2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118 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)"};
119 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"};
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
165 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"};
167 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"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
173 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"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182 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)"};
184 extern cvar_t v_glslgamma;
186 extern qboolean v_flipped_state;
188 static struct r_bloomstate_s
193 int bloomwidth, bloomheight;
195 int screentexturewidth, screentextureheight;
196 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198 int bloomtexturewidth, bloomtextureheight;
199 rtexture_t *texture_bloom;
201 // arrays for rendering the screen passes
202 float screentexcoord2f[8];
203 float bloomtexcoord2f[8];
204 float offsettexcoord2f[8];
206 r_viewport_t viewport;
210 r_waterstate_t r_waterstate;
212 /// shadow volume bsp struct with automatically growing nodes buffer
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
244 typedef struct r_qwskincache_s
246 char name[MAX_QPATH];
247 skinframe_t *skinframe;
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
254 /// vertex coordinates for a quad that covers the screen exactly
255 const float r_screenvertex3f[12] =
263 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
266 for (i = 0;i < verts;i++)
277 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
280 for (i = 0;i < verts;i++)
290 // FIXME: move this to client?
293 if (gamemode == GAME_NEHAHRA)
295 Cvar_Set("gl_fogenable", "0");
296 Cvar_Set("gl_fogdensity", "0.2");
297 Cvar_Set("gl_fogred", "0.3");
298 Cvar_Set("gl_foggreen", "0.3");
299 Cvar_Set("gl_fogblue", "0.3");
301 r_refdef.fog_density = 0;
302 r_refdef.fog_red = 0;
303 r_refdef.fog_green = 0;
304 r_refdef.fog_blue = 0;
305 r_refdef.fog_alpha = 1;
306 r_refdef.fog_start = 0;
307 r_refdef.fog_end = 16384;
308 r_refdef.fog_height = 1<<30;
309 r_refdef.fog_fadedepth = 128;
310 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
313 static void R_BuildBlankTextures(void)
315 unsigned char data[4];
316 data[2] = 128; // normal X
317 data[1] = 128; // normal Y
318 data[0] = 255; // normal Z
319 data[3] = 128; // height
320 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
338 static void R_BuildNoTexture(void)
341 unsigned char pix[16][16][4];
342 // this makes a light grey/dark grey checkerboard texture
343 for (y = 0;y < 16;y++)
345 for (x = 0;x < 16;x++)
347 if ((y < 8) ^ (x < 8))
363 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
366 static void R_BuildWhiteCube(void)
368 unsigned char data[6*1*1*4];
369 memset(data, 255, sizeof(data));
370 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
373 static void R_BuildNormalizationCube(void)
377 vec_t s, t, intensity;
380 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381 for (side = 0;side < 6;side++)
383 for (y = 0;y < NORMSIZE;y++)
385 for (x = 0;x < NORMSIZE;x++)
387 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 intensity = 127.0f / sqrt(DotProduct(v, v));
424 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427 data[((side*64+y)*64+x)*4+3] = 255;
431 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
435 static void R_BuildFogTexture(void)
439 unsigned char data1[FOGWIDTH][4];
440 //unsigned char data2[FOGWIDTH][4];
443 r_refdef.fogmasktable_start = r_refdef.fog_start;
444 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445 r_refdef.fogmasktable_range = r_refdef.fogrange;
446 r_refdef.fogmasktable_density = r_refdef.fog_density;
448 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451 d = (x * r - r_refdef.fogmasktable_start);
452 if(developer_extra.integer)
453 Con_DPrintf("%f ", d);
455 if (r_fog_exp2.integer)
456 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459 if(developer_extra.integer)
460 Con_DPrintf(" : %f ", alpha);
461 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462 if(developer_extra.integer)
463 Con_DPrintf(" = %f\n", alpha);
464 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
467 for (x = 0;x < FOGWIDTH;x++)
469 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
474 //data2[x][0] = 255 - b;
475 //data2[x][1] = 255 - b;
476 //data2[x][2] = 255 - b;
479 if (r_texture_fogattenuation)
481 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
486 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);
487 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
491 static void R_BuildFogHeightTexture(void)
493 unsigned char *inpixels;
501 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502 if (r_refdef.fogheighttexturename[0])
503 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
506 r_refdef.fog_height_tablesize = 0;
507 if (r_texture_fogheighttexture)
508 R_FreeTexture(r_texture_fogheighttexture);
509 r_texture_fogheighttexture = NULL;
510 if (r_refdef.fog_height_table2d)
511 Mem_Free(r_refdef.fog_height_table2d);
512 r_refdef.fog_height_table2d = NULL;
513 if (r_refdef.fog_height_table1d)
514 Mem_Free(r_refdef.fog_height_table1d);
515 r_refdef.fog_height_table1d = NULL;
519 r_refdef.fog_height_tablesize = size;
520 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524 // LordHavoc: now the magic - what is that table2d for? it is a cooked
525 // average fog color table accounting for every fog layer between a point
526 // and the camera. (Note: attenuation is handled separately!)
527 for (y = 0;y < size;y++)
529 for (x = 0;x < size;x++)
535 for (j = x;j <= y;j++)
537 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
543 for (j = x;j >= y;j--)
545 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
550 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
556 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
559 //=======================================================================================================================================================
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "# extension GL_EXT_gpu_shader4 : enable\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "# extension GL_ARB_texture_gather : enable\n"
587 "# ifdef GL_AMD_texture_texture4\n"
588 "# extension GL_AMD_texture_texture4 : enable\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
621 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
638 "#ifdef FRAGMENT_SHADER\n"
641 " gl_FragColor = gl_Color;\n"
644 "#else // !MODE_SHOWDEPTH\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
653 "#ifdef VERTEX_SHADER\n"
656 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
667 "uniform sampler2D Texture_Second;\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
687 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#ifdef USEVIEWTINT\n"
692 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// 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"
698 " float sobel = 1.0;\n"
699 " // vec2 ts = textureSize(Texture_First, 0);\n"
700 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 " vec2 px = PixelSize;\n"
702 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
704 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
707 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
710 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
713 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
715 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
716 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
717 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
718 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
719 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
720 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
721 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
722 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
723 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
724 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
725 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
726 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
732 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
736 "#ifdef USESATURATION\n"
737 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
743 "#ifdef USEGAMMARAMPS\n"
744 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
750 "#else // !MODE_POSTPROCESS\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
762 "#ifdef VERTEX_SHADER\n"
765 " gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#ifdef USESPECULAR\n"
770 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
786 " gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
791 "#ifdef USESPECULAR\n"
792 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 " gl_FragColor *= tex2;\n"
797 " gl_FragColor += tex2;\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
805 "#else // !MODE_GENERIC\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
815 " gl_FrontColor = gl_Color;\n"
816 " TexCoord = gl_MultiTexCoord0.xy;\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
828 " vec2 tc = TexCoord;\n"
829 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 " tc += BloomBlur_Parameters.xy;\n"
831 " for (i = 1;i < SAMPLES;i++)\n"
833 " color += texture2D(Texture_First, tc).rgb;\n"
834 " tc += BloomBlur_Parameters.xy;\n"
836 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
848 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 " ModelViewProjectionPosition = gl_Position;\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
869 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 " // FIXME temporary hack to detect the case that the reflection\n"
874 " // gets blackened at edges due to leaving the area that contains actual\n"
876 " // Remove this 'ack once we have a better way to stop this thing from\n"
878 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
886 "#else // !MODE_REFRACTION\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
901 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 " ModelViewProjectionPosition = gl_Position;\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
926 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " // FIXME temporary hack to detect the case that the reflection\n"
932 " // gets blackened at edges due to leaving the area that contains actual\n"
934 " // Remove this 'ack once we have a better way to stop this thing from\n"
936 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
950 "#else // !MODE_WATER\n"
955 "// common definitions between vertex shader and fragment shader:\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1001 "uniform vec4 FogPlane;\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1011 "// 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"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1020 "uniform sampler2D Texture_Glow;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 " fogfrac = fogheightpixel.a;\n"
1075 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 " // 14 sample relief mapping: linear search and then binary search\n"
1093 " // this basically steps forward a small amount repeatedly until it finds\n"
1094 " // itself inside solid, then jitters forward and back using decreasing\n"
1095 " // amounts to find the impact\n"
1096 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 RT = vec3(TexCoord, 1);\n"
1100 " OffsetVector *= 0.1;\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1117 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 " // this basically moves forward the full distance, and then backs up based\n"
1119 " // on height of samples\n"
1120 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " TexCoord += OffsetVector;\n"
1124 " OffsetVector *= 0.333;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " return TexCoord;\n"
1131 "#endif // USEOFFSETMAPPING\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 " vec3 adir = abs(dir);\n"
1181 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 " vec3 adir = abs(dir);\n"
1189 " float ma = adir.z;\n"
1190 " vec4 proj = vec4(dir, 2.5);\n"
1191 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1211 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "# ifdef USESHADOWSAMPLER\n"
1215 "# ifdef USESHADOWMAPPCF\n"
1216 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 " 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"
1219 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1224 "# ifdef USESHADOWMAPPCF\n"
1225 "# if USESHADOWMAPPCF > 1\n"
1226 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 " 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"
1229 " 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"
1230 " 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"
1231 " 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"
1232 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 " vec2 offset = fract(shadowmaptc.xy);\n"
1237 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1239 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1240 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1244 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1248 "# ifdef USESHADOWMAPORTHO\n"
1249 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1259 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1262 "# ifdef USESHADOWSAMPLER\n"
1263 "# ifdef USESHADOWMAPPCF\n"
1264 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 " 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"
1268 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1271 "# ifdef USESHADOWMAPPCF\n"
1272 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "# ifdef GL_ARB_texture_gather\n"
1274 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "# if USESHADOWMAPPCF > 1\n"
1280 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1284 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1285 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1286 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1287 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1288 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1289 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 " locols.yz += group2.ab;\n"
1292 " hicols.yz += group8.rg;\n"
1293 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 " mix(locols, hicols, offset.y);\n"
1296 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 " f = dot(cols, vec4(1.0/25.0));\n"
1300 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1303 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1304 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1309 "# ifdef GL_EXT_gpu_shader4\n"
1310 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1314 "# if USESHADOWMAPPCF > 1\n"
1315 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 " center *= ShadowMap_TextureScale;\n"
1317 " 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"
1318 " 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"
1319 " 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"
1320 " 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"
1321 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1327 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1328 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1333 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1336 "# ifdef USESHADOWMAPORTHO\n"
1337 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1347 " // apply depth texture cubemap as light filter\n"
1348 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "# ifdef USESHADOWSAMPLER\n"
1351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1373 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 " gl_FrontColor = gl_Color;\n"
1376 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1379 " // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1387 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "#endif // VERTEX_SHADER\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 " // apply offsetmapping\n"
1399 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1403 "#ifdef USEALPHAKILL\n"
1404 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1423 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1436 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "#endif // VERTEX_SHADER\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 " // calculate viewspace pixel position\n"
1455 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 " // decode viewspace pixel normal\n"
1460 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 " // surfacenormal = pixel normal in viewspace\n"
1463 " // LightVector = pixel to light in viewspace\n"
1464 " // CubeVector = position in lightspace\n"
1465 " // eyevector = pixel to view in viewspace\n"
1466 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 " // calculate diffuse shading\n"
1470 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#ifdef USESPECULAR\n"
1474 " // calculate directional shading\n"
1475 " vec3 eyevector = position * -1.0;\n"
1476 "# ifdef USEEXACTSPECULARMATH\n"
1477 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 " fade *= ShadowMapCompare(CubeVector);\n"
1488 "#ifdef USEDIFFUSE\n"
1489 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#ifdef USESPECULAR\n"
1494 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1499 "# ifdef USECUBEFILTER\n"
1500 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 " gl_FragData[0].rgb *= cubecolor;\n"
1502 " gl_FragData[1].rgb *= cubecolor;\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 " gl_FrontColor = gl_Color;\n"
1527 " // copy the surface texcoord\n"
1528 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#ifdef USELIGHTMAP\n"
1533 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 " // transform vertex position into light attenuation/cubemap space\n"
1538 " // (-1 to +1 across the light box)\n"
1539 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "# ifdef USEDIFFUSE\n"
1542 " // transform unnormalized light direction into tangent space\n"
1543 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 " // normalize it per pixel)\n"
1545 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1558 " // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 " VectorS = gl_MultiTexCoord1.xyz;\n"
1573 " VectorT = gl_MultiTexCoord2.xyz;\n"
1574 " VectorR = gl_MultiTexCoord3.xyz;\n"
1577 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1584 "#ifdef USEREFLECTION\n"
1585 " ModelViewProjectionPosition = gl_Position;\n"
1588 "#endif // VERTEX_SHADER\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1604 "uniform myhalf3 Color_Glow;\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 " // apply offsetmapping\n"
1628 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1632 " // combine the diffuse textures (base, pants, shirt)\n"
1633 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 " if (color.a < 0.5)\n"
1638 " color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1651 " // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1658 " // get the material colors\n"
1659 " myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 " // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1694 " color.rgb = diffusetex * Color_Ambient;\n"
1696 " color.rgb *= LightColor;\n"
1697 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "# ifdef USECUBEFILTER\n"
1702 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#ifdef USEDIFFUSE\n"
1712 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 " // convert modelspace light vector to tangentspace\n"
1722 " myhalf3 lightnormal;\n"
1723 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 " color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1761 "# ifdef USEDIFFUSE\n"
1762 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "# ifdef USESPECULAR\n"
1764 "# ifdef USEEXACTSPECULARMATH\n"
1765 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1775 " color.rgb = diffusetex * Color_Ambient;\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1798 " color.rgb = FogVertex(color.rgb);\n"
1801 " // 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"
1802 "#ifdef USEREFLECTION\n"
1803 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 " // FIXME temporary hack to detect the case that the reflection\n"
1808 " // gets blackened at edges due to leaving the area that contains actual\n"
1810 " // Remove this 'ack once we have a better way to stop this thing from\n"
1812 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1820 " gl_FragColor = vec4(color);\n"
1822 "#endif // FRAGMENT_SHADER\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1836 =========================================================================================================================================================
1840 =========================================================================================================================================================
1844 =========================================================================================================================================================
1848 =========================================================================================================================================================
1852 =========================================================================================================================================================
1856 =========================================================================================================================================================
1860 =========================================================================================================================================================
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1896 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1914 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1926 " gl_FragColor = gl_FrontColor;\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1936 "#ifdef VERTEX_SHADER\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1948 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1963 "uniform sampler2D Texture_Second,\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1983 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#ifdef USEVIEWTINT\n"
1988 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// 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"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1999 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2002 "#ifdef USESATURATION\n"
2003 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2016 "#else // !MODE_POSTPROCESS\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2036 " gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#ifdef USESPECULAR\n"
2041 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2060 "out float4 gl_FragColor : COLOR\n"
2063 " gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2068 "#ifdef USESPECULAR\n"
2069 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 " gl_FragColor *= tex2;\n"
2074 " gl_FragColor += tex2;\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2082 "#else // !MODE_GENERIC\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2098 " TexCoord = gl_MultiTexCoord0.xy;\n"
2099 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2114 " float2 tc = TexCoord;\n"
2115 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 " tc += BloomBlur_Parameters.xy;\n"
2117 " for (i = 1;i < SAMPLES;i++)\n"
2119 " color += tex2D(Texture_First, tc).rgb;\n"
2120 " tc += BloomBlur_Parameters.xy;\n"
2122 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2141 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 " ModelViewProjectionPosition = gl_Position;\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2163 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 " // FIXME temporary hack to detect the case that the reflection\n"
2168 " // gets blackened at edges due to leaving the area that contains actual\n"
2170 " // Remove this 'ack once we have a better way to stop this thing from\n"
2172 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2180 "#else // !MODE_REFRACTION\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 " // FIXME temporary hack to detect the case that the reflection\n"
2235 " // gets blackened at edges due to leaving the area that contains actual\n"
2237 " // Remove this 'ack once we have a better way to stop this thing from\n"
2239 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2253 "#else // !MODE_WATER\n"
2258 "// 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"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 " fogfrac = fogheightpixel.a;\n"
2270 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 " // 14 sample relief mapping: linear search and then binary search\n"
2287 " // this basically steps forward a small amount repeatedly until it finds\n"
2288 " // itself inside solid, then jitters forward and back using decreasing\n"
2289 " // amounts to find the impact\n"
2290 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 RT = float3(TexCoord, 1);\n"
2294 " OffsetVector *= 0.1;\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 " // this basically moves forward the full distance, and then backs up based\n"
2313 " // on height of samples\n"
2314 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " TexCoord += OffsetVector;\n"
2318 " OffsetVector *= 0.333;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " return TexCoord;\n"
2325 "#endif // USEOFFSETMAPPING\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 " float3 adir = abs(dir);\n"
2336 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 " float3 adir = abs(dir);\n"
2344 " float ma = adir.z;\n"
2345 " float4 proj = float4(dir, 2.5);\n"
2346 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 " float3 adir = abs(dir);\n"
2359 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2376 "# ifdef USESHADOWSAMPLER\n"
2378 "# ifdef USESHADOWMAPPCF\n"
2379 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 " 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"
2382 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2387 "# ifdef USESHADOWMAPPCF\n"
2388 "# if USESHADOWMAPPCF > 1\n"
2389 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 " 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"
2392 " 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"
2393 " 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"
2394 " 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"
2395 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 " float2 offset = frac(shadowmaptc.xy);\n"
2400 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2402 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2403 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2407 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2411 "# ifdef USESHADOWMAPORTHO\n"
2412 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2433 "# ifdef USESHADOWSAMPLER\n"
2434 "# ifdef USESHADOWMAPPCF\n"
2435 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 " 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"
2439 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2442 "# ifdef USESHADOWMAPPCF\n"
2443 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "# ifdef GL_ARB_texture_gather\n"
2445 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 " center *= ShadowMap_TextureScale;\n"
2451 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2454 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2455 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2460 "# if USESHADOWMAPPCF > 1\n"
2461 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 " center *= ShadowMap_TextureScale;\n"
2463 " 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"
2464 " 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"
2465 " 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"
2466 " 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"
2467 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2473 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2474 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2479 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2482 "# ifdef USESHADOWMAPORTHO\n"
2483 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 " // apply depth texture cubemap as light filter\n"
2494 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "# ifdef USESHADOWSAMPLER\n"
2497 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2542 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 " gl_FrontColor = gl_Color;\n"
2545 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2548 " // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2556 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2587 " float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 " // apply offsetmapping\n"
2590 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2594 "#ifdef USEALPHAKILL\n"
2595 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2633 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "#endif // VERTEX_SHADER\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2698 " // calculate viewspace pixel position\n"
2699 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 " float3 position;\n"
2702 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 " // decode viewspace pixel normal\n"
2705 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 " // surfacenormal = pixel normal in viewspace\n"
2708 " // LightVector = pixel to light in viewspace\n"
2709 " // CubeVector = position in lightspace\n"
2710 " // eyevector = pixel to view in viewspace\n"
2711 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 " // calculate diffuse shading\n"
2715 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#ifdef USESPECULAR\n"
2719 " // calculate directional shading\n"
2720 " float3 eyevector = position * -1.0;\n"
2721 "# ifdef USEEXACTSPECULARMATH\n"
2722 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 " fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2747 "#ifdef USEDIFFUSE\n"
2748 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#ifdef USESPECULAR\n"
2753 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2758 "# ifdef USECUBEFILTER\n"
2759 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 " gl_FragData0.rgb *= cubecolor;\n"
2761 " gl_FragData1.rgb *= cubecolor;\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2770 "#ifdef VERTEX_SHADER\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "out float4 gl_Position : POSITION\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 " gl_FrontColor = gl_Color;\n"
2840 " // copy the surface texcoord\n"
2841 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#ifdef USELIGHTMAP\n"
2846 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 " // transform vertex position into light attenuation/cubemap space\n"
2851 " // (-1 to +1 across the light box)\n"
2852 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "# ifdef USEDIFFUSE\n"
2855 " // transform unnormalized light direction into tangent space\n"
2856 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 " // normalize it per pixel)\n"
2858 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 " // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 " VectorS = gl_MultiTexCoord1.xyz;\n"
2886 " VectorT = gl_MultiTexCoord2.xyz;\n"
2887 " VectorR = gl_MultiTexCoord3.xyz;\n"
2890 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2897 "#ifdef USEREFLECTION\n"
2898 " ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif // VERTEX_SHADER\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2950 "uniform sampler2D Texture_Glow,\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3014 "uniform half3 Color_Glow,\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "out float4 gl_FragColor : COLOR\n"
3079 " float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 " // apply offsetmapping\n"
3085 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3089 " // combine the diffuse textures (base, pants, shirt)\n"
3090 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 " if (color.a < 0.5)\n"
3095 " color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3108 " // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3115 " // get the material colors\n"
3116 " half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 " // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 " half3 lightnormal = half3(normalize(LightVector));\n"
3139 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3151 " color.rgb = diffusetex * Color_Ambient;\n"
3153 " color.rgb *= LightColor;\n"
3154 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3173 "# ifdef USECUBEFILTER\n"
3174 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#ifdef USEDIFFUSE\n"
3184 " half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 " // convert modelspace light vector to tangentspace\n"
3194 " half3 lightnormal;\n"
3195 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3277 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3280 " // 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"
3281 "#ifdef USEREFLECTION\n"
3282 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 " // FIXME temporary hack to detect the case that the reflection\n"
3287 " // gets blackened at edges due to leaving the area that contains actual\n"
3289 " // Remove this 'ack once we have a better way to stop this thing from\n"
3291 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3299 " gl_FragColor = float4(color);\n"
3301 "#endif // FRAGMENT_SHADER\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3317 //=======================================================================================================================================================
3319 typedef struct shaderpermutationinfo_s
3321 const char *pretext;
3324 shaderpermutationinfo_t;
3326 typedef struct shadermodeinfo_s
3328 const char *vertexfilename;
3329 const char *geometryfilename;
3330 const char *fragmentfilename;
3331 const char *pretext;
3336 typedef enum shaderpermutation_e
3338 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 shaderpermutation_t;
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {"#define USEDIFFUSE\n", " diffuse"},
3376 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377 {"#define USEVIEWTINT\n", " viewtint"},
3378 {"#define USECOLORMAPPING\n", " colormapping"},
3379 {"#define USESATURATION\n", " saturation"},
3380 {"#define USEFOGINSIDE\n", " foginside"},
3381 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383 {"#define USEGAMMARAMPS\n", " gammaramps"},
3384 {"#define USECUBEFILTER\n", " cubefilter"},
3385 {"#define USEGLOW\n", " glow"},
3386 {"#define USEBLOOM\n", " bloom"},
3387 {"#define USESPECULAR\n", " specular"},
3388 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390 {"#define USEREFLECTION\n", " reflection"},
3391 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402 {"#define USEALPHAKILL\n", " alphakill"},
3403 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3409 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3472 /// hash lookup data
3473 struct r_glsl_permutation_s *hashnext;
3475 unsigned int permutation;
3477 /// indicates if we have tried compiling this permutation already
3479 /// 0 if compilation failed
3481 /// locations of detected uniforms in program object, or -1 if not found
3482 int loc_Texture_First;
3483 int loc_Texture_Second;
3484 int loc_Texture_GammaRamps;
3485 int loc_Texture_Normal;
3486 int loc_Texture_Color;
3487 int loc_Texture_Gloss;
3488 int loc_Texture_Glow;
3489 int loc_Texture_SecondaryNormal;
3490 int loc_Texture_SecondaryColor;
3491 int loc_Texture_SecondaryGloss;
3492 int loc_Texture_SecondaryGlow;
3493 int loc_Texture_Pants;
3494 int loc_Texture_Shirt;
3495 int loc_Texture_FogHeightTexture;
3496 int loc_Texture_FogMask;
3497 int loc_Texture_Lightmap;
3498 int loc_Texture_Deluxemap;
3499 int loc_Texture_Attenuation;
3500 int loc_Texture_Cube;
3501 int loc_Texture_Refraction;
3502 int loc_Texture_Reflection;
3503 int loc_Texture_ShadowMapRect;
3504 int loc_Texture_ShadowMapCube;
3505 int loc_Texture_ShadowMap2D;
3506 int loc_Texture_CubeProjection;
3507 int loc_Texture_ScreenDepth;
3508 int loc_Texture_ScreenNormalMap;
3509 int loc_Texture_ScreenDiffuse;
3510 int loc_Texture_ScreenSpecular;
3511 int loc_Texture_ReflectMask;
3512 int loc_Texture_ReflectCube;
3514 int loc_BloomBlur_Parameters;
3516 int loc_Color_Ambient;
3517 int loc_Color_Diffuse;
3518 int loc_Color_Specular;
3520 int loc_Color_Pants;
3521 int loc_Color_Shirt;
3522 int loc_DeferredColor_Ambient;
3523 int loc_DeferredColor_Diffuse;
3524 int loc_DeferredColor_Specular;
3525 int loc_DeferredMod_Diffuse;
3526 int loc_DeferredMod_Specular;
3527 int loc_DistortScaleRefractReflect;
3528 int loc_EyePosition;
3530 int loc_FogHeightFade;
3532 int loc_FogPlaneViewDist;
3533 int loc_FogRangeRecip;
3536 int loc_LightPosition;
3537 int loc_OffsetMapping_Scale;
3539 int loc_ReflectColor;
3540 int loc_ReflectFactor;
3541 int loc_ReflectOffset;
3542 int loc_RefractColor;
3544 int loc_ScreenCenterRefractReflect;
3545 int loc_ScreenScaleRefractReflect;
3546 int loc_ScreenToDepth;
3547 int loc_ShadowMap_Parameters;
3548 int loc_ShadowMap_TextureScale;
3549 int loc_SpecularPower;
3554 int loc_ViewTintColor;
3555 int loc_ViewToLight;
3556 int loc_ModelToLight;
3558 int loc_BackgroundTexMatrix;
3559 int loc_ModelViewProjectionMatrix;
3560 int loc_ModelViewMatrix;
3561 int loc_PixelToScreenTexCoord;
3562 int loc_ModelToReflectCube;
3563 int loc_ShadowMapMatrix;
3565 r_glsl_permutation_t;
3567 #define SHADERPERMUTATION_HASHSIZE 256
3569 /// information about each possible shader permutation
3570 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3571 /// currently selected permutation
3572 r_glsl_permutation_t *r_glsl_permutation;
3573 /// storage for permutations linked in the hash table
3574 memexpandablearray_t r_glsl_permutationarray;
3576 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 //unsigned int hashdepth = 0;
3579 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3580 r_glsl_permutation_t *p;
3581 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583 if (p->mode == mode && p->permutation == permutation)
3585 //if (hashdepth > 10)
3586 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3591 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593 p->permutation = permutation;
3594 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3595 r_glsl_permutationhash[mode][hashindex] = p;
3596 //if (hashdepth > 10)
3597 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3601 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3604 if (!filename || !filename[0])
