162 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10163 GL_Color(r, g, b, a);
10164 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10167 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10169 int texturesurfaceindex;
10176 vec3_t ambientcolor;
10177 vec3_t diffusecolor;
10181 VectorCopy(rsurface.modellight_lightdir, lightdir);
10182 f = 0.5f * r_refdef.lightmapintensity;
10183 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10184 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10185 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10186 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10187 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10188 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10190 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10192 // generate color arrays for the surfaces in this list
10193 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10195 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10196 int numverts = surface->num_vertices;
10197 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10198 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10199 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10200 // q3-style directional shading
10201 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10203 if ((f = DotProduct(n, lightdir)) > 0)
10204 VectorMA(ambientcolor, f, diffusecolor, c);
10206 VectorCopy(ambientcolor, c);
10214 rsurface.lightmapcolor4f = rsurface.array_color4f;
10215 rsurface.lightmapcolor4f_bufferobject = 0;
10216 rsurface.lightmapcolor4f_bufferoffset = 0;
10217 *applycolor = false;
10221 *r = ambientcolor[0];
10222 *g = ambientcolor[1];
10223 *b = ambientcolor[2];
10224 rsurface.lightmapcolor4f = NULL;
10225 rsurface.lightmapcolor4f_bufferobject = 0;
10226 rsurface.lightmapcolor4f_bufferoffset = 0;
10230 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10232 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10233 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10234 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10235 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10236 GL_Color(r, g, b, a);
10237 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10240 void RSurf_SetupDepthAndCulling(void)
10242 // submodels are biased to avoid z-fighting with world surfaces that they
10243 // may be exactly overlapping (avoids z-fighting artifacts on certain
10244 // doors and things in Quake maps)
10245 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10246 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10247 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10248 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10251 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10253 // transparent sky would be ridiculous
10254 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10256 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10257 skyrenderlater = true;
10258 RSurf_SetupDepthAndCulling();
10259 GL_DepthMask(true);
10260 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10261 // skymasking on them, and Quake3 never did sky masking (unlike
10262 // software Quake and software Quake2), so disable the sky masking
10263 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10264 // and skymasking also looks very bad when noclipping outside the
10265 // level, so don't use it then either.
10266 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10268 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10269 R_Mesh_ColorPointer(NULL, 0, 0);
10270 R_Mesh_ResetTextureState();
10271 if (skyrendermasked)
10273 R_SetupShader_DepthOrShadow();
10274 // depth-only (masking)
10275 GL_ColorMask(0,0,0,0);
10276 // just to make sure that braindead drivers don't draw
10277 // anything despite that colormask...
10278 GL_BlendFunc(GL_ZERO, GL_ONE);
10282 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10284 GL_BlendFunc(GL_ONE, GL_ZERO);
10286 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10287 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10288 if (skyrendermasked)
10289 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10291 R_Mesh_ResetTextureState();
10292 GL_Color(1, 1, 1, 1);
10295 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10296 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10297 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10299 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10302 // render screenspace normalmap to texture
10303 GL_DepthMask(true);
10304 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10305 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10306 GL_LockArrays(0, 0);
10308 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10310 // render water or distortion background, then blend surface on top
10311 GL_DepthMask(true);
10312 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10313 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10314 GL_LockArrays(0, 0);
10315 GL_DepthMask(false);
10316 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10317 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10318 GL_LockArrays(0, 0);
10322 // render surface normally
10323 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10324 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10325 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10326 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10327 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10328 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10330 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10331 GL_LockArrays(0, 0);
10335 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10337 // OpenGL 1.3 path - anything not completely ancient
10338 int texturesurfaceindex;
10339 qboolean applycolor;
10342 const texturelayer_t *layer;
10343 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10345 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10348 int layertexrgbscale;
10349 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10351 if (layerindex == 0)
10352 GL_AlphaTest(true);
10355 GL_AlphaTest(false);
10356 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10359 GL_DepthMask(layer->depthmask && writedepth);
10360 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10361 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10363 layertexrgbscale = 4;
10364 VectorScale(layer->color, 0.25f, layercolor);
10366 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10368 layertexrgbscale = 2;
10369 VectorScale(layer->color, 0.5f, layercolor);
10373 layertexrgbscale = 1;
10374 VectorScale(layer->color, 1.0f, layercolor);
10376 layercolor[3] = layer->color[3];
10377 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10378 R_Mesh_ColorPointer(NULL, 0, 0);
10379 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10380 switch (layer->type)
10382 case TEXTURELAYERTYPE_LITTEXTURE:
10383 // single-pass lightmapped texture with 2x rgbscale
10384 //R_Mesh_TexBind(0, r_texture_white);
10385 R_Mesh_TexMatrix(0, NULL);
10386 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10387 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10388 R_Mesh_TexBind(1, layer->texture);
10389 R_Mesh_TexMatrix(1, &layer->texmatrix);
10390 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10391 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10392 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10393 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10394 else if (rsurface.uselightmaptexture)