3606 if (!strcmp(filename, "glsl/default.glsl"))
3608 if (!glslshaderstring)
3610 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3611 if (glslshaderstring)
3612 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614 glslshaderstring = (char *)builtinshaderstring;
3616 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3617 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3618 return shaderstring;
3620 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3623 if (printfromdisknotice)
3624 Con_DPrintf("from disk %s... ", filename);
3625 return shaderstring;
3627 return shaderstring;
3630 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3633 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3634 int vertstrings_count = 0;
3635 int geomstrings_count = 0;
3636 int fragstrings_count = 0;
3637 char *vertexstring, *geometrystring, *fragmentstring;
3638 const char *vertstrings_list[32+3];
3639 const char *geomstrings_list[32+3];
3640 const char *fragstrings_list[32+3];
3641 char permutationname[256];
3648 permutationname[0] = 0;
3649 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3650 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3651 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655 // the first pretext is which type of shader to compile as
3656 // (later these will all be bound together as a program object)
3657 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3658 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3659 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661 // the second pretext is the mode (for example a light source)
3662 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3663 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3664 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3665 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667 // now add all the permutation pretexts
3668 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670 if (permutation & (1<<i))
3672 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3673 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3674 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3675 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3679 // keep line numbers correct
3680 vertstrings_list[vertstrings_count++] = "\n";
3681 geomstrings_list[geomstrings_count++] = "\n";
3682 fragstrings_list[fragstrings_count++] = "\n";
3686 // now append the shader text itself
3687 vertstrings_list[vertstrings_count++] = vertexstring;
3688 geomstrings_list[geomstrings_count++] = geometrystring;
3689 fragstrings_list[fragstrings_count++] = fragmentstring;
3691 // if any sources were NULL, clear the respective list
3693 vertstrings_count = 0;
3694 if (!geometrystring)
3695 geomstrings_count = 0;
3696 if (!fragmentstring)
3697 fragstrings_count = 0;
3699 // compile the shader program
3700 if (vertstrings_count + geomstrings_count + fragstrings_count)
3701 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3705 qglUseProgramObjectARB(p->program);CHECKGLERROR
3706 // look up all the uniform variable names we care about, so we don't
3707 // have to look them up every time we set them
3709 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3710 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3711 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3712 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3713 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3714 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3715 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3716 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3717 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3718 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3719 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3720 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3721 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3722 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3723 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3724 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3725 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3726 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3727 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3728 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3729 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3730 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3731 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3732 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3733 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3734 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3735 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3736 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3737 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3738 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3739 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3740 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3741 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3742 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3743 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3744 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3745 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3746 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3747 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3748 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3749 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3750 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3751 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3752 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3753 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3754 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3755 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3756 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3757 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3758 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3759 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3760 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3761 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3762 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3763 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3764 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3765 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3766 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3767 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3768 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3769 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3770 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3771 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3772 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3773 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3774 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3775 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3776 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3777 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3778 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3779 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3780 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3781 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3782 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3783 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3784 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3785 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3786 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3787 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3788 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3789 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3790 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3791 // initialize the samplers to refer to the texture units we use
3792 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3793 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3794 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3798 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3799 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3800 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3801 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3802 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3803 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3804 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3805 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3806 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3807 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3808 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3809 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3810 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3811 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3812 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3813 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3814 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3815 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3816 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3817 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3818 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3819 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3820 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3821 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3822 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3824 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3827 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3831 Mem_Free(vertexstring);
3833 Mem_Free(geometrystring);
3835 Mem_Free(fragmentstring);
3838 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3841 if (r_glsl_permutation != perm)
3843 r_glsl_permutation = perm;
3844 if (!r_glsl_permutation->program)
3846 if (!r_glsl_permutation->compiled)
3847 R_GLSL_CompilePermutation(perm, mode, permutation);
3848 if (!r_glsl_permutation->program)
3850 // remove features until we find a valid permutation
3852 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854 // reduce i more quickly whenever it would not remove any bits
3855 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3856 if (!(permutation & j))
3859 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3860 if (!r_glsl_permutation->compiled)
3861 R_GLSL_CompilePermutation(perm, mode, permutation);
3862 if (r_glsl_permutation->program)
3865 if (i >= SHADERPERMUTATION_COUNT)
3867 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3868 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3869 qglUseProgramObjectARB(0);CHECKGLERROR
3870 return; // no bit left to clear, entire mode is broken
3875 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3878 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3879 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3883 #include <Cg/cgGL.h>
3884 struct r_cg_permutation_s;
3885 typedef struct r_cg_permutation_s
3887 /// hash lookup data
3888 struct r_cg_permutation_s *hashnext;
3890 unsigned int permutation;
3892 /// indicates if we have tried compiling this permutation already
3894 /// 0 if compilation failed
3897 /// locations of detected parameters in programs, or NULL if not found
3898 CGparameter vp_EyePosition;
3899 CGparameter vp_FogPlane;
3900 CGparameter vp_LightDir;
3901 CGparameter vp_LightPosition;
3902 CGparameter vp_ModelToLight;
3903 CGparameter vp_TexMatrix;
3904 CGparameter vp_BackgroundTexMatrix;
3905 CGparameter vp_ModelViewProjectionMatrix;
3906 CGparameter vp_ModelViewMatrix;
3907 CGparameter vp_ShadowMapMatrix;
3909 CGparameter fp_Texture_First;
3910 CGparameter fp_Texture_Second;
3911 CGparameter fp_Texture_GammaRamps;
3912 CGparameter fp_Texture_Normal;
3913 CGparameter fp_Texture_Color;
3914 CGparameter fp_Texture_Gloss;
3915 CGparameter fp_Texture_Glow;
3916 CGparameter fp_Texture_SecondaryNormal;
3917 CGparameter fp_Texture_SecondaryColor;
3918 CGparameter fp_Texture_SecondaryGloss;
3919 CGparameter fp_Texture_SecondaryGlow;
3920 CGparameter fp_Texture_Pants;
3921 CGparameter fp_Texture_Shirt;
3922 CGparameter fp_Texture_FogHeightTexture;
3923 CGparameter fp_Texture_FogMask;
3924 CGparameter fp_Texture_Lightmap;
3925 CGparameter fp_Texture_Deluxemap;
3926 CGparameter fp_Texture_Attenuation;
3927 CGparameter fp_Texture_Cube;
3928 CGparameter fp_Texture_Refraction;
3929 CGparameter fp_Texture_Reflection;
3930 CGparameter fp_Texture_ShadowMapRect;
3931 CGparameter fp_Texture_ShadowMapCube;
3932 CGparameter fp_Texture_ShadowMap2D;
3933 CGparameter fp_Texture_CubeProjection;
3934 CGparameter fp_Texture_ScreenDepth;
3935 CGparameter fp_Texture_ScreenNormalMap;
3936 CGparameter fp_Texture_ScreenDiffuse;
3937 CGparameter fp_Texture_ScreenSpecular;
3938 CGparameter fp_Texture_ReflectMask;
3939 CGparameter fp_Texture_ReflectCube;
3940 CGparameter fp_Alpha;
3941 CGparameter fp_BloomBlur_Parameters;
3942 CGparameter fp_ClientTime;
3943 CGparameter fp_Color_Ambient;
3944 CGparameter fp_Color_Diffuse;
3945 CGparameter fp_Color_Specular;
3946 CGparameter fp_Color_Glow;
3947 CGparameter fp_Color_Pants;
3948 CGparameter fp_Color_Shirt;
3949 CGparameter fp_DeferredColor_Ambient;
3950 CGparameter fp_DeferredColor_Diffuse;
3951 CGparameter fp_DeferredColor_Specular;
3952 CGparameter fp_DeferredMod_Diffuse;
3953 CGparameter fp_DeferredMod_Specular;
3954 CGparameter fp_DistortScaleRefractReflect;
3955 CGparameter fp_EyePosition;
3956 CGparameter fp_FogColor;
3957 CGparameter fp_FogHeightFade;
3958 CGparameter fp_FogPlane;
3959 CGparameter fp_FogPlaneViewDist;
3960 CGparameter fp_FogRangeRecip;
3961 CGparameter fp_LightColor;
3962 CGparameter fp_LightDir;
3963 CGparameter fp_LightPosition;
3964 CGparameter fp_OffsetMapping_Scale;
3965 CGparameter fp_PixelSize;
3966 CGparameter fp_ReflectColor;
3967 CGparameter fp_ReflectFactor;
3968 CGparameter fp_ReflectOffset;
3969 CGparameter fp_RefractColor;
3970 CGparameter fp_Saturation;
3971 CGparameter fp_ScreenCenterRefractReflect;
3972 CGparameter fp_ScreenScaleRefractReflect;
3973 CGparameter fp_ScreenToDepth;
3974 CGparameter fp_ShadowMap_Parameters;
3975 CGparameter fp_ShadowMap_TextureScale;
3976 CGparameter fp_SpecularPower;
3977 CGparameter fp_UserVec1;
3978 CGparameter fp_UserVec2;
3979 CGparameter fp_UserVec3;
3980 CGparameter fp_UserVec4;
3981 CGparameter fp_ViewTintColor;
3982 CGparameter fp_ViewToLight;
3983 CGparameter fp_PixelToScreenTexCoord;
3984 CGparameter fp_ModelToReflectCube;
3988 /// information about each possible shader permutation
3989 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3990 /// currently selected permutation
3991 r_cg_permutation_t *r_cg_permutation;
3992 /// storage for permutations linked in the hash table
3993 memexpandablearray_t r_cg_permutationarray;
3995 #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));}}
3997 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 //unsigned int hashdepth = 0;
4000 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4001 r_cg_permutation_t *p;
4002 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004 if (p->mode == mode && p->permutation == permutation)
4006 //if (hashdepth > 10)
4007 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4012 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014 p->permutation = permutation;
4015 p->hashnext = r_cg_permutationhash[mode][hashindex];
4016 r_cg_permutationhash[mode][hashindex] = p;
4017 //if (hashdepth > 10)
4018 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4022 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4025 if (!filename || !filename[0])
4027 if (!strcmp(filename, "cg/default.cg"))
4029 if (!cgshaderstring)
4031 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035 cgshaderstring = (char *)builtincgshaderstring;
4037 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4038 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4039 return shaderstring;
4041 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4044 if (printfromdisknotice)
4045 Con_DPrintf("from disk %s... ", filename);
4046 return shaderstring;
4048 return shaderstring;
4051 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 // TODO: load or create .fp and .vp shader files
4056 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4059 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4060 int vertstrings_count = 0, vertstring_length = 0;
4061 int geomstrings_count = 0, geomstring_length = 0;
4062 int fragstrings_count = 0, fragstring_length = 0;
4064 char *vertexstring, *geometrystring, *fragmentstring;
4065 char *vertstring, *geomstring, *fragstring;
4066 const char *vertstrings_list[32+3];
4067 const char *geomstrings_list[32+3];
4068 const char *fragstrings_list[32+3];
4069 char permutationname[256];
4070 char cachename[256];
4071 CGprofile vertexProfile;
4072 CGprofile fragmentProfile;
4080 permutationname[0] = 0;
4082 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4083 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4084 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4087 strlcat(cachename, "cg/", sizeof(cachename));
4089 // the first pretext is which type of shader to compile as
4090 // (later these will all be bound together as a program object)
4091 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4092 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4093 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095 // the second pretext is the mode (for example a light source)
4096 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4097 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4098 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4099 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4100 strlcat(cachename, modeinfo->name, sizeof(cachename));
4102 // now add all the permutation pretexts
4103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105 if (permutation & (1<<i))
4107 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4108 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4109 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4110 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4111 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4115 // keep line numbers correct
4116 vertstrings_list[vertstrings_count++] = "\n";
4117 geomstrings_list[geomstrings_count++] = "\n";
4118 fragstrings_list[fragstrings_count++] = "\n";
4122 // replace spaces in the cachename with _ characters
4123 for (i = 0;cachename[i];i++)
4124 if (cachename[i] == ' ')
4127 // now append the shader text itself
4128 vertstrings_list[vertstrings_count++] = vertexstring;
4129 geomstrings_list[geomstrings_count++] = geometrystring;
4130 fragstrings_list[fragstrings_count++] = fragmentstring;
4132 // if any sources were NULL, clear the respective list
4134 vertstrings_count = 0;
4135 if (!geometrystring)
4136 geomstrings_count = 0;
4137 if (!fragmentstring)
4138 fragstrings_count = 0;
4140 vertstring_length = 0;
4141 for (i = 0;i < vertstrings_count;i++)
4142 vertstring_length += strlen(vertstrings_list[i]);
4143 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4144 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4145 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147 geomstring_length = 0;
4148 for (i = 0;i < geomstrings_count;i++)
4149 geomstring_length += strlen(geomstrings_list[i]);
4150 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4151 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4152 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154 fragstring_length = 0;
4155 for (i = 0;i < fragstrings_count;i++)
4156 fragstring_length += strlen(fragstrings_list[i]);
4157 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4158 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4159 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4163 //vertexProfile = CG_PROFILE_ARBVP1;
4164 //fragmentProfile = CG_PROFILE_ARBFP1;
4165 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4166 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4167 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4168 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4169 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4172 // try to load the cached shader, or generate one
4173 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175 // if caching failed, do a dynamic compile for now
4177 if (vertstring[0] && !p->vprogram)
4178 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180 if (fragstring[0] && !p->fprogram)
4181 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4184 // look up all the uniform variable names we care about, so we don't
4185 // have to look them up every time we set them
4189 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4190 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4191 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4192 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4193 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4194 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4195 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4196 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4197 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4198 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4199 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4200 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4206 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4207 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4208 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4209 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4210 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4211 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4212 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4213 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4214 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4215 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4216 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4217 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4218 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4219 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4220 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4221 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4222 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4223 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4224 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4225 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4226 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4227 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4228 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4229 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4230 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4231 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4232 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4233 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4234 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4235 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4236 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4237 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4238 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4239 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4240 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4241 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4242 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4243 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4244 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4245 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4246 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4247 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4248 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4249 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4250 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4251 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4252 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4253 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4254 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4255 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4256 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4257 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4258 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4259 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4260 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4261 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4262 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4263 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4264 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4265 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4266 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4267 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4268 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4269 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4270 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4271 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4272 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4273 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4274 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4275 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4276 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4277 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4278 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4279 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4280 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4281 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4282 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4283 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4287 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4288 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4294 Mem_Free(vertstring);
4296 Mem_Free(geomstring);
4298 Mem_Free(fragstring);
4300 Mem_Free(vertexstring);
4302 Mem_Free(geometrystring);
4304 Mem_Free(fragmentstring);
4307 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4312 if (r_cg_permutation != perm)
4314 r_cg_permutation = perm;
4315 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317 if (!r_cg_permutation->compiled)
4318 R_CG_CompilePermutation(perm, mode, permutation);
4319 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321 // remove features until we find a valid permutation
4323 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325 // reduce i more quickly whenever it would not remove any bits
4326 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4327 if (!(permutation & j))
4330 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4331 if (!r_cg_permutation->compiled)
4332 R_CG_CompilePermutation(perm, mode, permutation);
4333 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4336 if (i >= SHADERPERMUTATION_COUNT)
4338 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4339 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4340 return; // no bit left to clear, entire mode is broken
4346 if (r_cg_permutation->vprogram)
4348 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357 if (r_cg_permutation->fprogram)
4359 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4370 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4371 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4372 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4375 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 cgGLSetTextureParameter(param, R_GetTexture(tex));
4378 cgGLEnableTextureParameter(param);
4382 void R_GLSL_Restart_f(void)
4384 unsigned int i, limit;
4385 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4386 Mem_Free(glslshaderstring);
4387 glslshaderstring = NULL;
4388 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4389 Mem_Free(cgshaderstring);
4390 cgshaderstring = NULL;
4391 switch(vid.renderpath)
4393 case RENDERPATH_GL20:
4395 r_glsl_permutation_t *p;
4396 r_glsl_permutation = NULL;
4397 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4398 for (i = 0;i < limit;i++)
4400 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402 GL_Backend_FreeProgram(p->program);
4403 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4406 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4409 case RENDERPATH_CGGL:
4412 r_cg_permutation_t *p;
4413 r_cg_permutation = NULL;
4414 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4419 for (i = 0;i < limit;i++)
4421 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4424 cgDestroyProgram(p->vprogram);
4426 cgDestroyProgram(p->fprogram);
4427 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4430 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4434 case RENDERPATH_GL13:
4435 case RENDERPATH_GL11:
4440 void R_GLSL_DumpShader_f(void)
4445 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4448 FS_Print(file, "/* The engine may define the following macros:\n");
4449 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4450 for (i = 0;i < SHADERMODE_COUNT;i++)
4451 FS_Print(file, glslshadermodeinfo[i].pretext);
4452 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4453 FS_Print(file, shaderpermutationinfo[i].pretext);
4454 FS_Print(file, "*/\n");
4455 FS_Print(file, builtinshaderstring);
4457 Con_Printf("glsl/default.glsl written\n");
4460 Con_Printf("failed to write to glsl/default.glsl\n");
4463 file = FS_OpenRealFile("cg/default.cg", "w", false);
4466 FS_Print(file, "/* The engine may define the following macros:\n");
4467 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4468 for (i = 0;i < SHADERMODE_COUNT;i++)
4469 FS_Print(file, cgshadermodeinfo[i].pretext);
4470 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4471 FS_Print(file, shaderpermutationinfo[i].pretext);
4472 FS_Print(file, "*/\n");
4473 FS_Print(file, builtincgshaderstring);
4475 Con_Printf("cg/default.cg written\n");
4478 Con_Printf("failed to write to cg/default.cg\n");
4482 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4485 texturemode = GL_MODULATE;
4486 switch (vid.renderpath)
4488 case RENDERPATH_GL20:
4489 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))));
4490 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4491 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493 case RENDERPATH_CGGL:
4496 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))));
4497 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4498 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4501 case RENDERPATH_GL13:
4502 R_Mesh_TexBind(0, first );
4503 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4504 R_Mesh_TexBind(1, second);
4506 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508 case RENDERPATH_GL11:
4509 R_Mesh_TexBind(0, first );
4514 void R_SetupShader_DepthOrShadow(void)
4516 switch (vid.renderpath)
4518 case RENDERPATH_GL20:
4519 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521 case RENDERPATH_CGGL:
4523 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4526 case RENDERPATH_GL13:
4527 R_Mesh_TexBind(0, 0);
4528 R_Mesh_TexBind(1, 0);
4530 case RENDERPATH_GL11:
4531 R_Mesh_TexBind(0, 0);
4536 void R_SetupShader_ShowDepth(void)
4538 switch (vid.renderpath)
4540 case RENDERPATH_GL20:
4541 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543 case RENDERPATH_CGGL:
4545 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4548 case RENDERPATH_GL13:
4550 case RENDERPATH_GL11:
4555 extern qboolean r_shadow_usingdeferredprepass;
4556 extern cvar_t r_shadow_deferred_8bitrange;
4557 extern rtexture_t *r_shadow_attenuationgradienttexture;
4558 extern rtexture_t *r_shadow_attenuation2dtexture;
4559 extern rtexture_t *r_shadow_attenuation3dtexture;
4560 extern qboolean r_shadow_usingshadowmaprect;
4561 extern qboolean r_shadow_usingshadowmapcube;
4562 extern qboolean r_shadow_usingshadowmap2d;
4563 extern qboolean r_shadow_usingshadowmaportho;
4564 extern float r_shadow_shadowmap_texturescale[2];
4565 extern float r_shadow_shadowmap_parameters[4];
4566 extern qboolean r_shadow_shadowmapvsdct;
4567 extern qboolean r_shadow_shadowmapsampler;
4568 extern int r_shadow_shadowmappcf;
4569 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4570 extern rtexture_t *r_shadow_shadowmap2dtexture;
4571 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4572 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4573 extern matrix4x4_t r_shadow_shadowmapmatrix;
4574 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4575 extern int r_shadow_prepass_width;
4576 extern int r_shadow_prepass_height;
4577 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4578 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4583 // select a permutation of the lighting shader appropriate to this
4584 // combination of texture, entity, light source, and fogging, only use the
4585 // minimum features necessary to avoid wasting rendering time in the
4586 // fragment shader on features that are not being used
4587 unsigned int permutation = 0;
4588 unsigned int mode = 0;
4590 if (rsurfacepass == RSURFPASS_BACKGROUND)
4592 // distorted background
4593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594 mode = SHADERMODE_WATER;
4595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596 mode = SHADERMODE_REFRACTION;
4599 mode = SHADERMODE_GENERIC;
4600 permutation |= SHADERPERMUTATION_DIFFUSE;
4602 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4603 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4604 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4607 R_Mesh_ColorPointer(NULL, 0, 0);
4608 GL_AlphaTest(false);
4609 GL_BlendFunc(GL_ONE, GL_ZERO);
4611 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4613 if (r_glsl_offsetmapping.integer)
4615 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4619 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4621 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4622 if (r_glsl_offsetmapping_reliefmapping.integer)
4623 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4629 permutation |= SHADERPERMUTATION_ALPHAKILL;
4630 // normalmap (deferred prepass), may use alpha test on diffuse
4631 mode = SHADERMODE_DEFERREDGEOMETRY;
4632 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4633 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4634 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4635 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4636 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4638 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4639 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4640 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4642 R_Mesh_ColorPointer(NULL, 0, 0);
4643 GL_AlphaTest(false);
4644 GL_BlendFunc(GL_ONE, GL_ZERO);
4646 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4648 if (r_glsl_offsetmapping.integer)
4650 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4651 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4652 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4653 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4654 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4656 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4657 if (r_glsl_offsetmapping_reliefmapping.integer)
4658 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4661 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4664 mode = SHADERMODE_LIGHTSOURCE;
4665 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4666 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4668 permutation |= SHADERPERMUTATION_CUBEFILTER;
4669 if (diffusescale > 0)
4670 permutation |= SHADERPERMUTATION_DIFFUSE;
4671 if (specularscale > 0)
4673 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4674 if (r_shadow_glossexact.integer)
4675 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4677 if (r_refdef.fogenabled)
4678 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4679 if (rsurface.texture->colormapping)
4680 permutation |= SHADERPERMUTATION_COLORMAPPING;
4681 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4683 if (r_shadow_usingshadowmaprect)
4684 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4685 if (r_shadow_usingshadowmap2d)
4686 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4687 if (r_shadow_usingshadowmapcube)
4688 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4689 else if(r_shadow_shadowmapvsdct)
4690 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4692 if (r_shadow_shadowmapsampler)
4693 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4694 if (r_shadow_shadowmappcf > 1)
4695 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4696 else if (r_shadow_shadowmappcf)
4697 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4699 if (rsurface.texture->reflectmasktexture)
4700 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4701 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4702 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4704 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4705 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4706 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4710 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4711 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4712 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4714 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4715 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4716 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4718 R_Mesh_ColorPointer(NULL, 0, 0);
4719 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4720 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4722 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4724 if (r_glsl_offsetmapping.integer)
4726 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4727 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4728 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4729 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4730 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4732 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4733 if (r_glsl_offsetmapping_reliefmapping.integer)
4734 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4737 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4738 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4739 // unshaded geometry (fullbright or ambient model lighting)
4740 mode = SHADERMODE_FLATCOLOR;
4741 ambientscale = diffusescale = specularscale = 0;
4742 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4743 permutation |= SHADERPERMUTATION_GLOW;
4744 if (r_refdef.fogenabled)
4745 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4746 if (rsurface.texture->colormapping)
4747 permutation |= SHADERPERMUTATION_COLORMAPPING;
4748 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4750 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4751 if (r_shadow_usingshadowmaprect)
4752 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4753 if (r_shadow_usingshadowmap2d)
4754 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4756 if (r_shadow_shadowmapsampler)
4757 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4758 if (r_shadow_shadowmappcf > 1)
4759 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4760 else if (r_shadow_shadowmappcf)
4761 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4763 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4764 permutation |= SHADERPERMUTATION_REFLECTION;
4765 if (rsurface.texture->reflectmasktexture)
4766 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4767 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4768 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4770 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4771 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4776 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4777 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4778 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4780 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4781 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4782 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4784 R_Mesh_ColorPointer(NULL, 0, 0);
4785 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4786 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4788 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4790 if (r_glsl_offsetmapping.integer)
4792 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4793 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4794 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4795 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4796 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4798 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799 if (r_glsl_offsetmapping_reliefmapping.integer)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4804 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4805 // directional model lighting
4806 mode = SHADERMODE_LIGHTDIRECTION;
4807 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4808 permutation |= SHADERPERMUTATION_GLOW;
4809 permutation |= SHADERPERMUTATION_DIFFUSE;
4810 if (specularscale > 0)
4812 permutation |= SHADERPERMUTATION_SPECULAR;
4813 if (r_shadow_glossexact.integer)
4814 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4816 if (r_refdef.fogenabled)
4817 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4818 if (rsurface.texture->colormapping)
4819 permutation |= SHADERPERMUTATION_COLORMAPPING;
4820 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4822 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4823 if (r_shadow_usingshadowmaprect)
4824 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4825 if (r_shadow_usingshadowmap2d)
4826 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4828 if (r_shadow_shadowmapsampler)
4829 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830 if (r_shadow_shadowmappcf > 1)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832 else if (r_shadow_shadowmappcf)
4833 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4835 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4836 permutation |= SHADERPERMUTATION_REFLECTION;
4837 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4839 if (rsurface.texture->reflectmasktexture)
4840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4841 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4842 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4844 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4845 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4846 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4850 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4851 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4852 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4854 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4855 R_Mesh_ColorPointer(NULL, 0, 0);
4856 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4857 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4859 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4861 if (r_glsl_offsetmapping.integer)
4863 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4864 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4865 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4866 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4867 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4869 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4870 if (r_glsl_offsetmapping_reliefmapping.integer)
4871 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4875 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4876 // ambient model lighting
4877 mode = SHADERMODE_LIGHTDIRECTION;
4878 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4879 permutation |= SHADERPERMUTATION_GLOW;
4880 if (r_refdef.fogenabled)
4881 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4882 if (rsurface.texture->colormapping)
4883 permutation |= SHADERPERMUTATION_COLORMAPPING;
4884 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4886 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4887 if (r_shadow_usingshadowmaprect)
4888 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4889 if (r_shadow_usingshadowmap2d)
4890 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4892 if (r_shadow_shadowmapsampler)
4893 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4894 if (r_shadow_shadowmappcf > 1)
4895 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4896 else if (r_shadow_shadowmappcf)
4897 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4899 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4900 permutation |= SHADERPERMUTATION_REFLECTION;
4901 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4902 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4903 if (rsurface.texture->reflectmasktexture)
4904 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4905 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4906 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4908 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4909 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4914 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4915 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4918 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4919 R_Mesh_ColorPointer(NULL, 0, 0);
4920 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4921 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4925 if (r_glsl_offsetmapping.integer)
4927 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4928 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4929 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4930 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4931 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4933 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4934 if (r_glsl_offsetmapping_reliefmapping.integer)
4935 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4938 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4939 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4941 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4942 permutation |= SHADERPERMUTATION_GLOW;
4943 if (r_refdef.fogenabled)
4944 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4945 if (rsurface.texture->colormapping)
4946 permutation |= SHADERPERMUTATION_COLORMAPPING;
4947 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4949 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4950 if (r_shadow_usingshadowmaprect)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4952 if (r_shadow_usingshadowmap2d)
4953 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4955 if (r_shadow_shadowmapsampler)
4956 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4957 if (r_shadow_shadowmappcf > 1)
4958 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4959 else if (r_shadow_shadowmappcf)
4960 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4962 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4963 permutation |= SHADERPERMUTATION_REFLECTION;
4964 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4965 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4966 if (rsurface.texture->reflectmasktexture)
4967 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4968 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4970 // deluxemapping (light direction texture)
4971 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4972 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4974 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4975 permutation |= SHADERPERMUTATION_DIFFUSE;
4976 if (specularscale > 0)
4978 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4979 if (r_shadow_glossexact.integer)
4980 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4982 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4983 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4984 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4986 R_Mesh_ColorPointer(NULL, 0, 0);
4988 else if (r_glsl_deluxemapping.integer >= 2)
4990 // fake deluxemapping (uniform light direction in tangentspace)
4991 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4992 permutation |= SHADERPERMUTATION_DIFFUSE;
4993 if (specularscale > 0)
4995 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4996 if (r_shadow_glossexact.integer)
4997 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4999 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5000 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5001 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5003 R_Mesh_ColorPointer(NULL, 0, 0);
5005 else if (rsurface.uselightmaptexture)
5007 // ordinary lightmapping (q1bsp, q3bsp)
5008 mode = SHADERMODE_LIGHTMAP;
5009 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5010 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5011 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5013 R_Mesh_ColorPointer(NULL, 0, 0);
5017 // ordinary vertex coloring (q3bsp)
5018 mode = SHADERMODE_VERTEXCOLOR;
5019 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5020 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5022 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5023 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5025 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5026 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5027 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5031 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5032 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5033 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5035 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5036 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5038 switch(vid.renderpath)
5040 case RENDERPATH_GL20:
5041 R_SetupShader_SetPermutationGLSL(mode, permutation);
5042 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5043 if (mode == SHADERMODE_LIGHTSOURCE)
5045 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5046 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5047 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5048 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);
5049 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);
5050 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);
5052 // additive passes are only darkened by fog, not tinted
5053 if (r_glsl_permutation->loc_FogColor >= 0)
5054 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5055 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5059 if (mode == SHADERMODE_FLATCOLOR)
5061 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5063 else if (mode == SHADERMODE_LIGHTDIRECTION)
5065 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]);
5066 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]);
5067 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);
5068 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);
5069 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);
5070 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]);
5071 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]);
5075 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]);
5076 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]);
5077 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);
5078 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);
5079 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);
5081 // additive passes are only darkened by fog, not tinted
5082 if (r_glsl_permutation->loc_FogColor >= 0)
5084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5085 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5087 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5089 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);
5090 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]);
5091 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]);
5092 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5093 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5094 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5095 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5096 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5098 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5099 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5100 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5101 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]);
5102 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]);
5104 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5105 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5106 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5107 if (r_glsl_permutation->loc_Color_Pants >= 0)
5109 if (rsurface.texture->pantstexture)
5110 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5112 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5114 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5116 if (rsurface.texture->shirttexture)
5117 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5119 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5121 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]);
5122 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5123 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5124 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5125 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5126 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]);
5127 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5129 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5130 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5131 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5132 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5133 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5134 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5135 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5136 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5137 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5138 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5139 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5140 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5141 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5142 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5143 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5144 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5145 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5146 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5147 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5148 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5149 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5150 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5151 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5152 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5153 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5154 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5155 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5157 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5158 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5159 if (rsurface.rtlight)
5161 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5162 if (r_shadow_usingshadowmapcube)
5163 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5164 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5169 case RENDERPATH_CGGL:
5171 R_SetupShader_SetPermutationCG(mode, permutation);
5172 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5173 if (mode == SHADERMODE_LIGHTSOURCE)
5175 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5176 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5180 if (mode == SHADERMODE_LIGHTDIRECTION)
5182 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
5185 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5186 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5187 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5188 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5189 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
5192 if (mode == SHADERMODE_LIGHTSOURCE)
5194 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5195 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5196 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
5197 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
5198 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
5200 // additive passes are only darkened by fog, not tinted
5201 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5202 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5206 if (mode == SHADERMODE_FLATCOLOR)
5208 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5210 else if (mode == SHADERMODE_LIGHTDIRECTION)
5212 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
5213 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
5214 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
5215 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
5216 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
5217 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
5218 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
5222 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
5223 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
5224 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
5225 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
5226 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
5228 // additive passes are only darkened by fog, not tinted
5229 if (r_cg_permutation->fp_FogColor)
5231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5232 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5234 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5237 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
5238 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
5239 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
5240 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5241 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5242 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5243 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5244 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5246 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
5247 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
5248 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5249 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5250 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5251 if (r_cg_permutation->fp_Color_Pants)
5253 if (rsurface.texture->pantstexture)
5254 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5256 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5259 if (r_cg_permutation->fp_Color_Shirt)
5261 if (rsurface.texture->shirttexture)
5262 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5264 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5267 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
5268 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5269 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5270 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5271 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5272 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
5273 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5275 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5276 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5277 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5278 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5280 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5287 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5290 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5291 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5292 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5293 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5294 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5295 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5296 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5301 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5303 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5304 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5305 if (rsurface.rtlight)
5307 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5308 if (r_shadow_usingshadowmapcube)
5309 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5310 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5317 case RENDERPATH_GL13:
5318 case RENDERPATH_GL11:
5323 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5325 // select a permutation of the lighting shader appropriate to this
5326 // combination of texture, entity, light source, and fogging, only use the
5327 // minimum features necessary to avoid wasting rendering time in the
5328 // fragment shader on features that are not being used
5329 unsigned int permutation = 0;
5330 unsigned int mode = 0;
5331 const float *lightcolorbase = rtlight->currentcolor;
5332 float ambientscale = rtlight->ambientscale;
5333 float diffusescale = rtlight->diffusescale;
5334 float specularscale = rtlight->specularscale;
5335 // this is the location of the light in view space
5336 vec3_t viewlightorigin;
5337 // this transforms from view space (camera) to light space (cubemap)
5338 matrix4x4_t viewtolight;
5339 matrix4x4_t lighttoview;
5340 float viewtolight16f[16];
5341 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5343 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5344 if (rtlight->currentcubemap != r_texture_whitecube)
5345 permutation |= SHADERPERMUTATION_CUBEFILTER;
5346 if (diffusescale > 0)
5347 permutation |= SHADERPERMUTATION_DIFFUSE;
5348 if (specularscale > 0)
5350 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5351 if (r_shadow_glossexact.integer)
5352 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5354 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5356 if (r_shadow_usingshadowmaprect)
5357 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5358 if (r_shadow_usingshadowmap2d)
5359 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5360 if (r_shadow_usingshadowmapcube)
5361 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5362 else if(r_shadow_shadowmapvsdct)
5363 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5365 if (r_shadow_shadowmapsampler)
5366 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5367 if (r_shadow_shadowmappcf > 1)
5368 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5369 else if (r_shadow_shadowmappcf)
5370 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5372 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5373 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5374 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5375 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5376 switch(vid.renderpath)
5378 case RENDERPATH_GL20:
5379 R_SetupShader_SetPermutationGLSL(mode, permutation);
5380 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5381 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5382 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);
5383 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);
5384 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);
5385 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]);
5386 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]);
5387 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));
5388 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]);
5389 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5391 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5392 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5393 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5394 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5395 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5396 if (r_shadow_usingshadowmapcube)
5397 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5398 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5399 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5401 case RENDERPATH_CGGL:
5403 R_SetupShader_SetPermutationCG(mode, permutation);
5404 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5405 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5406 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
5407 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
5408 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
5409 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
5410 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
5411 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
5412 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
5413 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5415 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5417 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5419 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5420 if (r_shadow_usingshadowmapcube)
5421 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5422 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5423 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5426 case RENDERPATH_GL13:
5427 case RENDERPATH_GL11:
5432 #define SKINFRAME_HASH 1024
5436 int loadsequence; // incremented each level change
5437 memexpandablearray_t array;
5438 skinframe_t *hash[SKINFRAME_HASH];
5441 r_skinframe_t r_skinframe;
5443 void R_SkinFrame_PrepareForPurge(void)
5445 r_skinframe.loadsequence++;
5446 // wrap it without hitting zero
5447 if (r_skinframe.loadsequence >= 200)
5448 r_skinframe.loadsequence = 1;
5451 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5455 // mark the skinframe as used for the purging code
5456 skinframe->loadsequence = r_skinframe.loadsequence;
5459 void R_SkinFrame_Purge(void)
5463 for (i = 0;i < SKINFRAME_HASH;i++)
5465 for (s = r_skinframe.hash[i];s;s = s->next)
5467 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5469 if (s->merged == s->base)
5471 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5472 R_PurgeTexture(s->stain );s->stain = NULL;
5473 R_PurgeTexture(s->merged);s->merged = NULL;
5474 R_PurgeTexture(s->base );s->base = NULL;
5475 R_PurgeTexture(s->pants );s->pants = NULL;
5476 R_PurgeTexture(s->shirt );s->shirt = NULL;
5477 R_PurgeTexture(s->nmap );s->nmap = NULL;
5478 R_PurgeTexture(s->gloss );s->gloss = NULL;
5479 R_PurgeTexture(s->glow );s->glow = NULL;
5480 R_PurgeTexture(s->fog );s->fog = NULL;
5481 R_PurgeTexture(s->reflect);s->reflect = NULL;
5482 s->loadsequence = 0;
5488 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5490 char basename[MAX_QPATH];
5492 Image_StripImageExtension(name, basename, sizeof(basename));
5494 if( last == NULL ) {
5496 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5497 item = r_skinframe.hash[hashindex];
5502 // linearly search through the hash bucket
5503 for( ; item ; item = item->next ) {
5504 if( !strcmp( item->basename, basename ) ) {
5511 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5515 char basename[MAX_QPATH];
5517 Image_StripImageExtension(name, basename, sizeof(basename));
5519 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5520 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5521 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5525 rtexture_t *dyntexture;
5526 // check whether its a dynamic texture
5527 dyntexture = CL_GetDynTexture( basename );
5528 if (!add && !dyntexture)
5530 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5531 memset(item, 0, sizeof(*item));
5532 strlcpy(item->basename, basename, sizeof(item->basename));
5533 item->base = dyntexture; // either NULL or dyntexture handle
5534 item->textureflags = textureflags;
5535 item->comparewidth = comparewidth;
5536 item->compareheight = compareheight;
5537 item->comparecrc = comparecrc;
5538 item->next = r_skinframe.hash[hashindex];
5539 r_skinframe.hash[hashindex] = item;
5541 else if( item->base == NULL )
5543 rtexture_t *dyntexture;
5544 // check whether its a dynamic texture
5545 // 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]
5546 dyntexture = CL_GetDynTexture( basename );
5547 item->base = dyntexture; // either NULL or dyntexture handle
5550 R_SkinFrame_MarkUsed(item);
5554 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5556 unsigned long long avgcolor[5], wsum; \
5564 for(pix = 0; pix < cnt; ++pix) \
5567 for(comp = 0; comp < 3; ++comp) \
5569 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5572 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5574 for(comp = 0; comp < 3; ++comp) \
5575 avgcolor[comp] += getpixel * w; \
5578 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5579 avgcolor[4] += getpixel; \
5581 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5583 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5584 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5585 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5586 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5589 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5592 unsigned char *pixels;
5593 unsigned char *bumppixels;
5594 unsigned char *basepixels = NULL;
5595 int basepixels_width = 0;
5596 int basepixels_height = 0;
5597 skinframe_t *skinframe;
5598 rtexture_t *ddsbase = NULL;
5599 qboolean ddshasalpha = false;
5600 float ddsavgcolor[4];
5601 char basename[MAX_QPATH];
5603 if (cls.state == ca_dedicated)
5606 // return an existing skinframe if already loaded
5607 // if loading of the first image fails, don't make a new skinframe as it
5608 // would cause all future lookups of this to be missing
5609 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5610 if (skinframe && skinframe->base)
5613 Image_StripImageExtension(name, basename, sizeof(basename));
5615 // check for DDS texture file first
5616 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5618 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5619 if (basepixels == NULL)
5623 if (developer_loading.integer)
5624 Con_Printf("loading skin \"%s\"\n", name);
5626 // we've got some pixels to store, so really allocate this new texture now
5628 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5629 skinframe->stain = NULL;
5630 skinframe->merged = NULL;
5631 skinframe->base = NULL;
5632 skinframe->pants = NULL;
5633 skinframe->shirt = NULL;
5634 skinframe->nmap = NULL;
5635 skinframe->gloss = NULL;
5636 skinframe->glow = NULL;
5637 skinframe->fog = NULL;
5638 skinframe->reflect = NULL;
5639 skinframe->hasalpha = false;
5643 skinframe->base = ddsbase;
5644 skinframe->hasalpha = ddshasalpha;
5645 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5646 if (r_loadfog && skinframe->hasalpha)
5647 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5648 //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]);
5652 basepixels_width = image_width;
5653 basepixels_height = image_height;
5654 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);
5655 if (textureflags & TEXF_ALPHA)
5657 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5659 if (basepixels[j] < 255)
5661 skinframe->hasalpha = true;
5665 if (r_loadfog && skinframe->hasalpha)
5667 // has transparent pixels
5668 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5669 for (j = 0;j < image_width * image_height * 4;j += 4)
5674 pixels[j+3] = basepixels[j+3];
5676 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);
5680 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5681 //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]);
5682 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5683 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5684 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5685 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5690 if (r_loadnormalmap)
5691 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5692 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5694 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5695 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5696 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5697 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5700 // _norm is the name used by tenebrae and has been adopted as standard
5701 if (r_loadnormalmap && skinframe->nmap == NULL)
5703 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5705 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);
5709 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5711 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5712 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5713 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);
5715 Mem_Free(bumppixels);
5717 else if (r_shadow_bumpscale_basetexture.value > 0)
5719 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5720 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5721 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);
5724 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5725 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5728 // _luma is supported only for tenebrae compatibility
5729 // _glow is the preferred name
5730 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5732 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);
5733 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5734 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5735 Mem_Free(pixels);pixels = NULL;
5738 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5740 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);
5741 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5742 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5747 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5749 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);
5750 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5751 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5756 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5758 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);
5759 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5760 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5765 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5767 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5768 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5769 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5775 Mem_Free(basepixels);
5780 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5781 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5784 unsigned char *temp1, *temp2;
5785 skinframe_t *skinframe;
5787 if (cls.state == ca_dedicated)
5790 // if already loaded just return it, otherwise make a new skinframe
5791 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5792 if (skinframe && skinframe->base)
5795 skinframe->stain = NULL;
5796 skinframe->merged = NULL;
5797 skinframe->base = NULL;
5798 skinframe->pants = NULL;
5799 skinframe->shirt = NULL;
5800 skinframe->nmap = NULL;
5801 skinframe->gloss = NULL;
5802 skinframe->glow = NULL;
5803 skinframe->fog = NULL;
5804 skinframe->reflect = NULL;
5805 skinframe->hasalpha = false;
5807 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5811 if (developer_loading.integer)
5812 Con_Printf("loading 32bit skin \"%s\"\n", name);
5814 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5816 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5817 temp2 = temp1 + width * height * 4;
5818 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5819 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5822 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5823 if (textureflags & TEXF_ALPHA)
5825 for (i = 3;i < width * height * 4;i += 4)
5827 if (skindata[i] < 255)
5829 skinframe->hasalpha = true;
5833 if (r_loadfog && skinframe->hasalpha)
5835 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5836 memcpy(fogpixels, skindata, width * height * 4);
5837 for (i = 0;i < width * height * 4;i += 4)
5838 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5839 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5840 Mem_Free(fogpixels);
5844 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5845 //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]);
5850 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5854 skinframe_t *skinframe;
5856 if (cls.state == ca_dedicated)
5859 // if already loaded just return it, otherwise make a new skinframe
5860 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5861 if (skinframe && skinframe->base)
5864 skinframe->stain = NULL;
5865 skinframe->merged = NULL;
5866 skinframe->base = NULL;
5867 skinframe->pants = NULL;
5868 skinframe->shirt = NULL;
5869 skinframe->nmap = NULL;
5870 skinframe->gloss = NULL;
5871 skinframe->glow = NULL;
5872 skinframe->fog = NULL;
5873 skinframe->reflect = NULL;
5874 skinframe->hasalpha = false;
5876 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5880 if (developer_loading.integer)
5881 Con_Printf("loading quake skin \"%s\"\n", name);
5883 // 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)
5884 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5885 memcpy(skinframe->qpixels, skindata, width*height);
5886 skinframe->qwidth = width;
5887 skinframe->qheight = height;
5890 for (i = 0;i < width * height;i++)