10395 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10397 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10399 case TEXTURELAYERTYPE_TEXTURE:
10400 // singletexture unlit texture with transparency support
10401 R_Mesh_TexBind(0, layer->texture);
10402 R_Mesh_TexMatrix(0, &layer->texmatrix);
10403 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10404 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10405 R_Mesh_TexBind(1, 0);
10406 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10407 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10409 case TEXTURELAYERTYPE_FOG:
10410 // singletexture fogging
10411 if (layer->texture)
10413 R_Mesh_TexBind(0, layer->texture);
10414 R_Mesh_TexMatrix(0, &layer->texmatrix);
10415 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10416 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10420 R_Mesh_TexBind(0, 0);
10421 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10423 R_Mesh_TexBind(1, 0);
10424 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10425 // generate a color array for the fog pass
10426 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10427 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10433 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10434 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)
10436 f = 1 - RSurf_FogVertex(v);
10437 c[0] = layercolor[0];
10438 c[1] = layercolor[1];
10439 c[2] = layercolor[2];
10440 c[3] = f * layercolor[3];
10443 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10446 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10448 GL_LockArrays(0, 0);
10451 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10453 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10454 GL_AlphaTest(false);
10458 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10460 // OpenGL 1.1 - crusty old voodoo path
10461 int texturesurfaceindex;
10464 const texturelayer_t *layer;
10465 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10467 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10471 if (layerindex == 0)
10472 GL_AlphaTest(true);
10475 GL_AlphaTest(false);
10476 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10479 GL_DepthMask(layer->depthmask && writedepth);
10480 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10481 R_Mesh_ColorPointer(NULL, 0, 0);
10482 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10483 switch (layer->type)
10485 case TEXTURELAYERTYPE_LITTEXTURE:
10486 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10488 // two-pass lit texture with 2x rgbscale
10489 // first the lightmap pass
10490 //R_Mesh_TexBind(0, r_texture_white);
10491 R_Mesh_TexMatrix(0, NULL);
10492 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10493 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10494 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10495 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10496 else if (rsurface.uselightmaptexture)
10497 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10499 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10500 GL_LockArrays(0, 0);
10501 // then apply the texture to it
10502 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10503 R_Mesh_TexBind(0, layer->texture);
10504 R_Mesh_TexMatrix(0, &layer->texmatrix);
10505 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10506 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10507 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);
10511 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10512 R_Mesh_TexBind(0, layer->texture);
10513 R_Mesh_TexMatrix(0, &layer->texmatrix);
10514 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10515 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10516 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10517 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);
10519 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);
10522 case TEXTURELAYERTYPE_TEXTURE:
10523 // singletexture unlit texture with transparency support
10524 R_Mesh_TexBind(0, layer->texture);
10525 R_Mesh_TexMatrix(0, &layer->texmatrix);
10526 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10527 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10528 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);
10530 case TEXTURELAYERTYPE_FOG:
10531 // singletexture fogging
10532 if (layer->texture)
10534 R_Mesh_TexBind(0, layer->texture);
10535 R_Mesh_TexMatrix(0, &layer->texmatrix);
10536 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10537 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10541 R_Mesh_TexBind(0, 0);
10542 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10544 // generate a color array for the fog pass
10545 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10546 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10553 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)
10555 f = 1 - RSurf_FogVertex(v);
10556 c[0] = layer->color[0];
10557 c[1] = layer->color[1];
10558 c[2] = layer->color[2];
10559 c[3] = f * layer->color[3];
10562 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10565 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10567 GL_LockArrays(0, 0);
10570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10572 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10573 GL_AlphaTest(false);
10577 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10581 GL_AlphaTest(false);
10582 R_Mesh_ColorPointer(NULL, 0, 0);
10583 R_Mesh_ResetTextureState();
10584 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10586 if(rsurface.texture && rsurface.texture->currentskinframe)
10588 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10589 c[3] *= rsurface.texture->currentalpha;
10599 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10601 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10602 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10603 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10606 // brighten it up (as texture value 127 means "unlit")
10607 c[0] *= 2 * r_refdef.view.colorscale;
10608 c[1] *= 2 * r_refdef.view.colorscale;
10609 c[2] *= 2 * r_refdef.view.colorscale;
10611 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10612 c[3] *= r_wateralpha.value;
10614 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10617 GL_DepthMask(false);
10619 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10621 GL_BlendFunc(GL_ONE, GL_ONE);
10622 GL_DepthMask(false);
10624 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10626 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10627 GL_DepthMask(false);
10629 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10631 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10632 GL_DepthMask(false);
10636 GL_BlendFunc(GL_ONE, GL_ZERO);
10637 GL_DepthMask(writedepth);
10640 rsurface.lightmapcolor4f = NULL;
10642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10644 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10646 rsurface.lightmapcolor4f = NULL;
10647 rsurface.lightmapcolor4f_bufferobject = 0;
10648 rsurface.lightmapcolor4f_bufferoffset = 0;
10650 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10652 qboolean applycolor = true;