5891 featuresmask |= palette_featureflags[skindata[i]];
5893 skinframe->hasalpha = false;
5894 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5895 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5896 skinframe->qgeneratemerged = true;
5897 skinframe->qgeneratebase = skinframe->qhascolormapping;
5898 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5900 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5901 //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]);
5906 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5910 unsigned char *skindata;
5912 if (!skinframe->qpixels)
5915 if (!skinframe->qhascolormapping)
5916 colormapped = false;
5920 if (!skinframe->qgeneratebase)
5925 if (!skinframe->qgeneratemerged)
5929 width = skinframe->qwidth;
5930 height = skinframe->qheight;
5931 skindata = skinframe->qpixels;
5933 if (skinframe->qgeneratenmap)
5935 unsigned char *temp1, *temp2;
5936 skinframe->qgeneratenmap = false;
5937 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5938 temp2 = temp1 + width * height * 4;
5939 // use either a custom palette or the quake palette
5940 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5941 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5942 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5946 if (skinframe->qgenerateglow)
5948 skinframe->qgenerateglow = false;
5949 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5954 skinframe->qgeneratebase = false;
5955 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);
5956 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5957 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5961 skinframe->qgeneratemerged = false;
5962 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5965 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5967 Mem_Free(skinframe->qpixels);
5968 skinframe->qpixels = NULL;
5972 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)
5975 skinframe_t *skinframe;
5977 if (cls.state == ca_dedicated)
5980 // if already loaded just return it, otherwise make a new skinframe
5981 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5982 if (skinframe && skinframe->base)
5985 skinframe->stain = NULL;
5986 skinframe->merged = NULL;
5987 skinframe->base = NULL;
5988 skinframe->pants = NULL;
5989 skinframe->shirt = NULL;
5990 skinframe->nmap = NULL;
5991 skinframe->gloss = NULL;
5992 skinframe->glow = NULL;
5993 skinframe->fog = NULL;
5994 skinframe->reflect = NULL;
5995 skinframe->hasalpha = false;
5997 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6001 if (developer_loading.integer)
6002 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6004 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6005 if (textureflags & TEXF_ALPHA)
6007 for (i = 0;i < width * height;i++)
6009 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6011 skinframe->hasalpha = true;
6015 if (r_loadfog && skinframe->hasalpha)
6016 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6019 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6020 //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]);
6025 skinframe_t *R_SkinFrame_LoadMissing(void)
6027 skinframe_t *skinframe;
6029 if (cls.state == ca_dedicated)
6032 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6033 skinframe->stain = NULL;
6034 skinframe->merged = NULL;
6035 skinframe->base = NULL;
6036 skinframe->pants = NULL;
6037 skinframe->shirt = NULL;
6038 skinframe->nmap = NULL;
6039 skinframe->gloss = NULL;
6040 skinframe->glow = NULL;
6041 skinframe->fog = NULL;
6042 skinframe->reflect = NULL;
6043 skinframe->hasalpha = false;
6045 skinframe->avgcolor[0] = rand() / RAND_MAX;
6046 skinframe->avgcolor[1] = rand() / RAND_MAX;
6047 skinframe->avgcolor[2] = rand() / RAND_MAX;
6048 skinframe->avgcolor[3] = 1;
6053 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6054 typedef struct suffixinfo_s
6057 qboolean flipx, flipy, flipdiagonal;
6060 static suffixinfo_t suffix[3][6] =
6063 {"px", false, false, false},
6064 {"nx", false, false, false},
6065 {"py", false, false, false},
6066 {"ny", false, false, false},
6067 {"pz", false, false, false},
6068 {"nz", false, false, false}
6071 {"posx", false, false, false},
6072 {"negx", false, false, false},
6073 {"posy", false, false, false},
6074 {"negy", false, false, false},
6075 {"posz", false, false, false},
6076 {"negz", false, false, false}
6079 {"rt", true, false, true},
6080 {"lf", false, true, true},
6081 {"ft", true, true, false},
6082 {"bk", false, false, false},
6083 {"up", true, false, true},
6084 {"dn", true, false, true}
6088 static int componentorder[4] = {0, 1, 2, 3};
6090 rtexture_t *R_LoadCubemap(const char *basename)
6092 int i, j, cubemapsize;
6093 unsigned char *cubemappixels, *image_buffer;
6094 rtexture_t *cubemaptexture;
6096 // must start 0 so the first loadimagepixels has no requested width/height
6098 cubemappixels = NULL;
6099 cubemaptexture = NULL;
6100 // keep trying different suffix groups (posx, px, rt) until one loads
6101 for (j = 0;j < 3 && !cubemappixels;j++)
6103 // load the 6 images in the suffix group
6104 for (i = 0;i < 6;i++)
6106 // generate an image name based on the base and and suffix
6107 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6109 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6111 // an image loaded, make sure width and height are equal
6112 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6114 // if this is the first image to load successfully, allocate the cubemap memory
6115 if (!cubemappixels && image_width >= 1)
6117 cubemapsize = image_width;
6118 // note this clears to black, so unavailable sides are black
6119 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6121 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6123 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6126 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6128 Mem_Free(image_buffer);
6132 // if a cubemap loaded, upload it
6135 if (developer_loading.integer)
6136 Con_Printf("loading cubemap \"%s\"\n", basename);
6138 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6139 Mem_Free(cubemappixels);
6143 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6144 if (developer_loading.integer)
6146 Con_Printf("(tried tried images ");
6147 for (j = 0;j < 3;j++)
6148 for (i = 0;i < 6;i++)
6149 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6150 Con_Print(" and was unable to find any of them).\n");
6153 return cubemaptexture;
6156 rtexture_t *R_GetCubemap(const char *basename)
6159 for (i = 0;i < r_texture_numcubemaps;i++)
6160 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6161 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6162 if (i >= MAX_CUBEMAPS)
6163 return r_texture_whitecube;
6164 r_texture_numcubemaps++;
6165 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6166 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6167 return r_texture_cubemaps[i].texture;
6170 void R_FreeCubemaps(void)
6173 for (i = 0;i < r_texture_numcubemaps;i++)
6175 if (developer_loading.integer)
6176 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6177 if (r_texture_cubemaps[i].texture)
6178 R_FreeTexture(r_texture_cubemaps[i].texture);
6180 r_texture_numcubemaps = 0;
6183 void R_Main_FreeViewCache(void)
6185 if (r_refdef.viewcache.entityvisible)
6186 Mem_Free(r_refdef.viewcache.entityvisible);
6187 if (r_refdef.viewcache.world_pvsbits)
6188 Mem_Free(r_refdef.viewcache.world_pvsbits);
6189 if (r_refdef.viewcache.world_leafvisible)
6190 Mem_Free(r_refdef.viewcache.world_leafvisible);
6191 if (r_refdef.viewcache.world_surfacevisible)
6192 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6193 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6196 void R_Main_ResizeViewCache(void)
6198 int numentities = r_refdef.scene.numentities;
6199 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6200 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6201 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6202 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6203 if (r_refdef.viewcache.maxentities < numentities)
6205 r_refdef.viewcache.maxentities = numentities;
6206 if (r_refdef.viewcache.entityvisible)
6207 Mem_Free(r_refdef.viewcache.entityvisible);
6208 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6210 if (r_refdef.viewcache.world_numclusters != numclusters)
6212 r_refdef.viewcache.world_numclusters = numclusters;
6213 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6214 if (r_refdef.viewcache.world_pvsbits)
6215 Mem_Free(r_refdef.viewcache.world_pvsbits);
6216 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6218 if (r_refdef.viewcache.world_numleafs != numleafs)
6220 r_refdef.viewcache.world_numleafs = numleafs;
6221 if (r_refdef.viewcache.world_leafvisible)
6222 Mem_Free(r_refdef.viewcache.world_leafvisible);
6223 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6225 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6227 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6228 if (r_refdef.viewcache.world_surfacevisible)
6229 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6230 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6234 extern rtexture_t *loadingscreentexture;
6235 void gl_main_start(void)
6237 loadingscreentexture = NULL;
6238 r_texture_blanknormalmap = NULL;
6239 r_texture_white = NULL;
6240 r_texture_grey128 = NULL;
6241 r_texture_black = NULL;
6242 r_texture_whitecube = NULL;
6243 r_texture_normalizationcube = NULL;
6244 r_texture_fogattenuation = NULL;
6245 r_texture_fogheighttexture = NULL;
6246 r_texture_gammaramps = NULL;
6247 r_texture_numcubemaps = 0;
6249 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6250 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6252 switch(vid.renderpath)
6254 case RENDERPATH_GL20:
6255 case RENDERPATH_CGGL:
6256 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6257 Cvar_SetValueQuick(&gl_combine, 1);
6258 Cvar_SetValueQuick(&r_glsl, 1);
6259 r_loadnormalmap = true;
6263 case RENDERPATH_GL13:
6264 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6265 Cvar_SetValueQuick(&gl_combine, 1);
6266 Cvar_SetValueQuick(&r_glsl, 0);
6267 r_loadnormalmap = false;
6268 r_loadgloss = false;
6271 case RENDERPATH_GL11:
6272 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6273 Cvar_SetValueQuick(&gl_combine, 0);
6274 Cvar_SetValueQuick(&r_glsl, 0);
6275 r_loadnormalmap = false;
6276 r_loadgloss = false;
6282 R_FrameData_Reset();
6286 memset(r_queries, 0, sizeof(r_queries));
6288 r_qwskincache = NULL;
6289 r_qwskincache_size = 0;
6291 // set up r_skinframe loading system for textures
6292 memset(&r_skinframe, 0, sizeof(r_skinframe));
6293 r_skinframe.loadsequence = 1;
6294 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6296 r_main_texturepool = R_AllocTexturePool();
6297 R_BuildBlankTextures();
6299 if (vid.support.arb_texture_cube_map)
6302 R_BuildNormalizationCube();
6304 r_texture_fogattenuation = NULL;
6305 r_texture_fogheighttexture = NULL;
6306 r_texture_gammaramps = NULL;
6307 //r_texture_fogintensity = NULL;
6308 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6309 memset(&r_waterstate, 0, sizeof(r_waterstate));
6310 r_glsl_permutation = NULL;
6311 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6312 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6313 glslshaderstring = NULL;
6315 r_cg_permutation = NULL;
6316 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6317 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6318 cgshaderstring = NULL;
6320 memset(&r_svbsp, 0, sizeof (r_svbsp));
6322 r_refdef.fogmasktable_density = 0;
6325 void gl_main_shutdown(void)
6328 R_FrameData_Reset();
6330 R_Main_FreeViewCache();
6333 qglDeleteQueriesARB(r_maxqueries, r_queries);
6337 memset(r_queries, 0, sizeof(r_queries));
6339 r_qwskincache = NULL;
6340 r_qwskincache_size = 0;
6342 // clear out the r_skinframe state
6343 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6344 memset(&r_skinframe, 0, sizeof(r_skinframe));
6347 Mem_Free(r_svbsp.nodes);
6348 memset(&r_svbsp, 0, sizeof (r_svbsp));
6349 R_FreeTexturePool(&r_main_texturepool);
6350 loadingscreentexture = NULL;
6351 r_texture_blanknormalmap = NULL;
6352 r_texture_white = NULL;
6353 r_texture_grey128 = NULL;
6354 r_texture_black = NULL;
6355 r_texture_whitecube = NULL;
6356 r_texture_normalizationcube = NULL;
6357 r_texture_fogattenuation = NULL;
6358 r_texture_fogheighttexture = NULL;
6359 r_texture_gammaramps = NULL;
6360 r_texture_numcubemaps = 0;
6361 //r_texture_fogintensity = NULL;
6362 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6363 memset(&r_waterstate, 0, sizeof(r_waterstate));
6364 r_glsl_permutation = NULL;
6365 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6366 glslshaderstring = NULL;
6368 r_cg_permutation = NULL;
6369 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6370 cgshaderstring = NULL;
6375 extern void CL_ParseEntityLump(char *entitystring);
6376 void gl_main_newmap(void)
6378 // FIXME: move this code to client
6379 char *entities, entname[MAX_QPATH];
6381 Mem_Free(r_qwskincache);
6382 r_qwskincache = NULL;
6383 r_qwskincache_size = 0;
6386 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6387 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6389 CL_ParseEntityLump(entities);
6393 if (cl.worldmodel->brush.entities)
6394 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6396 R_Main_FreeViewCache();
6398 R_FrameData_Reset();
6401 void GL_Main_Init(void)
6403 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6405 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6406 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6407 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6408 if (gamemode == GAME_NEHAHRA)
6410 Cvar_RegisterVariable (&gl_fogenable);
6411 Cvar_RegisterVariable (&gl_fogdensity);
6412 Cvar_RegisterVariable (&gl_fogred);
6413 Cvar_RegisterVariable (&gl_foggreen);
6414 Cvar_RegisterVariable (&gl_fogblue);
6415 Cvar_RegisterVariable (&gl_fogstart);
6416 Cvar_RegisterVariable (&gl_fogend);
6417 Cvar_RegisterVariable (&gl_skyclip);
6419 Cvar_RegisterVariable(&r_motionblur);
6420 Cvar_RegisterVariable(&r_motionblur_maxblur);
6421 Cvar_RegisterVariable(&r_motionblur_bmin);
6422 Cvar_RegisterVariable(&r_motionblur_vmin);
6423 Cvar_RegisterVariable(&r_motionblur_vmax);
6424 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6425 Cvar_RegisterVariable(&r_motionblur_randomize);
6426 Cvar_RegisterVariable(&r_damageblur);
6427 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6428 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6429 Cvar_RegisterVariable(&r_equalize_entities_by);
6430 Cvar_RegisterVariable(&r_equalize_entities_to);
6431 Cvar_RegisterVariable(&r_depthfirst);
6432 Cvar_RegisterVariable(&r_useinfinitefarclip);
6433 Cvar_RegisterVariable(&r_farclip_base);
6434 Cvar_RegisterVariable(&r_farclip_world);
6435 Cvar_RegisterVariable(&r_nearclip);
6436 Cvar_RegisterVariable(&r_showbboxes);
6437 Cvar_RegisterVariable(&r_showsurfaces);
6438 Cvar_RegisterVariable(&r_showtris);
6439 Cvar_RegisterVariable(&r_shownormals);
6440 Cvar_RegisterVariable(&r_showlighting);
6441 Cvar_RegisterVariable(&r_showshadowvolumes);
6442 Cvar_RegisterVariable(&r_showcollisionbrushes);
6443 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6444 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6445 Cvar_RegisterVariable(&r_showdisabledepthtest);
6446 Cvar_RegisterVariable(&r_drawportals);
6447 Cvar_RegisterVariable(&r_drawentities);
6448 Cvar_RegisterVariable(&r_drawworld);
6449 Cvar_RegisterVariable(&r_cullentities_trace);
6450 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6451 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6452 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6453 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6454 Cvar_RegisterVariable(&r_drawviewmodel);
6455 Cvar_RegisterVariable(&r_drawexteriormodel);
6456 Cvar_RegisterVariable(&r_speeds);
6457 Cvar_RegisterVariable(&r_fullbrights);
6458 Cvar_RegisterVariable(&r_wateralpha);
6459 Cvar_RegisterVariable(&r_dynamic);
6460 Cvar_RegisterVariable(&r_fullbright);
6461 Cvar_RegisterVariable(&r_shadows);
6462 Cvar_RegisterVariable(&r_shadows_darken);
6463 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6464 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6465 Cvar_RegisterVariable(&r_shadows_throwdistance);
6466 Cvar_RegisterVariable(&r_shadows_throwdirection);
6467 Cvar_RegisterVariable(&r_shadows_focus);
6468 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6469 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6470 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6471 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6472 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6473 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6474 Cvar_RegisterVariable(&r_fog_exp2);
6475 Cvar_RegisterVariable(&r_drawfog);
6476 Cvar_RegisterVariable(&r_transparentdepthmasking);
6477 Cvar_RegisterVariable(&r_texture_dds_load);
6478 Cvar_RegisterVariable(&r_texture_dds_save);
6479 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6480 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6481 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6482 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6483 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6484 Cvar_RegisterVariable(&r_textureunits);
6485 Cvar_RegisterVariable(&gl_combine);
6486 Cvar_RegisterVariable(&r_glsl);
6487 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6488 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6489 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6490 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6491 Cvar_RegisterVariable(&r_glsl_postprocess);
6492 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6493 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6494 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6495 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6496 Cvar_RegisterVariable(&r_water);
6497 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6498 Cvar_RegisterVariable(&r_water_clippingplanebias);
6499 Cvar_RegisterVariable(&r_water_refractdistort);
6500 Cvar_RegisterVariable(&r_water_reflectdistort);
6501 Cvar_RegisterVariable(&r_lerpsprites);
6502 Cvar_RegisterVariable(&r_lerpmodels);
6503 Cvar_RegisterVariable(&r_lerplightstyles);
6504 Cvar_RegisterVariable(&r_waterscroll);
6505 Cvar_RegisterVariable(&r_bloom);
6506 Cvar_RegisterVariable(&r_bloom_colorscale);
6507 Cvar_RegisterVariable(&r_bloom_brighten);
6508 Cvar_RegisterVariable(&r_bloom_blur);
6509 Cvar_RegisterVariable(&r_bloom_resolution);
6510 Cvar_RegisterVariable(&r_bloom_colorexponent);
6511 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6512 Cvar_RegisterVariable(&r_hdr);
6513 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6514 Cvar_RegisterVariable(&r_hdr_glowintensity);
6515 Cvar_RegisterVariable(&r_hdr_range);
6516 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6517 Cvar_RegisterVariable(&developer_texturelogging);
6518 Cvar_RegisterVariable(&gl_lightmaps);
6519 Cvar_RegisterVariable(&r_test);
6520 Cvar_RegisterVariable(&r_batchmode);
6521 Cvar_RegisterVariable(&r_glsl_saturation);
6522 Cvar_RegisterVariable(&r_framedatasize);
6523 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6524 Cvar_SetValue("r_fullbrights", 0);
6525 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6527 Cvar_RegisterVariable(&r_track_sprites);
6528 Cvar_RegisterVariable(&r_track_sprites_flags);
6529 Cvar_RegisterVariable(&r_track_sprites_scalew);
6530 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6531 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6532 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6535 extern void R_Textures_Init(void);
6536 extern void GL_Draw_Init(void);
6537 extern void GL_Main_Init(void);
6538 extern void R_Shadow_Init(void);
6539 extern void R_Sky_Init(void);
6540 extern void GL_Surf_Init(void);
6541 extern void R_Particles_Init(void);
6542 extern void R_Explosion_Init(void);
6543 extern void gl_backend_init(void);
6544 extern void Sbar_Init(void);
6545 extern void R_LightningBeams_Init(void);
6546 extern void Mod_RenderInit(void);
6547 extern void Font_Init(void);
6549 void Render_Init(void)
6562 R_LightningBeams_Init();
6571 extern char *ENGINE_EXTENSIONS;
6574 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6575 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6576 gl_version = (const char *)qglGetString(GL_VERSION);
6577 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6581 if (!gl_platformextensions)
6582 gl_platformextensions = "";
6584 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6585 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6586 Con_Printf("GL_VERSION: %s\n", gl_version);
6587 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6588 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6590 VID_CheckExtensions();
6592 // LordHavoc: report supported extensions
6593 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6595 // clear to black (loading plaque will be seen over this)
6597 qglClearColor(0,0,0,1);CHECKGLERROR
6598 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6601 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6605 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6607 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6610 p = r_refdef.view.frustum + i;
6615 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6619 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6623 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6627 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6631 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6635 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6639 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6643 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6651 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6655 for (i = 0;i < numplanes;i++)
6662 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6666 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6670 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6674 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6678 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6682 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6686 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6690 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6698 //==================================================================================
6700 // LordHavoc: this stores temporary data used within the same frame
6702 qboolean r_framedata_failed;
6703 static size_t r_framedata_size;
6704 static size_t r_framedata_current;
6705 static void *r_framedata_base;
6707 void R_FrameData_Reset(void)
6709 if (r_framedata_base)
6710 Mem_Free(r_framedata_base);
6711 r_framedata_base = NULL;
6712 r_framedata_size = 0;
6713 r_framedata_current = 0;
6714 r_framedata_failed = false;
6717 void R_FrameData_NewFrame(void)
6720 if (r_framedata_failed)
6721 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6722 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6723 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6724 if (r_framedata_size != wantedsize)
6726 r_framedata_size = wantedsize;
6727 if (r_framedata_base)
6728 Mem_Free(r_framedata_base);
6729 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6731 r_framedata_current = 0;
6732 r_framedata_failed = false;
6735 void *R_FrameData_Alloc(size_t size)
6739 // align to 16 byte boundary
6740 size = (size + 15) & ~15;
6741 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6742 r_framedata_current += size;
6745 if (r_framedata_current > r_framedata_size)
6746 r_framedata_failed = true;
6748 // return NULL on everything after a failure
6749 if (r_framedata_failed)
6755 void *R_FrameData_Store(size_t size, void *data)
6757 void *d = R_FrameData_Alloc(size);
6759 memcpy(d, data, size);
6763 //==================================================================================
6765 // LordHavoc: animcache originally written by Echon, rewritten since then
6768 * Animation cache prevents re-generating mesh data for an animated model
6769 * multiple times in one frame for lighting, shadowing, reflections, etc.
6772 void R_AnimCache_Free(void)
6776 void R_AnimCache_ClearCache(void)
6779 entity_render_t *ent;
6781 for (i = 0;i < r_refdef.scene.numentities;i++)
6783 ent = r_refdef.scene.entities[i];
6784 ent->animcache_vertex3f = NULL;
6785 ent->animcache_normal3f = NULL;
6786 ent->animcache_svector3f = NULL;
6787 ent->animcache_tvector3f = NULL;
6791 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6793 dp_model_t *model = ent->model;
6795 // see if it's already cached this frame
6796 if (ent->animcache_vertex3f)
6798 // add normals/tangents if needed
6799 if (wantnormals || wanttangents)
6801 if (ent->animcache_normal3f)
6802 wantnormals = false;
6803 if (ent->animcache_svector3f)
6804 wanttangents = false;
6805 if (wantnormals || wanttangents)
6807 numvertices = model->surfmesh.num_vertices;
6809 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6812 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6813 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6815 if (!r_framedata_failed)
6816 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6822 // see if this ent is worth caching
6823 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6825 // get some memory for this entity and generate mesh data
6826 numvertices = model->surfmesh.num_vertices;
6827 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6829 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6832 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6833 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6835 if (!r_framedata_failed)
6836 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6838 return !r_framedata_failed;
6841 void R_AnimCache_CacheVisibleEntities(void)
6844 qboolean wantnormals = !r_showsurfaces.integer;
6845 qboolean wanttangents = !r_showsurfaces.integer;
6847 switch(vid.renderpath)
6849 case RENDERPATH_GL20:
6850 case RENDERPATH_CGGL:
6852 case RENDERPATH_GL13:
6853 case RENDERPATH_GL11:
6854 wanttangents = false;
6858 // TODO: thread this
6859 // NOTE: R_PrepareRTLights() also caches entities
6861 for (i = 0;i < r_refdef.scene.numentities;i++)
6862 if (r_refdef.viewcache.entityvisible[i])
6863 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6866 //==================================================================================
6868 static void R_View_UpdateEntityLighting (void)
6871 entity_render_t *ent;
6872 vec3_t tempdiffusenormal, avg;
6873 vec_t f, fa, fd, fdd;
6874 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6876 for (i = 0;i < r_refdef.scene.numentities;i++)
6878 ent = r_refdef.scene.entities[i];
6880 // skip unseen models
6881 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6885 if (ent->model && ent->model->brush.num_leafs)
6887 // TODO: use modellight for r_ambient settings on world?
6888 VectorSet(ent->modellight_ambient, 0, 0, 0);
6889 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6890 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6894 // fetch the lighting from the worldmodel data
6895 VectorClear(ent->modellight_ambient);
6896 VectorClear(ent->modellight_diffuse);
6897 VectorClear(tempdiffusenormal);
6898 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6901 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6902 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6903 if(ent->flags & RENDER_EQUALIZE)
6905 // first fix up ambient lighting...
6906 if(r_equalize_entities_minambient.value > 0)
6908 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6911 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6912 if(fa < r_equalize_entities_minambient.value * fd)
6915 // fa'/fd' = minambient
6916 // fa'+0.25*fd' = fa+0.25*fd
6918 // fa' = fd' * minambient
6919 // fd'*(0.25+minambient) = fa+0.25*fd
6921 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6922 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6924 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6925 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
6926 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6927 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6932 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6934 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6935 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6938 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6939 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6940 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6946 VectorSet(ent->modellight_ambient, 1, 1, 1);
6948 // move the light direction into modelspace coordinates for lighting code
6949 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6950 if(VectorLength2(ent->modellight_lightdir) == 0)
6951 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6952 VectorNormalize(ent->modellight_lightdir);
6956 #define MAX_LINEOFSIGHTTRACES 64
6958 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6961 vec3_t boxmins, boxmaxs;
6964 dp_model_t *model = r_refdef.scene.worldmodel;
6966 if (!model || !model->brush.TraceLineOfSight)
6969 // expand the box a little
6970 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6971 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6972 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6973 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6974 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6975 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6977 // return true if eye is inside enlarged box
6978 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6982 VectorCopy(eye, start);
6983 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6984 if (model->brush.TraceLineOfSight(model, start, end))
6987 // try various random positions
6988 for (i = 0;i < numsamples;i++)
6990 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6991 if (model->brush.TraceLineOfSight(model, start, end))
6999 static void R_View_UpdateEntityVisible (void)
7004 entity_render_t *ent;
7006 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7007 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7008 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7009 : RENDER_EXTERIORMODEL;
7010 if (!r_drawviewmodel.integer)
7011 renderimask |= RENDER_VIEWMODEL;
7012 if (!r_drawexteriormodel.integer)
7013 renderimask |= RENDER_EXTERIORMODEL;
7014 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7016 // worldmodel can check visibility
7017 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7018 for (i = 0;i < r_refdef.scene.numentities;i++)
7020 ent = r_refdef.scene.entities[i];
7021 if (!(ent->flags & renderimask))
7022 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)))
7023 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))
7024 r_refdef.viewcache.entityvisible[i] = true;
7026 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7027 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7029 for (i = 0;i < r_refdef.scene.numentities;i++)
7031 ent = r_refdef.scene.entities[i];
7032 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7034 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7036 continue; // temp entities do pvs only
7037 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7038 ent->last_trace_visibility = realtime;
7039 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7040 r_refdef.viewcache.entityvisible[i] = 0;
7047 // no worldmodel or it can't check visibility
7048 for (i = 0;i < r_refdef.scene.numentities;i++)
7050 ent = r_refdef.scene.entities[i];
7051 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));
7056 /// only used if skyrendermasked, and normally returns false
7057 int R_DrawBrushModelsSky (void)
7060 entity_render_t *ent;
7063 for (i = 0;i < r_refdef.scene.numentities;i++)
7065 if (!r_refdef.viewcache.entityvisible[i])
7067 ent = r_refdef.scene.entities[i];
7068 if (!ent->model || !ent->model->DrawSky)
7070 ent->model->DrawSky(ent);
7076 static void R_DrawNoModel(entity_render_t *ent);
7077 static void R_DrawModels(void)
7080 entity_render_t *ent;
7082 for (i = 0;i < r_refdef.scene.numentities;i++)
7084 if (!r_refdef.viewcache.entityvisible[i])
7086 ent = r_refdef.scene.entities[i];
7087 r_refdef.stats.entities++;
7088 if (ent->model && ent->model->Draw != NULL)
7089 ent->model->Draw(ent);
7095 static void R_DrawModelsDepth(void)
7098 entity_render_t *ent;
7100 for (i = 0;i < r_refdef.scene.numentities;i++)
7102 if (!r_refdef.viewcache.entityvisible[i])
7104 ent = r_refdef.scene.entities[i];
7105 if (ent->model && ent->model->DrawDepth != NULL)
7106 ent->model->DrawDepth(ent);
7110 static void R_DrawModelsDebug(void)
7113 entity_render_t *ent;
7115 for (i = 0;i < r_refdef.scene.numentities;i++)
7117 if (!r_refdef.viewcache.entityvisible[i])
7119 ent = r_refdef.scene.entities[i];
7120 if (ent->model && ent->model->DrawDebug != NULL)
7121 ent->model->DrawDebug(ent);
7125 static void R_DrawModelsAddWaterPlanes(void)
7128 entity_render_t *ent;
7130 for (i = 0;i < r_refdef.scene.numentities;i++)
7132 if (!r_refdef.viewcache.entityvisible[i])
7134 ent = r_refdef.scene.entities[i];
7135 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7136 ent->model->DrawAddWaterPlanes(ent);
7140 static void R_View_SetFrustum(void)
7143 double slopex, slopey;
7144 vec3_t forward, left, up, origin;
7146 // we can't trust r_refdef.view.forward and friends in reflected scenes
7147 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7150 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7151 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7152 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7153 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7154 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7155 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7156 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7157 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7158 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7159 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7160 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7161 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7165 zNear = r_refdef.nearclip;
7166 nudge = 1.0 - 1.0 / (1<<23);
7167 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7168 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7169 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7170 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7171 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7172 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7173 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7174 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7180 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7181 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7182 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7183 r_refdef.view.frustum[0].dist = m[15] - m[12];
7185 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7186 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7187 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7188 r_refdef.view.frustum[1].dist = m[15] + m[12];
7190 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7191 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7192 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7193 r_refdef.view.frustum[2].dist = m[15] - m[13];
7195 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7196 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7197 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7198 r_refdef.view.frustum[3].dist = m[15] + m[13];
7200 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7201 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7202 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7203 r_refdef.view.frustum[4].dist = m[15] - m[14];
7205 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7206 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7207 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7208 r_refdef.view.frustum[5].dist = m[15] + m[14];
7211 if (r_refdef.view.useperspective)
7213 slopex = 1.0 / r_refdef.view.frustum_x;
7214 slopey = 1.0 / r_refdef.view.frustum_y;
7215 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7216 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7217 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7218 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7219 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7221 // Leaving those out was a mistake, those were in the old code, and they
7222 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7223 // I couldn't reproduce it after adding those normalizations. --blub
7224 VectorNormalize(r_refdef.view.frustum[0].normal);
7225 VectorNormalize(r_refdef.view.frustum[1].normal);
7226 VectorNormalize(r_refdef.view.frustum[2].normal);
7227 VectorNormalize(r_refdef.view.frustum[3].normal);
7229 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7230 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]);
7231 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]);
7232 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]);
7233 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]);
7235 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7236 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7237 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7238 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7239 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7243 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7244 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7245 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7246 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7247 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7248 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7249 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7250 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7251 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7252 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7254 r_refdef.view.numfrustumplanes = 5;
7256 if (r_refdef.view.useclipplane)
7258 r_refdef.view.numfrustumplanes = 6;
7259 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7262 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7263 PlaneClassify(r_refdef.view.frustum + i);
7265 // LordHavoc: note to all quake engine coders, Quake had a special case
7266 // for 90 degrees which assumed a square view (wrong), so I removed it,
7267 // Quake2 has it disabled as well.