10655 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10657 r_refdef.lightmapintensity = 1;
10658 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10659 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10663 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10665 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10666 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10667 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10670 if(!rsurface.lightmapcolor4f)
10671 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10673 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10674 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10675 if(r_refdef.fogenabled)
10676 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10678 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10679 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10682 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10685 RSurf_SetupDepthAndCulling();
10686 if (r_showsurfaces.integer == 3 && !prepass)
10688 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10691 switch (vid.renderpath)
10693 case RENDERPATH_GL20:
10694 case RENDERPATH_CGGL:
10695 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10697 case RENDERPATH_GL13:
10698 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10700 case RENDERPATH_GL11:
10701 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10707 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10710 RSurf_SetupDepthAndCulling();
10711 if (r_showsurfaces.integer == 3 && !prepass)
10713 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10716 switch (vid.renderpath)
10718 case RENDERPATH_GL20:
10719 case RENDERPATH_CGGL:
10720 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10722 case RENDERPATH_GL13:
10723 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10725 case RENDERPATH_GL11:
10726 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10732 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10735 int texturenumsurfaces, endsurface;
10736 texture_t *texture;
10737 const msurface_t *surface;
10738 const msurface_t *texturesurfacelist[256];
10740 // if the model is static it doesn't matter what value we give for
10741 // wantnormals and wanttangents, so this logic uses only rules applicable
10742 // to a model, knowing that they are meaningless otherwise
10743 if (ent == r_refdef.scene.worldentity)
10744 RSurf_ActiveWorldEntity();
10745 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10746 RSurf_ActiveModelEntity(ent, false, false, false);
10749 switch (vid.renderpath)
10751 case RENDERPATH_GL20:
10752 case RENDERPATH_CGGL:
10753 RSurf_ActiveModelEntity(ent, true, true, false);
10755 case RENDERPATH_GL13:
10756 case RENDERPATH_GL11:
10757 RSurf_ActiveModelEntity(ent, true, false, false);
10762 if (r_transparentdepthmasking.integer)
10764 qboolean setup = false;
10765 for (i = 0;i < numsurfaces;i = j)
10768 surface = rsurface.modelsurfaces + surfacelist[i];
10769 texture = surface->texture;
10770 rsurface.texture = R_GetCurrentTexture(texture);
10771 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10772 // scan ahead until we find a different texture
10773 endsurface = min(i + 1024, numsurfaces);
10774 texturenumsurfaces = 0;
10775 texturesurfacelist[texturenumsurfaces++] = surface;
10776 for (;j < endsurface;j++)
10778 surface = rsurface.modelsurfaces + surfacelist[j];
10779 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10781 texturesurfacelist[texturenumsurfaces++] = surface;
10783 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10785 // render the range of surfaces as depth
10789 GL_ColorMask(0,0,0,0);
10791 GL_DepthTest(true);
10792 GL_BlendFunc(GL_ONE, GL_ZERO);
10793 GL_DepthMask(true);
10794 GL_AlphaTest(false);
10795 R_Mesh_ColorPointer(NULL, 0, 0);
10796 R_Mesh_ResetTextureState();
10797 R_SetupShader_DepthOrShadow();
10799 RSurf_SetupDepthAndCulling();
10800 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10801 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10804 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10807 for (i = 0;i < numsurfaces;i = j)
10810 surface = rsurface.modelsurfaces + surfacelist[i];
10811 texture = surface->texture;
10812 rsurface.texture = R_GetCurrentTexture(texture);
10813 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10814 // scan ahead until we find a different texture
10815 endsurface = min(i + 1024, numsurfaces);
10816 texturenumsurfaces = 0;
10817 texturesurfacelist[texturenumsurfaces++] = surface;
10818 for (;j < endsurface;j++)
10820 surface = rsurface.modelsurfaces + surfacelist[j];
10821 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10823 texturesurfacelist[texturenumsurfaces++] = surface;
10825 // render the range of surfaces
10826 if (ent == r_refdef.scene.worldentity)
10827 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10829 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10831 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10832 GL_AlphaTest(false);
10835 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10837 // transparent surfaces get pushed off into the transparent queue
10838 int surfacelistindex;
10839 const msurface_t *surface;
10840 vec3_t tempcenter, center;
10841 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10843 surface = texturesurfacelist[surfacelistindex];
10844 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10845 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10846 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10847 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10848 if (queueentity->transparent_offset) // transparent offset
10850 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10851 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10852 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10854 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10858 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10860 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10864 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10866 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10868 RSurf_SetupDepthAndCulling();
10869 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10870 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10874 if (!rsurface.texture->currentnumlayers)
10876 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10877 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10879 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10881 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10883 RSurf_SetupDepthAndCulling();
10884 GL_AlphaTest(false);
10885 R_Mesh_ColorPointer(NULL, 0, 0);
10886 R_Mesh_ResetTextureState();
10887 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10888 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10889 GL_DepthMask(true);
10890 GL_BlendFunc(GL_ONE, GL_ZERO);
10891 GL_Color(0, 0, 0, 1);
10892 GL_DepthTest(writedepth);
10893 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10895 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10897 RSurf_SetupDepthAndCulling();
10898 GL_AlphaTest(false);
10899 R_Mesh_ColorPointer(NULL, 0, 0);
10900 R_Mesh_ResetTextureState();
10901 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10902 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10903 GL_DepthMask(true);
10904 GL_BlendFunc(GL_ONE, GL_ZERO);
10905 GL_DepthTest(true);