7269 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7270 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7271 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7272 //PlaneClassify(&frustum[0]);
7274 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7275 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7276 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7277 //PlaneClassify(&frustum[1]);
7279 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7280 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7281 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7282 //PlaneClassify(&frustum[2]);
7284 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7285 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7286 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7287 //PlaneClassify(&frustum[3]);
7290 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7291 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7292 //PlaneClassify(&frustum[4]);
7295 void R_View_Update(void)
7297 R_Main_ResizeViewCache();
7298 R_View_SetFrustum();
7299 R_View_WorldVisibility(r_refdef.view.useclipplane);
7300 R_View_UpdateEntityVisible();
7301 R_View_UpdateEntityLighting();
7304 void R_SetupView(qboolean allowwaterclippingplane)
7306 const float *customclipplane = NULL;
7308 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7310 // LordHavoc: couldn't figure out how to make this approach the
7311 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7312 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7313 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7314 dist = r_refdef.view.clipplane.dist;
7315 plane[0] = r_refdef.view.clipplane.normal[0];
7316 plane[1] = r_refdef.view.clipplane.normal[1];
7317 plane[2] = r_refdef.view.clipplane.normal[2];
7319 customclipplane = plane;
7322 if (!r_refdef.view.useperspective)
7323 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);
7324 else if (vid.stencil && r_useinfinitefarclip.integer)
7325 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);
7327 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);
7328 R_SetViewport(&r_refdef.view.viewport);
7331 void R_EntityMatrix(const matrix4x4_t *matrix)
7333 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7335 gl_modelmatrixchanged = false;
7336 gl_modelmatrix = *matrix;
7337 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7338 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7339 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7340 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7342 switch(vid.renderpath)
7344 case RENDERPATH_GL20:
7345 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7346 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7347 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7349 case RENDERPATH_CGGL:
7352 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7353 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7354 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7357 case RENDERPATH_GL13:
7358 case RENDERPATH_GL11:
7359 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7365 void R_ResetViewRendering2D(void)
7367 r_viewport_t viewport;
7370 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7371 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);
7372 R_SetViewport(&viewport);
7373 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7374 GL_Color(1, 1, 1, 1);
7375 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376 GL_BlendFunc(GL_ONE, GL_ZERO);
7377 GL_AlphaTest(false);
7378 GL_ScissorTest(false);
7379 GL_DepthMask(false);
7380 GL_DepthRange(0, 1);
7381 GL_DepthTest(false);
7382 R_EntityMatrix(&identitymatrix);
7383 R_Mesh_ResetTextureState();
7384 GL_PolygonOffset(0, 0);
7385 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388 qglStencilMask(~0);CHECKGLERROR
7389 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7394 void R_ResetViewRendering3D(void)
7399 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7400 GL_Color(1, 1, 1, 1);
7401 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7402 GL_BlendFunc(GL_ONE, GL_ZERO);
7403 GL_AlphaTest(false);
7404 GL_ScissorTest(true);
7406 GL_DepthRange(0, 1);
7408 R_EntityMatrix(&identitymatrix);
7409 R_Mesh_ResetTextureState();
7410 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7411 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7412 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7413 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7414 qglStencilMask(~0);CHECKGLERROR
7415 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7416 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7417 GL_CullFace(r_refdef.view.cullface_back);
7422 R_RenderView_UpdateViewVectors
7425 static void R_RenderView_UpdateViewVectors(void)
7427 // break apart the view matrix into vectors for various purposes
7428 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7429 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7430 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7431 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7432 // make an inverted copy of the view matrix for tracking sprites
7433 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7436 void R_RenderScene(void);
7437 void R_RenderWaterPlanes(void);
7439 static void R_Water_StartFrame(void)
7442 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7443 r_waterstate_waterplane_t *p;
7445 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7448 switch(vid.renderpath)
7450 case RENDERPATH_GL20:
7451 case RENDERPATH_CGGL:
7453 case RENDERPATH_GL13:
7454 case RENDERPATH_GL11:
7458 // set waterwidth and waterheight to the water resolution that will be
7459 // used (often less than the screen resolution for faster rendering)
7460 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7461 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7463 // calculate desired texture sizes
7464 // can't use water if the card does not support the texture size
7465 if (!r_water.integer || r_showsurfaces.integer)
7466 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7467 else if (vid.support.arb_texture_non_power_of_two)
7469 texturewidth = waterwidth;
7470 textureheight = waterheight;
7471 camerawidth = waterwidth;
7472 cameraheight = waterheight;
7476 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7477 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7478 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7479 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7482 // allocate textures as needed
7483 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7485 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7486 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7488 if (p->texture_refraction)
7489 R_FreeTexture(p->texture_refraction);
7490 p->texture_refraction = NULL;
7491 if (p->texture_reflection)
7492 R_FreeTexture(p->texture_reflection);
7493 p->texture_reflection = NULL;
7494 if (p->texture_camera)
7495 R_FreeTexture(p->texture_camera);
7496 p->texture_camera = NULL;
7498 memset(&r_waterstate, 0, sizeof(r_waterstate));
7499 r_waterstate.texturewidth = texturewidth;
7500 r_waterstate.textureheight = textureheight;
7501 r_waterstate.camerawidth = camerawidth;
7502 r_waterstate.cameraheight = cameraheight;
7505 if (r_waterstate.texturewidth)
7507 r_waterstate.enabled = true;
7509 // when doing a reduced render (HDR) we want to use a smaller area
7510 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7511 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7513 // set up variables that will be used in shader setup
7514 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7515 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7516 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7517 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7520 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7521 r_waterstate.numwaterplanes = 0;
7524 void R_Water_AddWaterPlane(msurface_t *surface)
7526 int triangleindex, planeindex;
7533 r_waterstate_waterplane_t *p;
7534 texture_t *t = R_GetCurrentTexture(surface->texture);
7535 cam_ent = t->camera_entity;
7536 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7539 // just use the first triangle with a valid normal for any decisions
7540 VectorClear(normal);
7541 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7543 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7544 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7545 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7546 TriangleNormal(vert[0], vert[1], vert[2], normal);
7547 if (VectorLength2(normal) >= 0.001)
7551 VectorCopy(normal, plane.normal);
7552 VectorNormalize(plane.normal);
7553 plane.dist = DotProduct(vert[0], plane.normal);
7554 PlaneClassify(&plane);
7555 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7557 // skip backfaces (except if nocullface is set)
7558 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7560 VectorNegate(plane.normal, plane.normal);
7562 PlaneClassify(&plane);
7566 // find a matching plane if there is one
7567 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7568 if(p->camera_entity == t->camera_entity)
7569 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7571 if (planeindex >= r_waterstate.maxwaterplanes)
7572 return; // nothing we can do, out of planes
7574 // if this triangle does not fit any known plane rendered this frame, add one
7575 if (planeindex >= r_waterstate.numwaterplanes)
7577 // store the new plane
7578 r_waterstate.numwaterplanes++;
7580 // clear materialflags and pvs
7581 p->materialflags = 0;
7582 p->pvsvalid = false;
7583 p->camera_entity = t->camera_entity;
7585 // merge this surface's materialflags into the waterplane
7586 p->materialflags |= t->currentmaterialflags;
7587 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7589 // merge this surface's PVS into the waterplane
7590 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7591 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7592 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7594 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7600 static void R_Water_ProcessPlanes(void)
7602 r_refdef_view_t originalview;
7603 r_refdef_view_t myview;
7605 r_waterstate_waterplane_t *p;
7608 originalview = r_refdef.view;
7610 // make sure enough textures are allocated
7611 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7613 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7615 if (!p->texture_refraction)
7616 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7617 if (!p->texture_refraction)
7620 else if (p->materialflags & MATERIALFLAG_CAMERA)
7622 if (!p->texture_camera)
7623 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7624 if (!p->texture_camera)
7628 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7630 if (!p->texture_reflection)
7631 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7632 if (!p->texture_reflection)
7638 r_refdef.view = originalview;
7639 r_refdef.view.showdebug = false;
7640 r_refdef.view.width = r_waterstate.waterwidth;
7641 r_refdef.view.height = r_waterstate.waterheight;
7642 r_refdef.view.useclipplane = true;
7643 myview = r_refdef.view;
7644 r_waterstate.renderingscene = true;
7645 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7647 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7649 r_refdef.view = myview;
7650 // render reflected scene and copy into texture
7651 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7652 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7653 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7654 r_refdef.view.clipplane = p->plane;
7655 // reverse the cullface settings for this render
7656 r_refdef.view.cullface_front = GL_FRONT;
7657 r_refdef.view.cullface_back = GL_BACK;
7658 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7660 r_refdef.view.usecustompvs = true;
7662 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7664 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7667 R_ResetViewRendering3D();
7668 R_ClearScreen(r_refdef.fogenabled);
7672 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);
7675 // render the normal view scene and copy into texture
7676 // (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)
7677 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7679 r_waterstate.renderingrefraction = true;
7680 r_refdef.view = myview;
7682 r_refdef.view.clipplane = p->plane;
7683 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7684 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7686 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7688 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7689 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7690 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7691 R_RenderView_UpdateViewVectors();
7692 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7695 PlaneClassify(&r_refdef.view.clipplane);
7697 R_ResetViewRendering3D();
7698 R_ClearScreen(r_refdef.fogenabled);
7702 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);
7703 r_waterstate.renderingrefraction = false;
7705 else if (p->materialflags & MATERIALFLAG_CAMERA)
7707 r_refdef.view = myview;
7709 r_refdef.view.clipplane = p->plane;
7710 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7711 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7713 r_refdef.view.width = r_waterstate.camerawidth;
7714 r_refdef.view.height = r_waterstate.cameraheight;
7715 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7716 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7718 if(p->camera_entity)
7720 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7721 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7724 // reverse the cullface settings for this render
7725 r_refdef.view.cullface_front = GL_FRONT;
7726 r_refdef.view.cullface_back = GL_BACK;
7727 // also reverse the view matrix
7728 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7729 R_RenderView_UpdateViewVectors();
7730 if(p->camera_entity)
7731 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7733 // camera needs no clipplane
7734 r_refdef.view.useclipplane = false;
7736 PlaneClassify(&r_refdef.view.clipplane);
7738 R_ResetViewRendering3D();
7739 R_ClearScreen(r_refdef.fogenabled);
7743 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7744 r_waterstate.renderingrefraction = false;
7748 r_waterstate.renderingscene = false;
7749 r_refdef.view = originalview;
7750 R_ResetViewRendering3D();
7751 R_ClearScreen(r_refdef.fogenabled);
7755 r_refdef.view = originalview;
7756 r_waterstate.renderingscene = false;
7757 Cvar_SetValueQuick(&r_water, 0);
7758 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7762 void R_Bloom_StartFrame(void)
7764 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7766 switch(vid.renderpath)
7768 case RENDERPATH_GL20:
7769 case RENDERPATH_CGGL:
7771 case RENDERPATH_GL13:
7772 case RENDERPATH_GL11:
7776 // set bloomwidth and bloomheight to the bloom resolution that will be
7777 // used (often less than the screen resolution for faster rendering)
7778 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7779 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7780 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7781 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7782 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7784 // calculate desired texture sizes
7785 if (vid.support.arb_texture_non_power_of_two)
7787 screentexturewidth = r_refdef.view.width;
7788 screentextureheight = r_refdef.view.height;
7789 bloomtexturewidth = r_bloomstate.bloomwidth;
7790 bloomtextureheight = r_bloomstate.bloomheight;
7794 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7795 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7796 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7797 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7800 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))
7802 Cvar_SetValueQuick(&r_hdr, 0);
7803 Cvar_SetValueQuick(&r_bloom, 0);
7804 Cvar_SetValueQuick(&r_motionblur, 0);
7805 Cvar_SetValueQuick(&r_damageblur, 0);
7808 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)))
7809 screentexturewidth = screentextureheight = 0;
7810 if (!r_hdr.integer && !r_bloom.integer)
7811 bloomtexturewidth = bloomtextureheight = 0;
7813 // allocate textures as needed
7814 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7816 if (r_bloomstate.texture_screen)
7817 R_FreeTexture(r_bloomstate.texture_screen);
7818 r_bloomstate.texture_screen = NULL;
7819 r_bloomstate.screentexturewidth = screentexturewidth;
7820 r_bloomstate.screentextureheight = screentextureheight;
7821 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7822 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7824 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7826 if (r_bloomstate.texture_bloom)
7827 R_FreeTexture(r_bloomstate.texture_bloom);
7828 r_bloomstate.texture_bloom = NULL;
7829 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7830 r_bloomstate.bloomtextureheight = bloomtextureheight;
7831 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7832 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7835 // when doing a reduced render (HDR) we want to use a smaller area
7836 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7837 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7838 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7839 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7840 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7842 // set up a texcoord array for the full resolution screen image
7843 // (we have to keep this around to copy back during final render)
7844 r_bloomstate.screentexcoord2f[0] = 0;
7845 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7846 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7847 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7848 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7849 r_bloomstate.screentexcoord2f[5] = 0;
7850 r_bloomstate.screentexcoord2f[6] = 0;
7851 r_bloomstate.screentexcoord2f[7] = 0;
7853 // set up a texcoord array for the reduced resolution bloom image
7854 // (which will be additive blended over the screen image)
7855 r_bloomstate.bloomtexcoord2f[0] = 0;
7856 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7857 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7858 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7859 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7860 r_bloomstate.bloomtexcoord2f[5] = 0;
7861 r_bloomstate.bloomtexcoord2f[6] = 0;
7862 r_bloomstate.bloomtexcoord2f[7] = 0;
7864 if (r_hdr.integer || r_bloom.integer)
7866 r_bloomstate.enabled = true;
7867 r_bloomstate.hdr = r_hdr.integer != 0;
7870 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);
7873 void R_Bloom_CopyBloomTexture(float colorscale)
7875 r_refdef.stats.bloom++;
7877 // scale down screen texture to the bloom texture size
7879 R_SetViewport(&r_bloomstate.viewport);
7880 GL_BlendFunc(GL_ONE, GL_ZERO);
7881 GL_Color(colorscale, colorscale, colorscale, 1);
7882 // TODO: optimize with multitexture or GLSL
7883 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7884 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7885 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7886 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7888 // we now have a bloom image in the framebuffer
7889 // copy it into the bloom image texture for later processing
7890 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);
7891 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7894 void R_Bloom_CopyHDRTexture(void)
7896 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);
7897 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7900 void R_Bloom_MakeTexture(void)
7903 float xoffset, yoffset, r, brighten;
7905 r_refdef.stats.bloom++;
7907 R_ResetViewRendering2D();
7908 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7909 R_Mesh_ColorPointer(NULL, 0, 0);
7911 // we have a bloom image in the framebuffer
7913 R_SetViewport(&r_bloomstate.viewport);
7915 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7918 r = bound(0, r_bloom_colorexponent.value / x, 1);
7919 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7920 GL_Color(r, r, r, 1);
7921 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7922 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7923 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7924 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7926 // copy the vertically blurred bloom view to a texture
7927 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);
7928 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7931 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7932 brighten = r_bloom_brighten.value;
7934 brighten *= r_hdr_range.value;
7935 brighten = sqrt(brighten);
7937 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7938 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7939 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7941 for (dir = 0;dir < 2;dir++)
7943 // blend on at multiple vertical offsets to achieve a vertical blur
7944 // TODO: do offset blends using GLSL
7945 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7946 GL_BlendFunc(GL_ONE, GL_ZERO);
7947 for (x = -range;x <= range;x++)
7949 if (!dir){xoffset = 0;yoffset = x;}
7950 else {xoffset = x;yoffset = 0;}
7951 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7952 yoffset /= (float)r_bloomstate.bloomtextureheight;
7953 // compute a texcoord array with the specified x and y offset
7954 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7955 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7956 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7957 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7958 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7959 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7960 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7961 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7962 // this r value looks like a 'dot' particle, fading sharply to
7963 // black at the edges
7964 // (probably not realistic but looks good enough)
7965 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7966 //r = brighten/(range*2+1);
7967 r = brighten / (range * 2 + 1);
7969 r *= (1 - x*x/(float)(range*range));
7970 GL_Color(r, r, r, 1);
7971 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7972 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973 GL_BlendFunc(GL_ONE, GL_ONE);
7976 // copy the vertically blurred bloom view to a texture
7977 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);
7978 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7981 // apply subtract last
7982 // (just like it would be in a GLSL shader)
7983 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7985 GL_BlendFunc(GL_ONE, GL_ZERO);
7986 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7987 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7988 GL_Color(1, 1, 1, 1);
7989 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7990 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7992 GL_BlendFunc(GL_ONE, GL_ONE);
7993 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7994 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7995 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7996 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7997 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7998 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7999 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8001 // copy the darkened bloom view to a texture
8002 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);
8003 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8007 void R_HDR_RenderBloomTexture(void)
8009 int oldwidth, oldheight;
8010 float oldcolorscale;
8012 oldcolorscale = r_refdef.view.colorscale;
8013 oldwidth = r_refdef.view.width;
8014 oldheight = r_refdef.view.height;
8015 r_refdef.view.width = r_bloomstate.bloomwidth;
8016 r_refdef.view.height = r_bloomstate.bloomheight;
8018 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8019 // TODO: add exposure compensation features
8020 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8022 r_refdef.view.showdebug = false;
8023 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8025 R_ResetViewRendering3D();
8027 R_ClearScreen(r_refdef.fogenabled);
8028 if (r_timereport_active)
8029 R_TimeReport("HDRclear");
8032 if (r_timereport_active)
8033 R_TimeReport("visibility");
8035 // only do secondary renders with HDR if r_hdr is 2 or higher
8036 r_waterstate.numwaterplanes = 0;
8037 if (r_waterstate.enabled && r_hdr.integer >= 2)
8038 R_RenderWaterPlanes();
8040 r_refdef.view.showdebug = true;
8042 r_waterstate.numwaterplanes = 0;
8044 R_ResetViewRendering2D();
8046 R_Bloom_CopyHDRTexture();
8047 R_Bloom_MakeTexture();
8049 // restore the view settings
8050 r_refdef.view.width = oldwidth;
8051 r_refdef.view.height = oldheight;
8052 r_refdef.view.colorscale = oldcolorscale;
8054 R_ResetViewRendering3D();
8056 R_ClearScreen(r_refdef.fogenabled);
8057 if (r_timereport_active)
8058 R_TimeReport("viewclear");
8061 static void R_BlendView(void)
8063 unsigned int permutation;
8064 float uservecs[4][4];
8066 switch (vid.renderpath)
8068 case RENDERPATH_GL20:
8069 case RENDERPATH_CGGL:
8071 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8072 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8073 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8074 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8075 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8077 if (r_bloomstate.texture_screen)
8079 // make sure the buffer is available
8080 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8082 R_ResetViewRendering2D();
8083 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8084 R_Mesh_ColorPointer(NULL, 0, 0);
8086 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8088 // declare variables
8090 static float avgspeed;
8092 speed = VectorLength(cl.movement_velocity);
8094 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8095 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8097 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8098 speed = bound(0, speed, 1);
8099 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8101 // calculate values into a standard alpha
8102 cl.motionbluralpha = 1 - exp(-
8104 (r_motionblur.value * speed / 80)
8106 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8109 max(0.0001, cl.time - cl.oldtime) // fps independent
8112 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8113 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8115 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8118 GL_Color(1, 1, 1, cl.motionbluralpha);
8119 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8120 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8121 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8122 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8126 // copy view into the screen texture
8127 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);
8128 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8130 else if (!r_bloomstate.texture_bloom)
8132 // we may still have to do view tint...