10906 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10908 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10909 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10910 else if (!rsurface.texture->currentnumlayers)
10912 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10914 // in the deferred case, transparent surfaces were queued during prepass
10915 if (!r_shadow_usingdeferredprepass)
10916 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10920 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10921 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10926 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10929 texture_t *texture;
10930 // break the surface list down into batches by texture and use of lightmapping
10931 for (i = 0;i < numsurfaces;i = j)
10934 // texture is the base texture pointer, rsurface.texture is the
10935 // current frame/skin the texture is directing us to use (for example
10936 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10937 // use skin 1 instead)
10938 texture = surfacelist[i]->texture;
10939 rsurface.texture = R_GetCurrentTexture(texture);
10940 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10941 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10943 // if this texture is not the kind we want, skip ahead to the next one
10944 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10948 // simply scan ahead until we find a different texture or lightmap state
10949 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10951 // render the range of surfaces
10952 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10956 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10961 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10963 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10965 RSurf_SetupDepthAndCulling();
10966 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10967 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10971 if (!rsurface.texture->currentnumlayers)
10973 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10974 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10976 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10978 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10980 RSurf_SetupDepthAndCulling();
10981 GL_AlphaTest(false);
10982 R_Mesh_ColorPointer(NULL, 0, 0);
10983 R_Mesh_ResetTextureState();
10984 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10985 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10986 GL_DepthMask(true);
10987 GL_BlendFunc(GL_ONE, GL_ZERO);
10988 GL_Color(0, 0, 0, 1);
10989 GL_DepthTest(writedepth);
10990 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10992 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10994 RSurf_SetupDepthAndCulling();
10995 GL_AlphaTest(false);
10996 R_Mesh_ColorPointer(NULL, 0, 0);
10997 R_Mesh_ResetTextureState();
10998 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10999 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11000 GL_DepthMask(true);
11001 GL_BlendFunc(GL_ONE, GL_ZERO);
11002 GL_DepthTest(true);
11003 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11005 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11006 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11007 else if (!rsurface.texture->currentnumlayers)
11009 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11011 // in the deferred case, transparent surfaces were queued during prepass
11012 if (!r_shadow_usingdeferredprepass)
11013 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11017 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11018 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11023 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11026 texture_t *texture;
11027 // break the surface list down into batches by texture and use of lightmapping
11028 for (i = 0;i < numsurfaces;i = j)
11031 // texture is the base texture pointer, rsurface.texture is the
11032 // current frame/skin the texture is directing us to use (for example
11033 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11034 // use skin 1 instead)
11035 texture = surfacelist[i]->texture;
11036 rsurface.texture = R_GetCurrentTexture(texture);
11037 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11038 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11040 // if this texture is not the kind we want, skip ahead to the next one
11041 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11045 // simply scan ahead until we find a different texture or lightmap state
11046 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11048 // render the range of surfaces
11049 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11053 float locboxvertex3f[6*4*3] =
11055 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11056 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11057 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11058 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11059 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11060 1,0,0, 0,0,0, 0,1,0, 1,1,0
11063 unsigned short locboxelements[6*2*3] =
11068 12,13,14, 12,14,15,
11069 16,17,18, 16,18,19,
11073 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11076 cl_locnode_t *loc = (cl_locnode_t *)ent;
11078 float vertex3f[6*4*3];
11080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11081 GL_DepthMask(false);
11082 GL_DepthRange(0, 1);
11083 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11084 GL_DepthTest(true);
11085 GL_CullFace(GL_NONE);
11086 R_EntityMatrix(&identitymatrix);
11088 R_Mesh_VertexPointer(vertex3f, 0, 0);
11089 R_Mesh_ColorPointer(NULL, 0, 0);
11090 R_Mesh_ResetTextureState();
11091 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11093 i = surfacelist[0];
11094 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11095 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11096 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11097 surfacelist[0] < 0 ? 0.5f : 0.125f);
11099 if (VectorCompare(loc->mins, loc->maxs))
11101 VectorSet(size, 2, 2, 2);
11102 VectorMA(loc->mins, -0.5f, size, mins);
11106 VectorCopy(loc->mins, mins);
11107 VectorSubtract(loc->maxs, loc->mins, size);
11110 for (i = 0;i < 6*4*3;)
11111 for (j = 0;j < 3;j++, i++)
11112 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11114 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11117 void R_DrawLocs(void)
11120 cl_locnode_t *loc, *nearestloc;
11122 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11123 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11125 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11126 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11130 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11132 if (decalsystem->decals)
11133 Mem_Free(decalsystem->decals);
11134 memset(decalsystem, 0, sizeof(*decalsystem));
11137 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)
11140 tridecal_t *decals;
11144 // expand or initialize the system
11145 if (decalsystem->maxdecals <= decalsystem->numdecals)
11147 decalsystem_t old = *decalsystem;
11148 qboolean useshortelements;
11149 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11150 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11151 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)));