8133 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8135 // apply a color tint to the whole view
8136 R_ResetViewRendering2D();
8137 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8138 R_Mesh_ColorPointer(NULL, 0, 0);
8139 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8140 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8141 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8142 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8144 break; // no screen processing, no bloom, skip it
8147 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8149 // render simple bloom effect
8150 // copy the screen and shrink it and darken it for the bloom process
8151 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8152 // make the bloom texture
8153 R_Bloom_MakeTexture();
8156 #if _MSC_VER >= 1400
8157 #define sscanf sscanf_s
8159 memset(uservecs, 0, sizeof(uservecs));
8160 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8161 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8162 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8163 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8165 R_ResetViewRendering2D();
8166 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8167 R_Mesh_ColorPointer(NULL, 0, 0);
8168 GL_Color(1, 1, 1, 1);
8169 GL_BlendFunc(GL_ONE, GL_ZERO);
8170 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8171 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8173 switch(vid.renderpath)
8175 case RENDERPATH_GL20:
8176 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8177 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8178 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8179 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8180 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]);
8181 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8182 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]);
8183 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]);
8184 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]);
8185 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]);
8186 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8187 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8189 case RENDERPATH_CGGL:
8191 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8192 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8193 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8194 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8195 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
8196 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8197 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
8198 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
8199 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
8200 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
8201 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8202 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8208 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8209 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8211 case RENDERPATH_GL13:
8212 case RENDERPATH_GL11:
8213 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8215 // apply a color tint to the whole view
8216 R_ResetViewRendering2D();
8217 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8218 R_Mesh_ColorPointer(NULL, 0, 0);
8219 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8220 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8221 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8222 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8228 matrix4x4_t r_waterscrollmatrix;
8230 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8232 if (r_refdef.fog_density)
8234 r_refdef.fogcolor[0] = r_refdef.fog_red;
8235 r_refdef.fogcolor[1] = r_refdef.fog_green;
8236 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8238 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8239 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8240 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8241 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8245 VectorCopy(r_refdef.fogcolor, fogvec);
8246 // color.rgb *= ContrastBoost * SceneBrightness;
8247 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8248 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8249 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8250 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8255 void R_UpdateVariables(void)
8259 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8261 r_refdef.farclip = r_farclip_base.value;
8262 if (r_refdef.scene.worldmodel)
8263 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8264 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8266 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8267 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8268 r_refdef.polygonfactor = 0;
8269 r_refdef.polygonoffset = 0;
8270 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8271 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8273 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8274 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8275 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8276 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8277 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8278 if (r_showsurfaces.integer)
8280 r_refdef.scene.rtworld = false;
8281 r_refdef.scene.rtworldshadows = false;
8282 r_refdef.scene.rtdlight = false;
8283 r_refdef.scene.rtdlightshadows = false;
8284 r_refdef.lightmapintensity = 0;
8287 if (gamemode == GAME_NEHAHRA)
8289 if (gl_fogenable.integer)
8291 r_refdef.oldgl_fogenable = true;
8292 r_refdef.fog_density = gl_fogdensity.value;
8293 r_refdef.fog_red = gl_fogred.value;
8294 r_refdef.fog_green = gl_foggreen.value;
8295 r_refdef.fog_blue = gl_fogblue.value;
8296 r_refdef.fog_alpha = 1;
8297 r_refdef.fog_start = 0;
8298 r_refdef.fog_end = gl_skyclip.value;
8299 r_refdef.fog_height = 1<<30;
8300 r_refdef.fog_fadedepth = 128;
8302 else if (r_refdef.oldgl_fogenable)
8304 r_refdef.oldgl_fogenable = false;
8305 r_refdef.fog_density = 0;
8306 r_refdef.fog_red = 0;
8307 r_refdef.fog_green = 0;
8308 r_refdef.fog_blue = 0;
8309 r_refdef.fog_alpha = 0;
8310 r_refdef.fog_start = 0;
8311 r_refdef.fog_end = 0;
8312 r_refdef.fog_height = 1<<30;
8313 r_refdef.fog_fadedepth = 128;
8317 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8318 r_refdef.fog_start = max(0, r_refdef.fog_start);
8319 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8321 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8323 if (r_refdef.fog_density && r_drawfog.integer)
8325 r_refdef.fogenabled = true;
8326 // this is the point where the fog reaches 0.9986 alpha, which we
8327 // consider a good enough cutoff point for the texture
8328 // (0.9986 * 256 == 255.6)
8329 if (r_fog_exp2.integer)
8330 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8332 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8333 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8334 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8335 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8336 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8337 R_BuildFogHeightTexture();
8338 // fog color was already set
8339 // update the fog texture
8340 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)
8341 R_BuildFogTexture();
8342 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8343 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8346 r_refdef.fogenabled = false;
8348 switch(vid.renderpath)
8350 case RENDERPATH_GL20:
8351 case RENDERPATH_CGGL:
8352 if(v_glslgamma.integer && !vid_gammatables_trivial)
8354 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8356 // build GLSL gamma texture
8357 #define RAMPWIDTH 256
8358 unsigned short ramp[RAMPWIDTH * 3];
8359 unsigned char rampbgr[RAMPWIDTH][4];
8362 r_texture_gammaramps_serial = vid_gammatables_serial;
8364 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8365 for(i = 0; i < RAMPWIDTH; ++i)
8367 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8368 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8369 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8372 if (r_texture_gammaramps)
8374 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8378 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);
8384 // remove GLSL gamma texture
8387 case RENDERPATH_GL13:
8388 case RENDERPATH_GL11:
8393 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8394 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8400 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8401 if( scenetype != r_currentscenetype ) {
8402 // store the old scenetype
8403 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8404 r_currentscenetype = scenetype;
8405 // move in the new scene
8406 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8415 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8417 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8418 if( scenetype == r_currentscenetype ) {
8419 return &r_refdef.scene;
8421 return &r_scenes_store[ scenetype ];
8430 void R_RenderView(void)
8432 if (r_timereport_active)
8433 R_TimeReport("start");
8434 r_textureframe++; // used only by R_GetCurrentTexture
8435 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8437 if (!r_drawentities.integer)
8438 r_refdef.scene.numentities = 0;
8440 R_AnimCache_ClearCache();
8441 R_FrameData_NewFrame();
8443 if (r_refdef.view.isoverlay)
8445 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8446 GL_Clear( GL_DEPTH_BUFFER_BIT );
8447 R_TimeReport("depthclear");
8449 r_refdef.view.showdebug = false;
8451 r_waterstate.enabled = false;
8452 r_waterstate.numwaterplanes = 0;
8460 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8461 return; //Host_Error ("R_RenderView: NULL worldmodel");
8463 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8465 R_RenderView_UpdateViewVectors();
8467 R_Shadow_UpdateWorldLightSelection();
8469 R_Bloom_StartFrame();
8470 R_Water_StartFrame();
8473 if (r_timereport_active)
8474 R_TimeReport("viewsetup");
8476 R_ResetViewRendering3D();
8478 if (r_refdef.view.clear || r_refdef.fogenabled)
8480 R_ClearScreen(r_refdef.fogenabled);
8481 if (r_timereport_active)
8482 R_TimeReport("viewclear");
8484 r_refdef.view.clear = true;
8486 // this produces a bloom texture to be used in R_BlendView() later
8487 if (r_hdr.integer && r_bloomstate.bloomwidth)
8489 R_HDR_RenderBloomTexture();
8490 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8491 r_textureframe++; // used only by R_GetCurrentTexture
8494 r_refdef.view.showdebug = true;
8497 if (r_timereport_active)
8498 R_TimeReport("visibility");
8500 r_waterstate.numwaterplanes = 0;
8501 if (r_waterstate.enabled)
8502 R_RenderWaterPlanes();
8505 r_waterstate.numwaterplanes = 0;
8508 if (r_timereport_active)
8509 R_TimeReport("blendview");
8511 GL_Scissor(0, 0, vid.width, vid.height);
8512 GL_ScissorTest(false);
8516 void R_RenderWaterPlanes(void)
8518 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8520 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8521 if (r_timereport_active)
8522 R_TimeReport("waterworld");
8525 // don't let sound skip if going slow
8526 if (r_refdef.scene.extraupdate)
8529 R_DrawModelsAddWaterPlanes();
8530 if (r_timereport_active)
8531 R_TimeReport("watermodels");
8533 if (r_waterstate.numwaterplanes)
8535 R_Water_ProcessPlanes();
8536 if (r_timereport_active)
8537 R_TimeReport("waterscenes");
8541 extern void R_DrawLightningBeams (void);
8542 extern void VM_CL_AddPolygonsToMeshQueue (void);
8543 extern void R_DrawPortals (void);
8544 extern cvar_t cl_locs_show;
8545 static void R_DrawLocs(void);
8546 static void R_DrawEntityBBoxes(void);
8547 static void R_DrawModelDecals(void);
8548 extern void R_DrawModelShadows(void);
8549 extern void R_DrawModelShadowMaps(void);
8550 extern cvar_t cl_decals_newsystem;
8551 extern qboolean r_shadow_usingdeferredprepass;
8552 void R_RenderScene(void)
8554 qboolean shadowmapping = false;
8556 if (r_timereport_active)
8557 R_TimeReport("beginscene");
8559 r_refdef.stats.renders++;
8563 // don't let sound skip if going slow
8564 if (r_refdef.scene.extraupdate)
8567 R_MeshQueue_BeginScene();
8571 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);
8573 if (r_timereport_active)
8574 R_TimeReport("skystartframe");
8576 if (cl.csqc_vidvars.drawworld)
8578 // don't let sound skip if going slow
8579 if (r_refdef.scene.extraupdate)
8582 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8584 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8585 if (r_timereport_active)
8586 R_TimeReport("worldsky");
8589 if (R_DrawBrushModelsSky() && r_timereport_active)
8590 R_TimeReport("bmodelsky");
8592 if (skyrendermasked && skyrenderlater)
8594 // we have to force off the water clipping plane while rendering sky
8598 if (r_timereport_active)
8599 R_TimeReport("sky");
8603 R_AnimCache_CacheVisibleEntities();
8604 if (r_timereport_active)
8605 R_TimeReport("animation");
8607 R_Shadow_PrepareLights();
8608 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8609 R_Shadow_PrepareModelShadows();
8610 if (r_timereport_active)
8611 R_TimeReport("preparelights");
8613 if (R_Shadow_ShadowMappingEnabled())
8614 shadowmapping = true;
8616 if (r_shadow_usingdeferredprepass)
8617 R_Shadow_DrawPrepass();
8619 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8621 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8622 if (r_timereport_active)
8623 R_TimeReport("worlddepth");
8625 if (r_depthfirst.integer >= 2)
8627 R_DrawModelsDepth();
8628 if (r_timereport_active)
8629 R_TimeReport("modeldepth");
8632 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8634 R_DrawModelShadowMaps();
8635 R_ResetViewRendering3D();
8636 // don't let sound skip if going slow
8637 if (r_refdef.scene.extraupdate)
8641 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8643 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8644 if (r_timereport_active)
8645 R_TimeReport("world");
8648 // don't let sound skip if going slow
8649 if (r_refdef.scene.extraupdate)
8653 if (r_timereport_active)
8654 R_TimeReport("models");
8656 // don't let sound skip if going slow
8657 if (r_refdef.scene.extraupdate)
8660 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8662 R_DrawModelShadows();
8663 R_ResetViewRendering3D();
8664 // don't let sound skip if going slow
8665 if (r_refdef.scene.extraupdate)
8669 if (!r_shadow_usingdeferredprepass)
8671 R_Shadow_DrawLights();
8672 if (r_timereport_active)
8673 R_TimeReport("rtlights");
8676 // don't let sound skip if going slow
8677 if (r_refdef.scene.extraupdate)
8680 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8682 R_DrawModelShadows();
8683 R_ResetViewRendering3D();
8684 // don't let sound skip if going slow
8685 if (r_refdef.scene.extraupdate)
8689 if (cl.csqc_vidvars.drawworld)
8691 if (cl_decals_newsystem.integer)
8693 R_DrawModelDecals();
8694 if (r_timereport_active)
8695 R_TimeReport("modeldecals");
8700 if (r_timereport_active)
8701 R_TimeReport("decals");
8705 if (r_timereport_active)
8706 R_TimeReport("particles");
8709 if (r_timereport_active)
8710 R_TimeReport("explosions");
8712 R_DrawLightningBeams();
8713 if (r_timereport_active)
8714 R_TimeReport("lightning");
8717 VM_CL_AddPolygonsToMeshQueue();
8719 if (r_refdef.view.showdebug)
8721 if (cl_locs_show.integer)
8724 if (r_timereport_active)
8725 R_TimeReport("showlocs");
8728 if (r_drawportals.integer)
8731 if (r_timereport_active)
8732 R_TimeReport("portals");
8735 if (r_showbboxes.value > 0)
8737 R_DrawEntityBBoxes();
8738 if (r_timereport_active)
8739 R_TimeReport("bboxes");
8743 R_MeshQueue_RenderTransparent();
8744 if (r_timereport_active)
8745 R_TimeReport("drawtrans");
8747 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))
8749 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8750 if (r_timereport_active)
8751 R_TimeReport("worlddebug");
8752 R_DrawModelsDebug();
8753 if (r_timereport_active)
8754 R_TimeReport("modeldebug");
8757 if (cl.csqc_vidvars.drawworld)
8759 R_Shadow_DrawCoronas();
8760 if (r_timereport_active)
8761 R_TimeReport("coronas");
8764 // don't let sound skip if going slow
8765 if (r_refdef.scene.extraupdate)
8768 R_ResetViewRendering2D();
8771 static const unsigned short bboxelements[36] =
8781 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8784 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8786 RSurf_ActiveWorldEntity();
8788 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8789 GL_DepthMask(false);
8790 GL_DepthRange(0, 1);
8791 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8792 R_Mesh_ResetTextureState();
8794 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8795 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8796 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8797 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8798 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8799 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8800 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8801 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8802 R_FillColors(color4f, 8, cr, cg, cb, ca);
8803 if (r_refdef.fogenabled)
8805 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8807 f1 = RSurf_FogVertex(v);
8809 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8810 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8811 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8814 R_Mesh_VertexPointer(vertex3f, 0, 0);
8815 R_Mesh_ColorPointer(color4f, 0, 0);
8816 R_Mesh_ResetTextureState();
8817 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8818 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8821 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8825 prvm_edict_t *edict;
8826 prvm_prog_t *prog_save = prog;
8828 // this function draws bounding boxes of server entities
8832 GL_CullFace(GL_NONE);
8833 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8837 for (i = 0;i < numsurfaces;i++)
8839 edict = PRVM_EDICT_NUM(surfacelist[i]);
8840 switch ((int)edict->fields.server->solid)
8842 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8843 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8844 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8845 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8846 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8847 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8849 color[3] *= r_showbboxes.value;
8850 color[3] = bound(0, color[3], 1);
8851 GL_DepthTest(!r_showdisabledepthtest.integer);
8852 GL_CullFace(r_refdef.view.cullface_front);
8853 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8859 static void R_DrawEntityBBoxes(void)
8862 prvm_edict_t *edict;
8864 prvm_prog_t *prog_save = prog;
8866 // this function draws bounding boxes of server entities
8872 for (i = 0;i < prog->num_edicts;i++)
8874 edict = PRVM_EDICT_NUM(i);
8875 if (edict->priv.server->free)
8877 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8878 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8880 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8882 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8883 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8889 static const int nomodelelement3i[24] =
8901 static const unsigned short nomodelelement3s[24] =
8913 static const float nomodelvertex3f[6*3] =
8923 static const float nomodelcolor4f[6*4] =
8925 0.0f, 0.0f, 0.5f, 1.0f,
8926 0.0f, 0.0f, 0.5f, 1.0f,
8927 0.0f, 0.5f, 0.0f, 1.0f,
8928 0.0f, 0.5f, 0.0f, 1.0f,
8929 0.5f, 0.0f, 0.0f, 1.0f,
8930 0.5f, 0.0f, 0.0f, 1.0f
8933 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8939 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);
8941 // this is only called once per entity so numsurfaces is always 1, and
8942 // surfacelist is always {0}, so this code does not handle batches
8944 if (rsurface.ent_flags & RENDER_ADDITIVE)
8946 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8947 GL_DepthMask(false);
8949 else if (rsurface.colormod[3] < 1)
8951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8952 GL_DepthMask(false);
8956 GL_BlendFunc(GL_ONE, GL_ZERO);
8959 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8960 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8961 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8962 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8964 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8965 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8966 R_Mesh_ColorPointer(color4f, 0, 0);
8967 for (i = 0, c = color4f;i < 6;i++, c += 4)
8969 c[0] *= rsurface.colormod[0];
8970 c[1] *= rsurface.colormod[1];
8971 c[2] *= rsurface.colormod[2];
8972 c[3] *= rsurface.colormod[3];
8974 if (r_refdef.fogenabled)
8976 for (i = 0, c = color4f;i < 6;i++, c += 4)
8978 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8980 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8981 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8982 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8985 R_Mesh_ResetTextureState();
8986 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8989 void R_DrawNoModel(entity_render_t *ent)
8992 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8993 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8994 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8996 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8999 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9001 vec3_t right1, right2, diff, normal;
9003 VectorSubtract (org2, org1, normal);
9005 // calculate 'right' vector for start
9006 VectorSubtract (r_refdef.view.origin, org1, diff);
9007 CrossProduct (normal, diff, right1);
9008 VectorNormalize (right1);
9010 // calculate 'right' vector for end
9011 VectorSubtract (r_refdef.view.origin, org2, diff);
9012 CrossProduct (normal, diff, right2);
9013 VectorNormalize (right2);
9015 vert[ 0] = org1[0] + width * right1[0];
9016 vert[ 1] = org1[1] + width * right1[1];
9017 vert[ 2] = org1[2] + width * right1[2];
9018 vert[ 3] = org1[0] - width * right1[0];
9019 vert[ 4] = org1[1] - width * right1[1];
9020 vert[ 5] = org1[2] - width * right1[2];
9021 vert[ 6] = org2[0] - width * right2[0];
9022 vert[ 7] = org2[1] - width * right2[1];
9023 vert[ 8] = org2[2] - width * right2[2];
9024 vert[ 9] = org2[0] + width * right2[0];
9025 vert[10] = org2[1] + width * right2[1];
9026 vert[11] = org2[2] + width * right2[2];
9029 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)
9031 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9032 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9033 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9034 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9035 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9036 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9037 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9038 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9039 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9040 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9041 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9042 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9045 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9050 VectorSet(v, x, y, z);
9051 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9052 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9054 if (i == mesh->numvertices)
9056 if (mesh->numvertices < mesh->maxvertices)
9058 VectorCopy(v, vertex3f);
9059 mesh->numvertices++;
9061 return mesh->numvertices;
9067 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9071 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9072 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9073 e = mesh->element3i + mesh->numtriangles * 3;
9074 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9076 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9077 if (mesh->numtriangles < mesh->maxtriangles)
9082 mesh->numtriangles++;
9084 element[1] = element[2];
9088 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9092 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9093 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9094 e = mesh->element3i + mesh->numtriangles * 3;
9095 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9097 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9098 if (mesh->numtriangles < mesh->maxtriangles)
9103 mesh->numtriangles++;
9105 element[1] = element[2];
9109 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9110 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9112 int planenum, planenum2;
9115 mplane_t *plane, *plane2;
9117 double temppoints[2][256*3];
9118 // figure out how large a bounding box we need to properly compute this brush
9120 for (w = 0;w < numplanes;w++)
9121 maxdist = max(maxdist, fabs(planes[w].dist));
9122 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9123 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9124 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9128 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9129 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9131 if (planenum2 == planenum)
9133 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);
9136 if (tempnumpoints < 3)
9138 // generate elements forming a triangle fan for this polygon
9139 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9143 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)
9145 texturelayer_t *layer;
9146 layer = t->currentlayers + t->currentnumlayers++;
9148 layer->depthmask = depthmask;
9149 layer->blendfunc1 = blendfunc1;
9150 layer->blendfunc2 = blendfunc2;
9151 layer->texture = texture;
9152 layer->texmatrix = *matrix;
9153 layer->color[0] = r;
9154 layer->color[1] = g;
9155 layer->color[2] = b;
9156 layer->color[3] = a;
9159 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9162 index = parms[2] + r_refdef.scene.time * parms[3];
9163 index -= floor(index);
9167 case Q3WAVEFUNC_NONE:
9168 case Q3WAVEFUNC_NOISE:
9169 case Q3WAVEFUNC_COUNT:
9172 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9173 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9174 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9175 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9176 case Q3WAVEFUNC_TRIANGLE:
9178 f = index - floor(index);
9189 return (float)(parms[0] + parms[1] * f);
9192 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9197 matrix4x4_t matrix, temp;
9198 switch(tcmod->tcmod)
9202 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9203 matrix = r_waterscrollmatrix;
9205 matrix = identitymatrix;
9207 case Q3TCMOD_ENTITYTRANSLATE:
9208 // this is used in Q3 to allow the gamecode to control texcoord
9209 // scrolling on the entity, which is not supported in darkplaces yet.
9210 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9212 case Q3TCMOD_ROTATE:
9213 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9214 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9215 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9218 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9220 case Q3TCMOD_SCROLL:
9221 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9223 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9224 w = (int) tcmod->parms[0];
9225 h = (int) tcmod->parms[1];
9226 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9228 idx = (int) floor(f * w * h);
9229 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9231 case Q3TCMOD_STRETCH:
9232 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9233 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9235 case Q3TCMOD_TRANSFORM:
9236 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9237 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9238 VectorSet(tcmat + 6, 0 , 0 , 1);
9239 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9240 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9242 case Q3TCMOD_TURBULENT:
9243 // this is handled in the RSurf_PrepareVertices function
9244 matrix = identitymatrix;
9248 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9251 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9253 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9254 char name[MAX_QPATH];
9255 skinframe_t *skinframe;
9256 unsigned char pixels[296*194];
9257 strlcpy(cache->name, skinname, sizeof(cache->name));
9258 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9259 if (developer_loading.integer)
9260 Con_Printf("loading %s\n", name);
9261 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9262 if (!skinframe || !skinframe->base)
9265 fs_offset_t filesize;
9267 f = FS_LoadFile(name, tempmempool, true, &filesize);
9270 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9271 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9275 cache->skinframe = skinframe;
9278 texture_t *R_GetCurrentTexture(texture_t *t)
9281 const entity_render_t *ent = rsurface.entity;
9282 dp_model_t *model = ent->model;
9283 q3shaderinfo_layer_tcmod_t *tcmod;
9285 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9286 return t->currentframe;
9287 t->update_lastrenderframe = r_textureframe;
9288 t->update_lastrenderentity = (void *)ent;
9290 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9291 t->camera_entity = ent->entitynumber;
9293 t->camera_entity = 0;
9295 // switch to an alternate material if this is a q1bsp animated material
9297 texture_t *texture = t;
9298 int s = rsurface.ent_skinnum;
9299 if ((unsigned int)s >= (unsigned int)model->numskins)
9301 if (model->skinscenes)
9303 if (model->skinscenes[s].framecount > 1)
9304 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9306 s = model->skinscenes[s].firstframe;
9309 t = t + s * model->num_surfaces;
9312 // use an alternate animation if the entity's frame is not 0,
9313 // and only if the texture has an alternate animation
9314 if (rsurface.ent_alttextures && t->anim_total[1])
9315 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9317 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9319 texture->currentframe = t;
9322 // update currentskinframe to be a qw skin or animation frame
9323 if (rsurface.ent_qwskin >= 0)
9325 i = rsurface.ent_qwskin;
9326 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9328 r_qwskincache_size = cl.maxclients;
9330 Mem_Free(r_qwskincache);
9331 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9333 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9334 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9335 t->currentskinframe = r_qwskincache[i].skinframe;
9336 if (t->currentskinframe == NULL)
9337 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9339 else if (t->numskinframes >= 2)
9340 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9341 if (t->backgroundnumskinframes >= 2)
9342 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9344 t->currentmaterialflags = t->basematerialflags;
9345 t->currentalpha = rsurface.colormod[3];
9346 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9347 t->currentalpha *= r_wateralpha.value;
9348 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9349 t->currentalpha *= t->r_water_wateralpha;
9350 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9351 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9352 if (!(rsurface.ent_flags & RENDER_LIGHT))
9353 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9354 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9356 // pick a model lighting mode
9357 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9358 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9360 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9362 if (rsurface.ent_flags & RENDER_ADDITIVE)
9363 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9364 else if (t->currentalpha < 1)
9365 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9366 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9367 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9368 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9369 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9370 if (t->backgroundnumskinframes)
9371 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9372 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9374 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9375 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9378 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9379 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9380 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9382 // there is no tcmod
9383 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9385 t->currenttexmatrix = r_waterscrollmatrix;
9386 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9388 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9390 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9391 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9394 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9395 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9396 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9397 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9399 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9400 if (t->currentskinframe->qpixels)
9401 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9402 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9403 if (!t->basetexture)
9404 t->basetexture = r_texture_notexture;
9405 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9406 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9407 t->nmaptexture = t->currentskinframe->nmap;
9408 if (!t->nmaptexture)
9409 t->nmaptexture = r_texture_blanknormalmap;
9410 t->glosstexture = r_texture_black;
9411 t->glowtexture = t->currentskinframe->glow;
9412 t->fogtexture = t->currentskinframe->fog;
9413 t->reflectmasktexture = t->currentskinframe->reflect;
9414 if (t->backgroundnumskinframes)
9416 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9417 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9418 t->backgroundglosstexture = r_texture_black;
9419 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9420 if (!t->backgroundnmaptexture)
9421 t->backgroundnmaptexture = r_texture_blanknormalmap;
9425 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9426 t->backgroundnmaptexture = r_texture_blanknormalmap;
9427 t->backgroundglosstexture = r_texture_black;
9428 t->backgroundglowtexture = NULL;
9430 t->specularpower = r_shadow_glossexponent.value;
9431 // TODO: store reference values for these in the texture?
9432 t->specularscale = 0;
9433 if (r_shadow_gloss.integer > 0)
9435 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9437 if (r_shadow_glossintensity.value > 0)
9439 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9440 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9441 t->specularscale = r_shadow_glossintensity.value;
9444 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9446 t->glosstexture = r_texture_white;
9447 t->backgroundglosstexture = r_texture_white;
9448 t->specularscale = r_shadow_gloss2intensity.value;
9449 t->specularpower = r_shadow_gloss2exponent.value;
9452 t->specularscale *= t->specularscalemod;
9453 t->specularpower *= t->specularpowermod;
9455 // lightmaps mode looks bad with dlights using actual texturing, so turn
9456 // off the colormap and glossmap, but leave the normalmap on as it still
9457 // accurately represents the shading involved
9458 if (gl_lightmaps.integer)
9460 t->basetexture = r_texture_grey128;
9461 t->pantstexture = r_texture_black;
9462 t->shirttexture = r_texture_black;
9463 t->nmaptexture = r_texture_blanknormalmap;
9464 t->glosstexture = r_texture_black;
9465 t->glowtexture = NULL;
9466 t->fogtexture = NULL;
9467 t->reflectmasktexture = NULL;
9468 t->backgroundbasetexture = NULL;
9469 t->backgroundnmaptexture = r_texture_blanknormalmap;
9470 t->backgroundglosstexture = r_texture_black;
9471 t->backgroundglowtexture = NULL;
9472 t->specularscale = 0;
9473 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9476 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9477 VectorClear(t->dlightcolor);
9478 t->currentnumlayers = 0;
9479 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9481 int blendfunc1, blendfunc2;
9483 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9485 blendfunc1 = GL_SRC_ALPHA;
9486 blendfunc2 = GL_ONE;
9488 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9490 blendfunc1 = GL_SRC_ALPHA;
9491 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9493 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9495 blendfunc1 = t->customblendfunc[0];
9496 blendfunc2 = t->customblendfunc[1];
9500 blendfunc1 = GL_ONE;
9501 blendfunc2 = GL_ZERO;
9503 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9504 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9506 // fullbright is not affected by r_refdef.lightmapintensity
9507 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]);
9508 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9509 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]);
9510 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9511 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]);
9515 vec3_t ambientcolor;
9517 // set the color tint used for lights affecting this surface
9518 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9520 // q3bsp has no lightmap updates, so the lightstylevalue that
9521 // would normally be baked into the lightmap must be
9522 // applied to the color
9523 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9524 if (model->type == mod_brushq3)
9525 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9526 colorscale *= r_refdef.lightmapintensity;
9527 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9528 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9529 // basic lit geometry
9530 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]);
9531 // add pants/shirt if needed
9532 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9533 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]);
9534 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9535 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]);
9536 // now add ambient passes if needed
9537 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9539 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]);
9540 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9541 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]);
9542 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9543 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]);
9546 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9547 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]);
9548 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9550 // if this is opaque use alpha blend which will darken the earlier
9553 // if this is an alpha blended material, all the earlier passes
9554 // were darkened by fog already, so we only need to add the fog
9555 // color ontop through the fog mask texture
9557 // if this is an additive blended material, all the earlier passes
9558 // were darkened by fog already, and we should not add fog color
9559 // (because the background was not darkened, there is no fog color
9560 // that was lost behind it).