11152 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11153 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11154 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11155 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11156 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11157 if (decalsystem->numdecals)
11158 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11160 Mem_Free(old.decals);
11161 for (i = 0;i < decalsystem->maxdecals*3;i++)
11162 decalsystem->element3i[i] = i;
11163 if (useshortelements)
11164 for (i = 0;i < decalsystem->maxdecals*3;i++)
11165 decalsystem->element3s[i] = i;
11168 // grab a decal and search for another free slot for the next one
11169 maxdecals = decalsystem->maxdecals;
11170 decals = decalsystem->decals;
11171 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11172 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11174 decalsystem->freedecal = i;
11175 if (decalsystem->numdecals <= i)
11176 decalsystem->numdecals = i + 1;
11178 // initialize the decal
11180 decal->triangleindex = triangleindex;
11181 decal->surfaceindex = surfaceindex;
11182 decal->decalsequence = decalsequence;
11183 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11184 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11185 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11186 decal->color4ub[0][3] = 255;
11187 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11188 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11189 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11190 decal->color4ub[1][3] = 255;
11191 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11192 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11193 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11194 decal->color4ub[2][3] = 255;
11195 decal->vertex3f[0][0] = v0[0];
11196 decal->vertex3f[0][1] = v0[1];
11197 decal->vertex3f[0][2] = v0[2];
11198 decal->vertex3f[1][0] = v1[0];
11199 decal->vertex3f[1][1] = v1[1];
11200 decal->vertex3f[1][2] = v1[2];
11201 decal->vertex3f[2][0] = v2[0];
11202 decal->vertex3f[2][1] = v2[1];
11203 decal->vertex3f[2][2] = v2[2];
11204 decal->texcoord2f[0][0] = t0[0];
11205 decal->texcoord2f[0][1] = t0[1];
11206 decal->texcoord2f[1][0] = t1[0];
11207 decal->texcoord2f[1][1] = t1[1];
11208 decal->texcoord2f[2][0] = t2[0];
11209 decal->texcoord2f[2][1] = t2[1];
11212 extern cvar_t cl_decals_bias;
11213 extern cvar_t cl_decals_models;
11214 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11215 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)
11217 matrix4x4_t projection;
11218 decalsystem_t *decalsystem;
11221 const float *vertex3f;
11222 const msurface_t *surface;
11223 const msurface_t *surfaces;
11224 const int *surfacelist;
11225 const texture_t *texture;
11228 int numsurfacelist;
11229 int surfacelistindex;
11232 int decalsurfaceindex;
11237 float localorigin[3];
11238 float localnormal[3];
11239 float localmins[3];
11240 float localmaxs[3];
11247 float planes[6][4];
11249 float points[2][9][3];
11253 decalsystem = &ent->decalsystem;
11254 model = ent->model;
11255 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11257 R_DecalSystem_Reset(&ent->decalsystem);
11261 if (!model->brush.data_nodes && !cl_decals_models.integer)
11263 if (decalsystem->model)
11264 R_DecalSystem_Reset(decalsystem);
11268 if (decalsystem->model != model)
11269 R_DecalSystem_Reset(decalsystem);
11270 decalsystem->model = model;
11272 RSurf_ActiveModelEntity(ent, false, false, false);
11274 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11275 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11276 VectorNormalize(localnormal);
11277 localsize = worldsize*rsurface.inversematrixscale;
11278 ilocalsize = 1.0f / localsize;
11279 localmins[0] = localorigin[0] - localsize;
11280 localmins[1] = localorigin[1] - localsize;
11281 localmins[2] = localorigin[2] - localsize;
11282 localmaxs[0] = localorigin[0] + localsize;
11283 localmaxs[1] = localorigin[1] + localsize;
11284 localmaxs[2] = localorigin[2] + localsize;
11286 //VectorCopy(localnormal, planes[4]);
11287 //VectorVectors(planes[4], planes[2], planes[0]);
11288 AnglesFromVectors(angles, localnormal, NULL, false);
11289 AngleVectors(angles, planes[0], planes[2], planes[4]);
11290 VectorNegate(planes[0], planes[1]);
11291 VectorNegate(planes[2], planes[3]);
11292 VectorNegate(planes[4], planes[5]);
11293 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11294 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11295 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11296 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11297 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11298 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11303 matrix4x4_t forwardprojection;
11304 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11305 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11310 float projectionvector[4][3];
11311 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11312 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11313 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11314 projectionvector[0][0] = planes[0][0] * ilocalsize;
11315 projectionvector[0][1] = planes[1][0] * ilocalsize;
11316 projectionvector[0][2] = planes[2][0] * ilocalsize;
11317 projectionvector[1][0] = planes[0][1] * ilocalsize;
11318 projectionvector[1][1] = planes[1][1] * ilocalsize;
11319 projectionvector[1][2] = planes[2][1] * ilocalsize;
11320 projectionvector[2][0] = planes[0][2] * ilocalsize;
11321 projectionvector[2][1] = planes[1][2] * ilocalsize;
11322 projectionvector[2][2] = planes[2][2] * ilocalsize;
11323 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11324 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11325 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11326 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11330 dynamic = model->surfmesh.isanimated;
11331 vertex3f = rsurface.modelvertex3f;
11332 numsurfacelist = model->nummodelsurfaces;
11333 surfacelist = model->sortedmodelsurfaces;
11334 surfaces = model->data_surfaces;
11335 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11337 surfaceindex = surfacelist[surfacelistindex];
11338 surface = surfaces + surfaceindex;
11339 // skip transparent surfaces
11340 texture = surface->texture;
11341 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11343 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11345 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11347 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11348 numvertices = surface->num_vertices;
11349 numtriangles = surface->num_triangles;
11350 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11352 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11354 index = 3*e[cornerindex];
11355 VectorCopy(vertex3f + index, v[cornerindex]);
11358 //TriangleNormal(v[0], v[1], v[2], normal);
11359 //if (DotProduct(normal, localnormal) < 0.0f)
11361 // clip by each of the box planes formed from the projection matrix
11362 // if anything survives, we emit the decal
11363 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]);
11366 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]);
11369 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]);
11372 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]);
11375 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]);
11378 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]);
11381 // some part of the triangle survived, so we have to accept it...
11384 // dynamic always uses the original triangle
11386 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11388 index = 3*e[cornerindex];
11389 VectorCopy(vertex3f + index, v[cornerindex]);
11392 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11394 // convert vertex positions to texcoords
11395 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11396 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11397 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11398 // calculate distance fade from the projection origin
11399 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11400 f = bound(0.0f, f, 1.0f);
11401 c[cornerindex][0] = r * f;
11402 c[cornerindex][1] = g * f;
11403 c[cornerindex][2] = b * f;
11404 c[cornerindex][3] = 1.0f;
11405 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11408 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);
11410 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11411 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);
11416 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11417 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)
11419 int renderentityindex;
11420 float worldmins[3];
11421 float worldmaxs[3];
11422 entity_render_t *ent;
11424 if (!cl_decals_newsystem.integer)
11427 worldmins[0] = worldorigin[0] - worldsize;
11428 worldmins[1] = worldorigin[1] - worldsize;
11429 worldmins[2] = worldorigin[2] - worldsize;
11430 worldmaxs[0] = worldorigin[0] + worldsize;
11431 worldmaxs[1] = worldorigin[1] + worldsize;
11432 worldmaxs[2] = worldorigin[2] + worldsize;
11434 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11436 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11438 ent = r_refdef.scene.entities[renderentityindex];
11439 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11442 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11446 typedef struct r_decalsystem_splatqueue_s
11448 vec3_t worldorigin;
11449 vec3_t worldnormal;
11455 r_decalsystem_splatqueue_t;
11457 int r_decalsystem_numqueued = 0;
11458 #define MAX_DECALSYSTEM_QUEUE 1024
11459 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11461 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)
11463 r_decalsystem_splatqueue_t *queue;
11465 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11468 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11469 VectorCopy(worldorigin, queue->worldorigin);
11470 VectorCopy(worldnormal, queue->worldnormal);
11471 Vector4Set(queue->color, r, g, b, a);
11472 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11473 queue->worldsize = worldsize;
11474 queue->decalsequence = cl.decalsequence++;
11477 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11480 r_decalsystem_splatqueue_t *queue;
11482 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11483 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);
11484 r_decalsystem_numqueued = 0;
11487 extern cvar_t cl_decals_max;
11488 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11491 decalsystem_t *decalsystem = &ent->decalsystem;
11498 if (!decalsystem->numdecals)
11501 if (r_showsurfaces.integer)
11504 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11506 R_DecalSystem_Reset(decalsystem);
11510 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11511 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11513 if (decalsystem->lastupdatetime)
11514 frametime = (cl.time - decalsystem->lastupdatetime);
11517 decalsystem->lastupdatetime = cl.time;
11518 decal = decalsystem->decals;
11519 numdecals = decalsystem->numdecals;
11521 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11523 if (decal->color4ub[0][3])
11525 decal->lived += frametime;
11526 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11528 memset(decal, 0, sizeof(*decal));
11529 if (decalsystem->freedecal > i)
11530 decalsystem->freedecal = i;
11534 decal = decalsystem->decals;
11535 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11538 // collapse the array by shuffling the tail decals into the gaps
11541 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11542 decalsystem->freedecal++;
11543 if (decalsystem->freedecal == numdecals)
11545 decal[decalsystem->freedecal] = decal[--numdecals];
11548 decalsystem->numdecals = numdecals;
11550 if (numdecals <= 0)
11552 // if there are no decals left, reset decalsystem
11553 R_DecalSystem_Reset(decalsystem);
11557 extern skinframe_t *decalskinframe;
11558 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11561 decalsystem_t *decalsystem = &ent->decalsystem;
11571 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11574 numdecals = decalsystem->numdecals;
11578 if (r_showsurfaces.integer)
11581 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11583 R_DecalSystem_Reset(decalsystem);
11587 // if the model is static it doesn't matter what value we give for
11588 // wantnormals and wanttangents, so this logic uses only rules applicable
11589 // to a model, knowing that they are meaningless otherwise
11590 if (ent == r_refdef.scene.worldentity)
11591 RSurf_ActiveWorldEntity();
11593 RSurf_ActiveModelEntity(ent, false, false, false);
11595 decalsystem->lastupdatetime = cl.time;
11596 decal = decalsystem->decals;
11598 fadedelay = cl_decals_time.value;
11599 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11601 // update vertex positions for animated models
11602 v3f = decalsystem->vertex3f;
11603 c4f = decalsystem->color4f;
11604 t2f = decalsystem->texcoord2f;
11605 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11607 if (!decal->color4ub[0][3])
11610 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11613 // update color values for fading decals
11614 if (decal->lived >= cl_decals_time.value)
11616 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11617 alpha *= (1.0f/255.0f);
11620 alpha = 1.0f/255.0f;
11622 c4f[ 0] = decal->color4ub[0][0] * alpha;
11623 c4f[ 1] = decal->color4ub[0][1] * alpha;
11624 c4f[ 2] = decal->color4ub[0][2] * alpha;
11626 c4f[ 4] = decal->color4ub[1][0] * alpha;
11627 c4f[ 5] = decal->color4ub[1][1] * alpha;
11628 c4f[ 6] = decal->color4ub[1][2] * alpha;
11630 c4f[ 8] = decal->color4ub[2][0] * alpha;
11631 c4f[ 9] = decal->color4ub[2][1] * alpha;
11632 c4f[10] = decal->color4ub[2][2] * alpha;
11635 t2f[0] = decal->texcoord2f[0][0];
11636 t2f[1] = decal->texcoord2f[0][1];
11637 t2f[2] = decal->texcoord2f[1][0];
11638 t2f[3] = decal->texcoord2f[1][1];
11639 t2f[4] = decal->texcoord2f[2][0];
11640 t2f[5] = decal->texcoord2f[2][1];
11642 // update vertex positions for animated models
11643 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11645 e = rsurface.modelelement3i + 3*decal->triangleindex;
11646 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11647 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11648 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11652 VectorCopy(decal->vertex3f[0], v3f);
11653 VectorCopy(decal->vertex3f[1], v3f + 3);
11654 VectorCopy(decal->vertex3f[2], v3f + 6);
11665 r_refdef.stats.drawndecals += numtris;
11667 if (r_refdef.fogenabled)
11669 switch(vid.renderpath)
11671 case RENDERPATH_GL20:
11672 case RENDERPATH_CGGL:
11673 case RENDERPATH_GL13:
11674 case RENDERPATH_GL11:
11675 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11677 alpha = RSurf_FogVertex(v3f);
11686 // now render the decals all at once
11687 // (this assumes they all use one particle font texture!)