9561 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]);
9565 return t->currentframe;
9568 rsurfacestate_t rsurface;
9570 void R_Mesh_ResizeArrays(int newvertices)
9573 if (rsurface.array_size >= newvertices)
9575 if (rsurface.array_modelvertex3f)
9576 Mem_Free(rsurface.array_modelvertex3f);
9577 rsurface.array_size = (newvertices + 1023) & ~1023;
9578 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9579 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9580 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9581 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9582 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9583 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9584 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9585 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9586 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9587 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9588 rsurface.array_color4f = base + rsurface.array_size * 27;
9589 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9592 void RSurf_ActiveWorldEntity(void)
9594 dp_model_t *model = r_refdef.scene.worldmodel;
9595 //if (rsurface.entity == r_refdef.scene.worldentity)
9597 rsurface.entity = r_refdef.scene.worldentity;
9598 rsurface.skeleton = NULL;
9599 rsurface.ent_skinnum = 0;
9600 rsurface.ent_qwskin = -1;
9601 rsurface.ent_shadertime = 0;
9602 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9603 if (rsurface.array_size < model->surfmesh.num_vertices)
9604 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9605 rsurface.matrix = identitymatrix;
9606 rsurface.inversematrix = identitymatrix;
9607 rsurface.matrixscale = 1;
9608 rsurface.inversematrixscale = 1;
9609 R_EntityMatrix(&identitymatrix);
9610 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9611 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9612 rsurface.fograngerecip = r_refdef.fograngerecip;
9613 rsurface.fogheightfade = r_refdef.fogheightfade;
9614 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9615 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9616 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9617 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9618 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9619 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9620 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9621 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9622 rsurface.colormod[3] = 1;
9623 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);
9624 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9625 rsurface.frameblend[0].lerp = 1;
9626 rsurface.ent_alttextures = false;
9627 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9628 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9629 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9630 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9631 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9632 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9633 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9634 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9635 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9636 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9637 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9638 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9639 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9640 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9641 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9642 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9643 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9644 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9645 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9646 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9647 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9648 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9649 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9650 rsurface.modelelement3i = model->surfmesh.data_element3i;
9651 rsurface.modelelement3s = model->surfmesh.data_element3s;
9652 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9653 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9654 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9655 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9656 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9657 rsurface.modelsurfaces = model->data_surfaces;
9658 rsurface.generatedvertex = false;
9659 rsurface.vertex3f = rsurface.modelvertex3f;
9660 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9661 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9662 rsurface.svector3f = rsurface.modelsvector3f;
9663 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9664 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9665 rsurface.tvector3f = rsurface.modeltvector3f;
9666 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9667 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9668 rsurface.normal3f = rsurface.modelnormal3f;
9669 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9670 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9671 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9674 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9676 dp_model_t *model = ent->model;
9677 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9679 rsurface.entity = (entity_render_t *)ent;
9680 rsurface.skeleton = ent->skeleton;
9681 rsurface.ent_skinnum = ent->skinnum;
9682 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;
9683 rsurface.ent_shadertime = ent->shadertime;
9684 rsurface.ent_flags = ent->flags;
9685 if (rsurface.array_size < model->surfmesh.num_vertices)
9686 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9687 rsurface.matrix = ent->matrix;
9688 rsurface.inversematrix = ent->inversematrix;
9689 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9690 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9691 R_EntityMatrix(&rsurface.matrix);
9692 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9693 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9694 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9695 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9696 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9697 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9698 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9699 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9700 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9701 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9702 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9703 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9704 rsurface.colormod[3] = ent->alpha;
9705 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9706 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9707 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9708 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9709 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9710 if (ent->model->brush.submodel && !prepass)
9712 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9713 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9715 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9717 if (ent->animcache_vertex3f && !r_framedata_failed)
9719 rsurface.modelvertex3f = ent->animcache_vertex3f;
9720 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9721 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9722 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9724 else if (wanttangents)
9726 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9727 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9728 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9729 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9730 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9732 else if (wantnormals)
9734 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9735 rsurface.modelsvector3f = NULL;
9736 rsurface.modeltvector3f = NULL;
9737 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9738 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9742 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9743 rsurface.modelsvector3f = NULL;
9744 rsurface.modeltvector3f = NULL;
9745 rsurface.modelnormal3f = NULL;
9746 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9748 rsurface.modelvertex3f_bufferobject = 0;
9749 rsurface.modelvertex3f_bufferoffset = 0;
9750 rsurface.modelsvector3f_bufferobject = 0;
9751 rsurface.modelsvector3f_bufferoffset = 0;
9752 rsurface.modeltvector3f_bufferobject = 0;
9753 rsurface.modeltvector3f_bufferoffset = 0;
9754 rsurface.modelnormal3f_bufferobject = 0;
9755 rsurface.modelnormal3f_bufferoffset = 0;
9756 rsurface.generatedvertex = true;
9760 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9761 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9762 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9763 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9764 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9765 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9766 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9767 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9768 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9769 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9770 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9771 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9772 rsurface.generatedvertex = false;
9774 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9775 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9776 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9777 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9778 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9779 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9780 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9781 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9782 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9783 rsurface.modelelement3i = model->surfmesh.data_element3i;
9784 rsurface.modelelement3s = model->surfmesh.data_element3s;
9785 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9786 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9787 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9788 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9789 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9790 rsurface.modelsurfaces = model->data_surfaces;
9791 rsurface.vertex3f = rsurface.modelvertex3f;
9792 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9793 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9794 rsurface.svector3f = rsurface.modelsvector3f;
9795 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9796 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9797 rsurface.tvector3f = rsurface.modeltvector3f;
9798 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9799 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9800 rsurface.normal3f = rsurface.modelnormal3f;
9801 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9802 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9803 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9806 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)
9808 rsurface.entity = r_refdef.scene.worldentity;
9809 rsurface.skeleton = NULL;
9810 rsurface.ent_skinnum = 0;
9811 rsurface.ent_qwskin = -1;
9812 rsurface.ent_shadertime = shadertime;
9813 rsurface.ent_flags = entflags;
9814 rsurface.modelnum_vertices = numvertices;
9815 rsurface.modelnum_triangles = numtriangles;
9816 if (rsurface.array_size < rsurface.modelnum_vertices)
9817 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9818 rsurface.matrix = *matrix;
9819 rsurface.inversematrix = *inversematrix;
9820 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9821 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9822 R_EntityMatrix(&rsurface.matrix);
9823 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9824 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9825 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9826 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9827 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9828 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9829 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9830 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9831 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9832 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9833 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9834 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9835 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);
9836 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9837 rsurface.frameblend[0].lerp = 1;
9838 rsurface.ent_alttextures = false;
9839 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9840 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9843 rsurface.modelvertex3f = vertex3f;
9844 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9845 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9846 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9848 else if (wantnormals)
9850 rsurface.modelvertex3f = vertex3f;
9851 rsurface.modelsvector3f = NULL;
9852 rsurface.modeltvector3f = NULL;
9853 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9857 rsurface.modelvertex3f = vertex3f;
9858 rsurface.modelsvector3f = NULL;
9859 rsurface.modeltvector3f = NULL;
9860 rsurface.modelnormal3f = NULL;
9862 rsurface.modelvertex3f_bufferobject = 0;
9863 rsurface.modelvertex3f_bufferoffset = 0;
9864 rsurface.modelsvector3f_bufferobject = 0;
9865 rsurface.modelsvector3f_bufferoffset = 0;
9866 rsurface.modeltvector3f_bufferobject = 0;
9867 rsurface.modeltvector3f_bufferoffset = 0;
9868 rsurface.modelnormal3f_bufferobject = 0;
9869 rsurface.modelnormal3f_bufferoffset = 0;
9870 rsurface.generatedvertex = true;
9871 rsurface.modellightmapcolor4f = color4f;
9872 rsurface.modellightmapcolor4f_bufferobject = 0;
9873 rsurface.modellightmapcolor4f_bufferoffset = 0;
9874 rsurface.modeltexcoordtexture2f = texcoord2f;
9875 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9876 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9877 rsurface.modeltexcoordlightmap2f = NULL;
9878 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9879 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9880 rsurface.modelelement3i = element3i;
9881 rsurface.modelelement3s = element3s;
9882 rsurface.modelelement3i_bufferobject = 0;
9883 rsurface.modelelement3s_bufferobject = 0;
9884 rsurface.modellightmapoffsets = NULL;
9885 rsurface.modelsurfaces = NULL;
9886 rsurface.vertex3f = rsurface.modelvertex3f;
9887 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9888 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9889 rsurface.svector3f = rsurface.modelsvector3f;
9890 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9891 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9892 rsurface.tvector3f = rsurface.modeltvector3f;
9893 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9894 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9895 rsurface.normal3f = rsurface.modelnormal3f;
9896 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9897 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9898 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9900 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9902 if ((wantnormals || wanttangents) && !normal3f)
9903 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9904 if (wanttangents && !svector3f)
9905 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);
9909 float RSurf_FogPoint(const float *v)
9911 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9912 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9913 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9914 float FogHeightFade = r_refdef.fogheightfade;
9916 unsigned int fogmasktableindex;
9917 if (r_refdef.fogplaneviewabove)
9918 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9920 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9921 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9922 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9925 float RSurf_FogVertex(const float *v)
9927 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9928 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9929 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9930 float FogHeightFade = rsurface.fogheightfade;
9932 unsigned int fogmasktableindex;
9933 if (r_refdef.fogplaneviewabove)
9934 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9936 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9937 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9938 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9941 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9942 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9945 int texturesurfaceindex;
9950 const float *v1, *in_tc;
9952 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9954 q3shaderinfo_deform_t *deform;
9955 // 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
9956 if (rsurface.generatedvertex)
9958 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9959 generatenormals = true;
9960 for (i = 0;i < Q3MAXDEFORMS;i++)
9962 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9964 generatetangents = true;
9965 generatenormals = true;
9967 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9968 generatenormals = true;
9970 if (generatenormals && !rsurface.modelnormal3f)
9972 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9973 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9974 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9975 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9977 if (generatetangents && !rsurface.modelsvector3f)
9979 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9980 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9981 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9982 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9983 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9984 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9985 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);
9988 rsurface.vertex3f = rsurface.modelvertex3f;
9989 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9990 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9991 rsurface.svector3f = rsurface.modelsvector3f;
9992 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9993 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9994 rsurface.tvector3f = rsurface.modeltvector3f;
9995 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9996 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9997 rsurface.normal3f = rsurface.modelnormal3f;
9998 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9999 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10000 // if vertices are deformed (sprite flares and things in maps, possibly
10001 // water waves, bulges and other deformations), generate them into
10002 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10003 // (may be static model data or generated data for an animated model, or
10004 // the previous deform pass)
10005 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10007 switch (deform->deform)
10010 case Q3DEFORM_PROJECTIONSHADOW:
10011 case Q3DEFORM_TEXT0:
10012 case Q3DEFORM_TEXT1:
10013 case Q3DEFORM_TEXT2:
10014 case Q3DEFORM_TEXT3:
10015 case Q3DEFORM_TEXT4:
10016 case Q3DEFORM_TEXT5:
10017 case Q3DEFORM_TEXT6:
10018 case Q3DEFORM_TEXT7:
10019 case Q3DEFORM_NONE:
10021 case Q3DEFORM_AUTOSPRITE:
10022 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10023 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10024 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10025 VectorNormalize(newforward);
10026 VectorNormalize(newright);
10027 VectorNormalize(newup);
10028 // make deformed versions of only the model vertices used by the specified surfaces
10029 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10031 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10032 // a single autosprite surface can contain multiple sprites...
10033 for (j = 0;j < surface->num_vertices - 3;j += 4)
10035 VectorClear(center);
10036 for (i = 0;i < 4;i++)
10037 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10038 VectorScale(center, 0.25f, center);
10039 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10040 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10041 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10042 for (i = 0;i < 4;i++)
10044 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10045 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10048 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);
10049 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);
10051 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10052 rsurface.vertex3f_bufferobject = 0;
10053 rsurface.vertex3f_bufferoffset = 0;
10054 rsurface.svector3f = rsurface.array_deformedsvector3f;
10055 rsurface.svector3f_bufferobject = 0;
10056 rsurface.svector3f_bufferoffset = 0;
10057 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10058 rsurface.tvector3f_bufferobject = 0;
10059 rsurface.tvector3f_bufferoffset = 0;
10060 rsurface.normal3f = rsurface.array_deformednormal3f;
10061 rsurface.normal3f_bufferobject = 0;
10062 rsurface.normal3f_bufferoffset = 0;
10064 case Q3DEFORM_AUTOSPRITE2:
10065 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10066 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10067 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10068 VectorNormalize(newforward);
10069 VectorNormalize(newright);
10070 VectorNormalize(newup);
10071 // make deformed versions of only the model vertices used by the specified surfaces
10072 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10074 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10075 const float *v1, *v2;
10085 memset(shortest, 0, sizeof(shortest));
10086 // a single autosprite surface can contain multiple sprites...
10087 for (j = 0;j < surface->num_vertices - 3;j += 4)
10089 VectorClear(center);
10090 for (i = 0;i < 4;i++)
10091 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10092 VectorScale(center, 0.25f, center);
10093 // find the two shortest edges, then use them to define the
10094 // axis vectors for rotating around the central axis
10095 for (i = 0;i < 6;i++)
10097 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10098 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10100 Debug_PolygonBegin(NULL, 0);
10101 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10102 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);
10103 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10104 Debug_PolygonEnd();
10106 l = VectorDistance2(v1, v2);
10107 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10108 if (v1[2] != v2[2])
10109 l += (1.0f / 1024.0f);
10110 if (shortest[0].length2 > l || i == 0)
10112 shortest[1] = shortest[0];
10113 shortest[0].length2 = l;
10114 shortest[0].v1 = v1;
10115 shortest[0].v2 = v2;
10117 else if (shortest[1].length2 > l || i == 1)
10119 shortest[1].length2 = l;
10120 shortest[1].v1 = v1;
10121 shortest[1].v2 = v2;
10124 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10125 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10127 Debug_PolygonBegin(NULL, 0);
10128 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10129 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);
10130 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10131 Debug_PolygonEnd();
10133 // this calculates the right vector from the shortest edge
10134 // and the up vector from the edge midpoints
10135 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10136 VectorNormalize(right);
10137 VectorSubtract(end, start, up);
10138 VectorNormalize(up);
10139 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10140 VectorSubtract(rsurface.localvieworigin, center, forward);
10141 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10142 VectorNegate(forward, forward);
10143 VectorReflect(forward, 0, up, forward);
10144 VectorNormalize(forward);
10145 CrossProduct(up, forward, newright);
10146 VectorNormalize(newright);
10148 Debug_PolygonBegin(NULL, 0);
10149 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);
10150 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10151 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10152 Debug_PolygonEnd();
10155 Debug_PolygonBegin(NULL, 0);
10156 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10157 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10158 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10159 Debug_PolygonEnd();
10161 // rotate the quad around the up axis vector, this is made
10162 // especially easy by the fact we know the quad is flat,
10163 // so we only have to subtract the center position and
10164 // measure distance along the right vector, and then
10165 // multiply that by the newright vector and add back the
10167 // we also need to subtract the old position to undo the
10168 // displacement from the center, which we do with a
10169 // DotProduct, the subtraction/addition of center is also
10170 // optimized into DotProducts here
10171 l = DotProduct(right, center);
10172 for (i = 0;i < 4;i++)
10174 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10175 f = DotProduct(right, v1) - l;
10176 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10179 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);
10180 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);
10182 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10183 rsurface.vertex3f_bufferobject = 0;
10184 rsurface.vertex3f_bufferoffset = 0;
10185 rsurface.svector3f = rsurface.array_deformedsvector3f;
10186 rsurface.svector3f_bufferobject = 0;
10187 rsurface.svector3f_bufferoffset = 0;
10188 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10189 rsurface.tvector3f_bufferobject = 0;
10190 rsurface.tvector3f_bufferoffset = 0;
10191 rsurface.normal3f = rsurface.array_deformednormal3f;
10192 rsurface.normal3f_bufferobject = 0;
10193 rsurface.normal3f_bufferoffset = 0;
10195 case Q3DEFORM_NORMAL:
10196 // deform the normals to make reflections wavey
10197 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10199 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10200 for (j = 0;j < surface->num_vertices;j++)
10203 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10204 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10205 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10206 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10207 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10208 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10209 VectorNormalize(normal);
10211 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);
10213 rsurface.svector3f = rsurface.array_deformedsvector3f;
10214 rsurface.svector3f_bufferobject = 0;
10215 rsurface.svector3f_bufferoffset = 0;
10216 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10217 rsurface.tvector3f_bufferobject = 0;
10218 rsurface.tvector3f_bufferoffset = 0;
10219 rsurface.normal3f = rsurface.array_deformednormal3f;
10220 rsurface.normal3f_bufferobject = 0;
10221 rsurface.normal3f_bufferoffset = 0;
10223 case Q3DEFORM_WAVE:
10224 // deform vertex array to make wavey water and flags and such
10225 waveparms[0] = deform->waveparms[0];
10226 waveparms[1] = deform->waveparms[1];
10227 waveparms[2] = deform->waveparms[2];
10228 waveparms[3] = deform->waveparms[3];
10229 // this is how a divisor of vertex influence on deformation
10230 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10231 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10232 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10234 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10235 for (j = 0;j < surface->num_vertices;j++)
10237 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10238 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10239 // if the wavefunc depends on time, evaluate it per-vertex
10242 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10243 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10245 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10248 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10249 rsurface.vertex3f_bufferobject = 0;
10250 rsurface.vertex3f_bufferoffset = 0;
10252 case Q3DEFORM_BULGE:
10253 // deform vertex array to make the surface have moving bulges
10254 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10256 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10257 for (j = 0;j < surface->num_vertices;j++)
10259 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10260 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10263 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10264 rsurface.vertex3f_bufferobject = 0;
10265 rsurface.vertex3f_bufferoffset = 0;
10267 case Q3DEFORM_MOVE:
10268 // deform vertex array
10269 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10270 VectorScale(deform->parms, scale, waveparms);
10271 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10273 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10274 for (j = 0;j < surface->num_vertices;j++)
10275 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10277 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10278 rsurface.vertex3f_bufferobject = 0;
10279 rsurface.vertex3f_bufferoffset = 0;
10283 // generate texcoords based on the chosen texcoord source
10284 switch(rsurface.texture->tcgen.tcgen)
10287 case Q3TCGEN_TEXTURE:
10288 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10289 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10290 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10292 case Q3TCGEN_LIGHTMAP:
10293 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10294 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10295 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10297 case Q3TCGEN_VECTOR:
10298 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10300 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10301 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)
10303 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10304 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10307 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10308 rsurface.texcoordtexture2f_bufferobject = 0;
10309 rsurface.texcoordtexture2f_bufferoffset = 0;
10311 case Q3TCGEN_ENVIRONMENT:
10312 // make environment reflections using a spheremap
10313 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10315 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10316 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10317 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10318 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10319 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10321 // identical to Q3A's method, but executed in worldspace so
10322 // carried models can be shiny too
10324 float viewer[3], d, reflected[3], worldreflected[3];
10326 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10327 // VectorNormalize(viewer);
10329 d = DotProduct(normal, viewer);
10331 reflected[0] = normal[0]*2*d - viewer[0];
10332 reflected[1] = normal[1]*2*d - viewer[1];
10333 reflected[2] = normal[2]*2*d - viewer[2];
10334 // note: this is proportinal to viewer, so we can normalize later
10336 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10337 VectorNormalize(worldreflected);
10339 // note: this sphere map only uses world x and z!
10340 // so positive and negative y will LOOK THE SAME.