11688 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);
11689 R_Mesh_ResetTextureState();
11690 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11691 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11692 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11693 GL_DepthMask(false);
11694 GL_DepthRange(0, 1);
11695 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11696 GL_DepthTest(true);
11697 GL_CullFace(GL_NONE);
11698 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11699 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11700 GL_LockArrays(0, numtris * 3);
11701 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11702 GL_LockArrays(0, 0);
11706 static void R_DrawModelDecals(void)
11710 // fade faster when there are too many decals
11711 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11712 for (i = 0;i < r_refdef.scene.numentities;i++)
11713 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11715 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11716 for (i = 0;i < r_refdef.scene.numentities;i++)
11717 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11718 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11720 R_DecalSystem_ApplySplatEntitiesQueue();
11722 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11723 for (i = 0;i < r_refdef.scene.numentities;i++)
11724 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11726 r_refdef.stats.totaldecals += numdecals;
11728 if (r_showsurfaces.integer)
11731 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11733 for (i = 0;i < r_refdef.scene.numentities;i++)
11735 if (!r_refdef.viewcache.entityvisible[i])
11737 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11738 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11742 void R_DrawDebugModel(void)
11744 entity_render_t *ent = rsurface.entity;
11745 int i, j, k, l, flagsmask;
11746 const int *elements;
11748 const msurface_t *surface;
11749 dp_model_t *model = ent->model;
11752 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11754 R_Mesh_ColorPointer(NULL, 0, 0);
11755 R_Mesh_ResetTextureState();
11756 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11757 GL_DepthRange(0, 1);
11758 GL_DepthTest(!r_showdisabledepthtest.integer);
11759 GL_DepthMask(false);
11760 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11762 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11764 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11765 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11767 if (brush->colbrushf && brush->colbrushf->numtriangles)
11769 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11770 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11771 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11774 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11776 if (surface->num_collisiontriangles)
11778 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11779 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11780 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11785 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11787 if (r_showtris.integer || r_shownormals.integer)
11789 if (r_showdisabledepthtest.integer)
11791 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11792 GL_DepthMask(false);
11796 GL_BlendFunc(GL_ONE, GL_ZERO);
11797 GL_DepthMask(true);
11799 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11801 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11803 rsurface.texture = R_GetCurrentTexture(surface->texture);
11804 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11806 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11807 if (r_showtris.value > 0)
11809 if (!rsurface.texture->currentlayers->depthmask)
11810 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11811 else if (ent == r_refdef.scene.worldentity)
11812 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11814 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11815 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11816 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11817 R_Mesh_ColorPointer(NULL, 0, 0);
11818 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11819 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11820 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11821 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);
11822 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11825 if (r_shownormals.value < 0)
11827 qglBegin(GL_LINES);
11828 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11830 VectorCopy(rsurface.vertex3f + l * 3, v);
11831 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11832 qglVertex3f(v[0], v[1], v[2]);
11833 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11834 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11835 qglVertex3f(v[0], v[1], v[2]);
11840 if (r_shownormals.value > 0)
11842 qglBegin(GL_LINES);
11843 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11845 VectorCopy(rsurface.vertex3f + l * 3, v);
11846 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11847 qglVertex3f(v[0], v[1], v[2]);
11848 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11849 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11850 qglVertex3f(v[0], v[1], v[2]);
11854 qglBegin(GL_LINES);
11855 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11857 VectorCopy(rsurface.vertex3f + l * 3, v);
11858 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11859 qglVertex3f(v[0], v[1], v[2]);
11860 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11861 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11862 qglVertex3f(v[0], v[1], v[2]);
11866 qglBegin(GL_LINES);
11867 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11869 VectorCopy(rsurface.vertex3f + l * 3, v);
11870 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11871 qglVertex3f(v[0], v[1], v[2]);
11872 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11873 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11874 qglVertex3f(v[0], v[1], v[2]);
11881 rsurface.texture = NULL;
11885 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11886 int r_maxsurfacelist = 0;
11887 const msurface_t **r_surfacelist = NULL;
11888 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11890 int i, j, endj, f, flagsmask;
11892 dp_model_t *model = r_refdef.scene.worldmodel;
11893 msurface_t *surfaces;
11894 unsigned char *update;
11895 int numsurfacelist = 0;
11899 if (r_maxsurfacelist < model->num_surfaces)
11901 r_maxsurfacelist = model->num_surfaces;
11903 Mem_Free((msurface_t**)r_surfacelist);
11904 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11907 RSurf_ActiveWorldEntity();
11909 surfaces = model->data_surfaces;
11910 update = model->brushq1.lightmapupdateflags;
11912 // update light styles on this submodel
11913 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11915 model_brush_lightstyleinfo_t *style;
11916 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11918 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11920 int *list = style->surfacelist;
11921 style->value = r_refdef.scene.lightstylevalue[style->style];
11922 for (j = 0;j < style->numsurfaces;j++)
11923 update[list[j]] = true;
11928 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11932 R_DrawDebugModel();
11933 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11939 rsurface.uselightmaptexture = false;
11940 rsurface.texture = NULL;
11941 rsurface.rtlight = NULL;
11942 numsurfacelist = 0;
11943 // add visible surfaces to draw list
11944 for (i = 0;i < model->nummodelsurfaces;i++)
11946 j = model->sortedmodelsurfaces[i];
11947 if (r_refdef.viewcache.world_surfacevisible[j])
11948 r_surfacelist[numsurfacelist++] = surfaces + j;
11950 // update lightmaps if needed
11951 if (model->brushq1.firstrender)
11953 model->brushq1.firstrender = false;
11954 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11956 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11960 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11961 if (r_refdef.viewcache.world_surfacevisible[j])
11963 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11965 // don't do anything if there were no surfaces
11966 if (!numsurfacelist)
11968 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11971 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11972 GL_AlphaTest(false);
11974 // add to stats if desired
11975 if (r_speeds.integer && !skysurfaces && !depthonly)
11977 r_refdef.stats.world_surfaces += numsurfacelist;
11978 for (j = 0;j < numsurfacelist;j++)
11979 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11982 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11985 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11987 int i, j, endj, f, flagsmask;
11989 dp_model_t *model = ent->model;
11990 msurface_t *surfaces;
11991 unsigned char *update;
11992 int numsurfacelist = 0;
11996 if (r_maxsurfacelist < model->num_surfaces)
11998 r_maxsurfacelist = model->num_surfaces;
12000 Mem_Free((msurface_t **)r_surfacelist);
12001 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12004 // if the model is static it doesn't matter what value we give for
12005 // wantnormals and wanttangents, so this logic uses only rules applicable
12006 // to a model, knowing that they are meaningless otherwise
12007 if (ent == r_refdef.scene.worldentity)
12008 RSurf_ActiveWorldEntity();
12009 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12010 RSurf_ActiveModelEntity(ent, false, false, false);
12012 RSurf_ActiveModelEntity(ent, true, true, true);
12013 else if (depthonly)
12014 RSurf_ActiveModelEntity(ent, false, false, false);
12017 switch (vid.renderpath)
12019 case RENDERPATH_GL20:
12020 case RENDERPATH_CGGL:
12021 RSurf_ActiveModelEntity(ent, true, true, false);
12023 case RENDERPATH_GL13:
12024 case RENDERPATH_GL11:
12025 RSurf_ActiveModelEntity(ent, true, false, false);
12030 surfaces = model->data_surfaces;
12031 update = model->brushq1.lightmapupdateflags;
12033 // update light styles
12034 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12036 model_brush_lightstyleinfo_t *style;
12037 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12039 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12041 int *list = style->surfacelist;
12042 style->value = r_refdef.scene.lightstylevalue[style->style];
12043 for (j = 0;j < style->numsurfaces;j++)
12044 update[list[j]] = true;
12049 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12053 R_DrawDebugModel();
12054 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12060 rsurface.uselightmaptexture = false;
12061 rsurface.texture = NULL;
12062 rsurface.rtlight = NULL;
12063 numsurfacelist = 0;
12064 // add visible surfaces to draw list
12065 for (i = 0;i < model->nummodelsurfaces;i++)
12066 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12067 // don't do anything if there were no surfaces
12068 if (!numsurfacelist)
12070 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12073 // update lightmaps if needed
12077 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12082 R_BuildLightMap(ent, surfaces + j);
12087 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12089 R_BuildLightMap(ent, surfaces + j);
12090 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12091 GL_AlphaTest(false);
12093 // add to stats if desired
12094 if (r_speeds.integer && !skysurfaces && !depthonly)
12096 r_refdef.stats.entities_surfaces += numsurfacelist;
12097 for (j = 0;j < numsurfacelist;j++)
12098 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12101 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12104 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12106 static texture_t texture;
12107 static msurface_t surface;
12108 const msurface_t *surfacelist = &surface;
12110 // fake enough texture and surface state to render this geometry
12112 texture.update_lastrenderframe = -1; // regenerate this texture
12113 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12114 texture.currentskinframe = skinframe;
12115 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12116 texture.specularscalemod = 1;
12117 texture.specularpowermod = 1;
12119 surface.texture = &texture;
12120 surface.num_triangles = numtriangles;
12121 surface.num_firsttriangle = firsttriangle;
12122 surface.num_vertices = numvertices;
12123 surface.num_firstvertex = firstvertex;
12126 rsurface.texture = R_GetCurrentTexture(surface.texture);
12127 rsurface.uselightmaptexture = false;
12128 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12131 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)
12133 static msurface_t surface;
12134 const msurface_t *surfacelist = &surface;
12136 // fake enough texture and surface state to render this geometry
12138 surface.texture = texture;
12139 surface.num_triangles = numtriangles;
12140 surface.num_firsttriangle = firsttriangle;
12141 surface.num_vertices = numvertices;
12142 surface.num_firstvertex = firstvertex;
12145 rsurface.texture = R_GetCurrentTexture(surface.texture);
12146 rsurface.uselightmaptexture = false;
12147 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);