10341 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10342 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10345 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10346 rsurface.texcoordtexture2f_bufferobject = 0;
10347 rsurface.texcoordtexture2f_bufferoffset = 0;
10350 // the only tcmod that needs software vertex processing is turbulent, so
10351 // check for it here and apply the changes if needed
10352 // and we only support that as the first one
10353 // (handling a mixture of turbulent and other tcmods would be problematic
10354 // without punting it entirely to a software path)
10355 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10357 amplitude = rsurface.texture->tcmods[0].parms[1];
10358 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10359 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10361 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10362 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)
10364 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10365 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10368 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10369 rsurface.texcoordtexture2f_bufferobject = 0;
10370 rsurface.texcoordtexture2f_bufferoffset = 0;
10372 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10373 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10374 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10375 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10378 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10381 const msurface_t *surface = texturesurfacelist[0];
10382 const msurface_t *surface2;
10387 // TODO: lock all array ranges before render, rather than on each surface
10388 if (texturenumsurfaces == 1)
10389 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);
10390 else if (r_batchmode.integer == 2)
10392 #define MAXBATCHTRIANGLES 65536
10393 int batchtriangles = 0;
10394 static int batchelements[MAXBATCHTRIANGLES*3];
10395 for (i = 0;i < texturenumsurfaces;i = j)
10397 surface = texturesurfacelist[i];
10399 if (surface->num_triangles > MAXBATCHTRIANGLES)
10401 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);
10404 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10405 batchtriangles = surface->num_triangles;
10406 firstvertex = surface->num_firstvertex;
10407 endvertex = surface->num_firstvertex + surface->num_vertices;
10408 for (;j < texturenumsurfaces;j++)
10410 surface2 = texturesurfacelist[j];
10411 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10413 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10414 batchtriangles += surface2->num_triangles;
10415 firstvertex = min(firstvertex, surface2->num_firstvertex);
10416 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10418 surface2 = texturesurfacelist[j-1];
10419 numvertices = endvertex - firstvertex;
10420 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10423 else if (r_batchmode.integer == 1)
10425 for (i = 0;i < texturenumsurfaces;i = j)
10427 surface = texturesurfacelist[i];
10428 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10429 if (texturesurfacelist[j] != surface2)
10431 surface2 = texturesurfacelist[j-1];
10432 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10433 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10434 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10439 for (i = 0;i < texturenumsurfaces;i++)
10441 surface = texturesurfacelist[i];
10442 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10447 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10449 switch(vid.renderpath)
10451 case RENDERPATH_CGGL:
10453 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10454 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10457 case RENDERPATH_GL20:
10458 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10459 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10461 case RENDERPATH_GL13:
10462 case RENDERPATH_GL11:
10463 R_Mesh_TexBind(0, surface->lightmaptexture);
10468 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10470 // pick the closest matching water plane and bind textures
10471 int planeindex, vertexindex;
10475 r_waterstate_waterplane_t *p, *bestp;
10478 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10480 if(p->camera_entity != rsurface.texture->camera_entity)
10483 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10485 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10486 d += fabs(PlaneDiff(vert, &p->plane));
10488 if (bestd > d || !bestp)
10494 switch(vid.renderpath)
10496 case RENDERPATH_CGGL:
10498 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10499 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10500 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10503 case RENDERPATH_GL20:
10504 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10505 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10506 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10508 case RENDERPATH_GL13:
10509 case RENDERPATH_GL11:
10514 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10517 const msurface_t *surface;
10518 if (r_waterstate.renderingscene)
10520 for (i = 0;i < texturenumsurfaces;i++)
10522 surface = texturesurfacelist[i];
10523 RSurf_BindLightmapForSurface(surface);
10524 RSurf_BindReflectionForSurface(surface);
10525 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);
10529 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10533 const msurface_t *surface = texturesurfacelist[0];
10534 const msurface_t *surface2;
10539 if (texturenumsurfaces == 1)
10541 RSurf_BindLightmapForSurface(surface);
10542 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);
10544 else if (r_batchmode.integer == 2)
10546 int batchtriangles = 0;
10547 static int batchelements[MAXBATCHTRIANGLES*3];
10548 for (i = 0;i < texturenumsurfaces;i = j)
10550 surface = texturesurfacelist[i];
10551 RSurf_BindLightmapForSurface(surface);
10553 if (surface->num_triangles > MAXBATCHTRIANGLES)
10555 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);
10558 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10559 batchtriangles = surface->num_triangles;
10560 firstvertex = surface->num_firstvertex;
10561 endvertex = surface->num_firstvertex + surface->num_vertices;
10562 for (;j < texturenumsurfaces;j++)
10564 surface2 = texturesurfacelist[j];
10565 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10567 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10568 batchtriangles += surface2->num_triangles;
10569 firstvertex = min(firstvertex, surface2->num_firstvertex);
10570 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10572 surface2 = texturesurfacelist[j-1];
10573 numvertices = endvertex - firstvertex;
10574 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10577 else if (r_batchmode.integer == 1)
10580 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10581 for (i = 0;i < texturenumsurfaces;i = j)
10583 surface = texturesurfacelist[i];
10584 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10585 if (texturesurfacelist[j] != surface2)
10587 Con_Printf(" %i", j - i);
10590 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10592 for (i = 0;i < texturenumsurfaces;i = j)
10594 surface = texturesurfacelist[i];
10595 RSurf_BindLightmapForSurface(surface);
10596 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10597 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10600 Con_Printf(" %i", j - i);
10602 surface2 = texturesurfacelist[j-1];
10603 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10604 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10605 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10613 for (i = 0;i < texturenumsurfaces;i++)
10615 surface = texturesurfacelist[i];
10616 RSurf_BindLightmapForSurface(surface);
10617 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);
10622 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10625 int texturesurfaceindex;
10626 if (r_showsurfaces.integer == 2)
10628 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10630 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10631 for (j = 0;j < surface->num_triangles;j++)
10633 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10634 GL_Color(f, f, f, 1);
10635 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10641 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10643 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10644 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10645 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);
10646 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);
10651 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10653 int texturesurfaceindex;
10657 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10659 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10660 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)
10668 rsurface.lightmapcolor4f = rsurface.array_color4f;
10669 rsurface.lightmapcolor4f_bufferobject = 0;
10670 rsurface.lightmapcolor4f_bufferoffset = 0;
10673 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10675 int texturesurfaceindex;
10681 if (rsurface.lightmapcolor4f)
10683 // generate color arrays for the surfaces in this list
10684 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10686 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10687 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)
10689 f = RSurf_FogVertex(v);
10699 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10701 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10702 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)
10704 f = RSurf_FogVertex(v);
10712 rsurface.lightmapcolor4f = rsurface.array_color4f;
10713 rsurface.lightmapcolor4f_bufferobject = 0;
10714 rsurface.lightmapcolor4f_bufferoffset = 0;
10717 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10719 int texturesurfaceindex;
10725 if (!rsurface.lightmapcolor4f)
10727 // generate color arrays for the surfaces in this list
10728 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10730 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10731 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)
10733 f = RSurf_FogVertex(v);
10734 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10735 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10736 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10740 rsurface.lightmapcolor4f = rsurface.array_color4f;
10741 rsurface.lightmapcolor4f_bufferobject = 0;
10742 rsurface.lightmapcolor4f_bufferoffset = 0;
10745 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10747 int texturesurfaceindex;
10751 if (!rsurface.lightmapcolor4f)
10753 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10755 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10756 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)
10764 rsurface.lightmapcolor4f = rsurface.array_color4f;
10765 rsurface.lightmapcolor4f_bufferobject = 0;
10766 rsurface.lightmapcolor4f_bufferoffset = 0;
10769 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10771 int texturesurfaceindex;
10775 if (!rsurface.lightmapcolor4f)
10777 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10779 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10780 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)
10782 c2[0] = c[0] + r_refdef.scene.ambient;
10783 c2[1] = c[1] + r_refdef.scene.ambient;
10784 c2[2] = c[2] + r_refdef.scene.ambient;
10788 rsurface.lightmapcolor4f = rsurface.array_color4f;
10789 rsurface.lightmapcolor4f_bufferobject = 0;
10790 rsurface.lightmapcolor4f_bufferoffset = 0;
10793 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10796 rsurface.lightmapcolor4f = NULL;
10797 rsurface.lightmapcolor4f_bufferobject = 0;
10798 rsurface.lightmapcolor4f_bufferoffset = 0;
10799 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10800 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10801 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10802 GL_Color(r, g, b, a);
10803 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10806 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10808 // TODO: optimize applyfog && applycolor case
10809 // just apply fog if necessary, and tint the fog color array if necessary
10810 rsurface.lightmapcolor4f = NULL;
10811 rsurface.lightmapcolor4f_bufferobject = 0;
10812 rsurface.lightmapcolor4f_bufferoffset = 0;
10813 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10814 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10815 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10816 GL_Color(r, g, b, a);
10817 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10820 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10822 int texturesurfaceindex;
10826 if (texturesurfacelist[0]->lightmapinfo)
10828 // generate color arrays for the surfaces in this list
10829 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10831 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10832 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10834 if (surface->lightmapinfo->samples)
10836 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10837 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10838 VectorScale(lm, scale, c);
10839 if (surface->lightmapinfo->styles[1] != 255)
10841 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10843 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10844 VectorMA(c, scale, lm, c);
10845 if (surface->lightmapinfo->styles[2] != 255)
10848 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10849 VectorMA(c, scale, lm, c);
10850 if (surface->lightmapinfo->styles[3] != 255)
10853 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10854 VectorMA(c, scale, lm, c);
10864 rsurface.lightmapcolor4f = rsurface.array_color4f;
10865 rsurface.lightmapcolor4f_bufferobject = 0;
10866 rsurface.lightmapcolor4f_bufferoffset = 0;
10870 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10871 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10872 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10874 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10875 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10876 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10877 GL_Color(r, g, b, a);
10878 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10881 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10883 int texturesurfaceindex;
10890 vec3_t ambientcolor;
10891 vec3_t diffusecolor;
10895 VectorCopy(rsurface.modellight_lightdir, lightdir);
10896 f = 0.5f * r_refdef.lightmapintensity;
10897 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10898 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10899 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10900 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10901 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10902 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10904 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10906 // generate color arrays for the surfaces in this list
10907 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10909 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10910 int numverts = surface->num_vertices;
10911 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10912 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10913 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10914 // q3-style directional shading
10915 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10917 if ((f = DotProduct(n, lightdir)) > 0)
10918 VectorMA(ambientcolor, f, diffusecolor, c);
10920 VectorCopy(ambientcolor, c);
10928 rsurface.lightmapcolor4f = rsurface.array_color4f;
10929 rsurface.lightmapcolor4f_bufferobject = 0;
10930 rsurface.lightmapcolor4f_bufferoffset = 0;
10931 *applycolor = false;
10935 *r = ambientcolor[0];
10936 *g = ambientcolor[1];
10937 *b = ambientcolor[2];
10938 rsurface.lightmapcolor4f = NULL;
10939 rsurface.lightmapcolor4f_bufferobject = 0;
10940 rsurface.lightmapcolor4f_bufferoffset = 0;
10944 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10946 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10947 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10948 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10949 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10950 GL_Color(r, g, b, a);
10951 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10954 void RSurf_SetupDepthAndCulling(void)
10956 // submodels are biased to avoid z-fighting with world surfaces that they
10957 // may be exactly overlapping (avoids z-fighting artifacts on certain
10958 // doors and things in Quake maps)
10959 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10960 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10961 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10962 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10965 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10967 // transparent sky would be ridiculous
10968 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10970 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10971 skyrenderlater = true;
10972 RSurf_SetupDepthAndCulling();
10973 GL_DepthMask(true);
10974 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10975 // skymasking on them, and Quake3 never did sky masking (unlike
10976 // software Quake and software Quake2), so disable the sky masking
10977 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10978 // and skymasking also looks very bad when noclipping outside the
10979 // level, so don't use it then either.
10980 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10982 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10983 R_Mesh_ColorPointer(NULL, 0, 0);
10984 R_Mesh_ResetTextureState();
10985 if (skyrendermasked)
10987 R_SetupShader_DepthOrShadow();
10988 // depth-only (masking)
10989 GL_ColorMask(0,0,0,0);
10990 // just to make sure that braindead drivers don't draw
10991 // anything despite that colormask...
10992 GL_BlendFunc(GL_ZERO, GL_ONE);
10996 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10998 GL_BlendFunc(GL_ONE, GL_ZERO);
11000 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11001 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11002 if (skyrendermasked)
11003 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11005 R_Mesh_ResetTextureState();
11006 GL_Color(1, 1, 1, 1);
11009 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11010 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11011 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11013 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11015 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11018 // render screenspace normalmap to texture
11019 GL_DepthMask(true);
11020 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11021 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11023 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11025 // render water or distortion background, then blend surface on top
11026 GL_DepthMask(true);
11027 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11028 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11029 GL_DepthMask(false);
11030 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11031 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11032 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11034 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11038 // render surface normally
11039 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11040 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11041 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11042 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11043 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11044 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11046 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11050 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11052 // OpenGL 1.3 path - anything not completely ancient
11053 int texturesurfaceindex;
11054 qboolean applycolor;
11057 const texturelayer_t *layer;
11058 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11060 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11063 int layertexrgbscale;
11064 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11066 if (layerindex == 0)
11067 GL_AlphaTest(true);
11070 GL_AlphaTest(false);
11071 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11074 GL_DepthMask(layer->depthmask && writedepth);
11075 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11076 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11078 layertexrgbscale = 4;
11079 VectorScale(layer->color, 0.25f, layercolor);
11081 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11083 layertexrgbscale = 2;
11084 VectorScale(layer->color, 0.5f, layercolor);
11088 layertexrgbscale = 1;
11089 VectorScale(layer->color, 1.0f, layercolor);
11091 layercolor[3] = layer->color[3];
11092 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11093 R_Mesh_ColorPointer(NULL, 0, 0);
11094 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11095 switch (layer->type)
11097 case TEXTURELAYERTYPE_LITTEXTURE:
11098 // single-pass lightmapped texture with 2x rgbscale
11099 R_Mesh_TexBind(0, r_texture_white);
11100 R_Mesh_TexMatrix(0, NULL);
11101 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11102 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11103 R_Mesh_TexBind(1, layer->texture);
11104 R_Mesh_TexMatrix(1, &layer->texmatrix);
11105 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11106 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11107 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11108 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11109 else if (rsurface.uselightmaptexture)
11110 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11112 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11114 case TEXTURELAYERTYPE_TEXTURE:
11115 // singletexture unlit texture with transparency support
11116 R_Mesh_TexBind(0, layer->texture);
11117 R_Mesh_TexMatrix(0, &layer->texmatrix);
11118 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11119 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11120 R_Mesh_TexBind(1, 0);
11121 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11122 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11124 case TEXTURELAYERTYPE_FOG:
11125 // singletexture fogging
11126 if (layer->texture)
11128 R_Mesh_TexBind(0, layer->texture);
11129 R_Mesh_TexMatrix(0, &layer->texmatrix);
11130 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11131 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11135 R_Mesh_TexBind(0, 0);
11136 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11138 R_Mesh_TexBind(1, 0);
11139 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11140 // generate a color array for the fog pass
11141 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11142 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11149 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)
11151 f = 1 - RSurf_FogVertex(v);
11152 c[0] = layercolor[0];
11153 c[1] = layercolor[1];
11154 c[2] = layercolor[2];
11155 c[3] = f * layercolor[3];
11158 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11161 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11165 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11167 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11168 GL_AlphaTest(false);
11172 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11174 // OpenGL 1.1 - crusty old voodoo path
11175 int texturesurfaceindex;
11178 const texturelayer_t *layer;
11179 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11181 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11183 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11185 if (layerindex == 0)
11186 GL_AlphaTest(true);
11189 GL_AlphaTest(false);
11190 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11193 GL_DepthMask(layer->depthmask && writedepth);
11194 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11195 R_Mesh_ColorPointer(NULL, 0, 0);
11196 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11197 switch (layer->type)
11199 case TEXTURELAYERTYPE_LITTEXTURE:
11200 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11202 // two-pass lit texture with 2x rgbscale
11203 // first the lightmap pass
11204 R_Mesh_TexBind(0, r_texture_white);
11205 R_Mesh_TexMatrix(0, NULL);
11206 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11207 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11208 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11209 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11210 else if (rsurface.uselightmaptexture)
11211 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11213 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11214 // then apply the texture to it
11215 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11216 R_Mesh_TexBind(0, layer->texture);
11217 R_Mesh_TexMatrix(0, &layer->texmatrix);
11218 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11219 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11220 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);
11224 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11225 R_Mesh_TexBind(0, layer->texture);
11226 R_Mesh_TexMatrix(0, &layer->texmatrix);
11227 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11228 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11229 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11230 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);
11232 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);
11235 case TEXTURELAYERTYPE_TEXTURE:
11236 // singletexture unlit texture with transparency support
11237 R_Mesh_TexBind(0, layer->texture);
11238 R_Mesh_TexMatrix(0, &layer->texmatrix);
11239 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11240 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11241 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);
11243 case TEXTURELAYERTYPE_FOG:
11244 // singletexture fogging
11245 if (layer->texture)
11247 R_Mesh_TexBind(0, layer->texture);
11248 R_Mesh_TexMatrix(0, &layer->texmatrix);
11249 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11250 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11254 R_Mesh_TexBind(0, 0);
11255 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11257 // generate a color array for the fog pass
11258 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11259 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11265 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11266 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)
11268 f = 1 - RSurf_FogVertex(v);
11269 c[0] = layer->color[0];
11270 c[1] = layer->color[1];
11271 c[2] = layer->color[2];
11272 c[3] = f * layer->color[3];
11275 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11278 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11284 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11285 GL_AlphaTest(false);
11289 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11293 GL_AlphaTest(false);
11294 R_Mesh_ColorPointer(NULL, 0, 0);
11295 R_Mesh_ResetTextureState();
11296 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11298 if(rsurface.texture && rsurface.texture->currentskinframe)
11300 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11301 c[3] *= rsurface.texture->currentalpha;
11311 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11313 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11314 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11315 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11318 // brighten it up (as texture value 127 means "unlit")
11319 c[0] *= 2 * r_refdef.view.colorscale;
11320 c[1] *= 2 * r_refdef.view.colorscale;
11321 c[2] *= 2 * r_refdef.view.colorscale;
11323 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11324 c[3] *= r_wateralpha.value;
11326 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11328 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11329 GL_DepthMask(false);
11331 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11333 GL_BlendFunc(GL_ONE, GL_ONE);
11334 GL_DepthMask(false);
11336 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11339 GL_DepthMask(false);
11341 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11343 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11344 GL_DepthMask(false);
11348 GL_BlendFunc(GL_ONE, GL_ZERO);
11349 GL_DepthMask(writedepth);
11352 rsurface.lightmapcolor4f = NULL;
11354 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11356 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11358 rsurface.lightmapcolor4f = NULL;
11359 rsurface.lightmapcolor4f_bufferobject = 0;
11360 rsurface.lightmapcolor4f_bufferoffset = 0;
11362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11364 qboolean applycolor = true;
11367 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11369 r_refdef.lightmapintensity = 1;
11370 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11371 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11375 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11377 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11378 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11379 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11382 if(!rsurface.lightmapcolor4f)
11383 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11385 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11386 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11387 if(r_refdef.fogenabled)
11388 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11390 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11391 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11394 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11397 RSurf_SetupDepthAndCulling();
11398 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11400 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11403 switch (vid.renderpath)
11405 case RENDERPATH_GL20:
11406 case RENDERPATH_CGGL:
11407 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11409 case RENDERPATH_GL13:
11410 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11412 case RENDERPATH_GL11:
11413 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11419 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11422 RSurf_SetupDepthAndCulling();
11423 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11425 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11428 switch (vid.renderpath)
11430 case RENDERPATH_GL20:
11431 case RENDERPATH_CGGL:
11432 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11434 case RENDERPATH_GL13:
11435 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11437 case RENDERPATH_GL11:
11438 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11444 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11447 int texturenumsurfaces, endsurface;
11448 texture_t *texture;
11449 const msurface_t *surface;
11450 #define MAXBATCH_TRANSPARENTSURFACES 256
11451 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11453 // if the model is static it doesn't matter what value we give for
11454 // wantnormals and wanttangents, so this logic uses only rules applicable
11455 // to a model, knowing that they are meaningless otherwise
11456 if (ent == r_refdef.scene.worldentity)
11457 RSurf_ActiveWorldEntity();
11458 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11459 RSurf_ActiveModelEntity(ent, false, false, false);
11462 switch (vid.renderpath)
11464 case RENDERPATH_GL20:
11465 case RENDERPATH_CGGL:
11466 RSurf_ActiveModelEntity(ent, true, true, false);
11468 case RENDERPATH_GL13:
11469 case RENDERPATH_GL11:
11470 RSurf_ActiveModelEntity(ent, true, false, false);
11475 if (r_transparentdepthmasking.integer)
11477 qboolean setup = false;
11478 for (i = 0;i < numsurfaces;i = j)
11481 surface = rsurface.modelsurfaces + surfacelist[i];
11482 texture = surface->texture;
11483 rsurface.texture = R_GetCurrentTexture(texture);
11484 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11485 // scan ahead until we find a different texture
11486 endsurface = min(i + 1024, numsurfaces);
11487 texturenumsurfaces = 0;
11488 texturesurfacelist[texturenumsurfaces++] = surface;
11489 for (;j < endsurface;j++)
11491 surface = rsurface.modelsurfaces + surfacelist[j];
11492 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11494 texturesurfacelist[texturenumsurfaces++] = surface;
11496 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11498 // render the range of surfaces as depth
11502 GL_ColorMask(0,0,0,0);
11504 GL_DepthTest(true);
11505 GL_BlendFunc(GL_ONE, GL_ZERO);
11506 GL_DepthMask(true);
11507 GL_AlphaTest(false);
11508 R_Mesh_ColorPointer(NULL, 0, 0);
11509 R_Mesh_ResetTextureState();
11510 R_SetupShader_DepthOrShadow();
11512 RSurf_SetupDepthAndCulling();
11513 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11514 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11517 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11520 for (i = 0;i < numsurfaces;i = j)
11523 surface = rsurface.modelsurfaces + surfacelist[i];
11524 texture = surface->texture;
11525 rsurface.texture = R_GetCurrentTexture(texture);
11526 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11527 // scan ahead until we find a different texture
11528 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11529 texturenumsurfaces = 0;
11530 texturesurfacelist[texturenumsurfaces++] = surface;
11531 for (;j < endsurface;j++)
11533 surface = rsurface.modelsurfaces + surfacelist[j];
11534 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11536 texturesurfacelist[texturenumsurfaces++] = surface;
11538 // render the range of surfaces
11539 if (ent == r_refdef.scene.worldentity)
11540 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11542 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11544 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11545 GL_AlphaTest(false);
11548 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11550 // transparent surfaces get pushed off into the transparent queue
11551 int surfacelistindex;
11552 const msurface_t *surface;
11553 vec3_t tempcenter, center;
11554 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11556 surface = texturesurfacelist[surfacelistindex];
11557 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11558 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11559 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11560 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11561 if (queueentity->transparent_offset) // transparent offset
11563 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11564 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11565 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11567 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11571 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11573 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11577 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11579 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11581 RSurf_SetupDepthAndCulling();
11582 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11583 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11587 if (!rsurface.texture->currentnumlayers)
11589 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11590 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11592 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11594 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11596 RSurf_SetupDepthAndCulling();
11597 GL_AlphaTest(false);
11598 R_Mesh_ColorPointer(NULL, 0, 0);
11599 R_Mesh_ResetTextureState();
11600 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11601 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11602 GL_DepthMask(true);
11603 GL_BlendFunc(GL_ONE, GL_ZERO);
11604 GL_Color(0, 0, 0, 1);
11605 GL_DepthTest(writedepth);
11606 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11608 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11610 RSurf_SetupDepthAndCulling();
11611 GL_AlphaTest(false);
11612 R_Mesh_ColorPointer(NULL, 0, 0);
11613 R_Mesh_ResetTextureState();
11614 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11615 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11616 GL_DepthMask(true);
11617 GL_BlendFunc(GL_ONE, GL_ZERO);
11618 GL_DepthTest(true);
11619 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11621 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11622 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11623 else if (!rsurface.texture->currentnumlayers)
11625 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11627 // in the deferred case, transparent surfaces were queued during prepass
11628 if (!r_shadow_usingdeferredprepass)
11629 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11633 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11634 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11639 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11642 texture_t *texture;
11643 // break the surface list down into batches by texture and use of lightmapping
11644 for (i = 0;i < numsurfaces;i = j)
11647 // texture is the base texture pointer, rsurface.texture is the
11648 // current frame/skin the texture is directing us to use (for example
11649 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11650 // use skin 1 instead)
11651 texture = surfacelist[i]->texture;
11652 rsurface.texture = R_GetCurrentTexture(texture);
11653 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11654 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11656 // if this texture is not the kind we want, skip ahead to the next one
11657 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11661 // simply scan ahead until we find a different texture or lightmap state
11662 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11664 // render the range of surfaces
11665 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11669 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11674 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11676 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11678 RSurf_SetupDepthAndCulling();
11679 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11680 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11684 if (!rsurface.texture->currentnumlayers)
11686 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11687 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11689 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11691 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11693 RSurf_SetupDepthAndCulling();
11694 GL_AlphaTest(false);
11695 R_Mesh_ColorPointer(NULL, 0, 0);
11696 R_Mesh_ResetTextureState();
11697 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11698 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11699 GL_DepthMask(true);
11700 GL_BlendFunc(GL_ONE, GL_ZERO);
11701 GL_Color(0, 0, 0, 1);
11702 GL_DepthTest(writedepth);
11703 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11705 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11707 RSurf_SetupDepthAndCulling();
11708 GL_AlphaTest(false);
11709 R_Mesh_ColorPointer(NULL, 0, 0);
11710 R_Mesh_ResetTextureState();
11711 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11712 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11713 GL_DepthMask(true);
11714 GL_BlendFunc(GL_ONE, GL_ZERO);
11715 GL_DepthTest(true);
11716 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11718 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11719 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11720 else if (!rsurface.texture->currentnumlayers)
11722 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11724 // in the deferred case, transparent surfaces were queued during prepass
11725 if (!r_shadow_usingdeferredprepass)
11726 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11730 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11731 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11736 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11739 texture_t *texture;
11740 // break the surface list down into batches by texture and use of lightmapping
11741 for (i = 0;i < numsurfaces;i = j)
11744 // texture is the base texture pointer, rsurface.texture is the
11745 // current frame/skin the texture is directing us to use (for example
11746 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11747 // use skin 1 instead)
11748 texture = surfacelist[i]->texture;
11749 rsurface.texture = R_GetCurrentTexture(texture);
11750 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11751 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11753 // if this texture is not the kind we want, skip ahead to the next one
11754 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11758 // simply scan ahead until we find a different texture or lightmap state
11759 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11761 // render the range of surfaces
11762 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11766 float locboxvertex3f[6*4*3] =
11768 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11769 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11770 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11771 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11772 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11773 1,0,0, 0,0,0, 0,1,0, 1,1,0
11776 unsigned short locboxelements[6*2*3] =
11781 12,13,14, 12,14,15,
11782 16,17,18, 16,18,19,
11786 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11789 cl_locnode_t *loc = (cl_locnode_t *)ent;
11791 float vertex3f[6*4*3];
11793 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11794 GL_DepthMask(false);
11795 GL_DepthRange(0, 1);
11796 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11797 GL_DepthTest(true);
11798 GL_CullFace(GL_NONE);
11799 R_EntityMatrix(&identitymatrix);
11801 R_Mesh_VertexPointer(vertex3f, 0, 0);
11802 R_Mesh_ColorPointer(NULL, 0, 0);
11803 R_Mesh_ResetTextureState();
11804 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11806 i = surfacelist[0];
11807 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11808 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11809 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11810 surfacelist[0] < 0 ? 0.5f : 0.125f);
11812 if (VectorCompare(loc->mins, loc->maxs))
11814 VectorSet(size, 2, 2, 2);
11815 VectorMA(loc->mins, -0.5f, size, mins);
11819 VectorCopy(loc->mins, mins);
11820 VectorSubtract(loc->maxs, loc->mins, size);
11823 for (i = 0;i < 6*4*3;)
11824 for (j = 0;j < 3;j++, i++)
11825 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11827 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11830 void R_DrawLocs(void)
11833 cl_locnode_t *loc, *nearestloc;
11835 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11836 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11838 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11839 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11843 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11845 if (decalsystem->decals)
11846 Mem_Free(decalsystem->decals);
11847 memset(decalsystem, 0, sizeof(*decalsystem));
11850 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)
11853 tridecal_t *decals;
11856 // expand or initialize the system
11857 if (decalsystem->maxdecals <= decalsystem->numdecals)
11859 decalsystem_t old = *decalsystem;
11860 qboolean useshortelements;
11861 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11862 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11863 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)));
11864 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11865 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11866 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11867 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11868 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11869 if (decalsystem->numdecals)
11870 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11872 Mem_Free(old.decals);
11873 for (i = 0;i < decalsystem->maxdecals*3;i++)
11874 decalsystem->element3i[i] = i;
11875 if (useshortelements)
11876 for (i = 0;i < decalsystem->maxdecals*3;i++)
11877 decalsystem->element3s[i] = i;
11880 // grab a decal and search for another free slot for the next one
11881 decals = decalsystem->decals;
11882 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11883 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11885 decalsystem->freedecal = i;
11886 if (decalsystem->numdecals <= i)
11887 decalsystem->numdecals = i + 1;
11889 // initialize the decal
11891 decal->triangleindex = triangleindex;
11892 decal->surfaceindex = surfaceindex;
11893 decal->decalsequence = decalsequence;
11894 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11895 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11896 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11897 decal->color4ub[0][3] = 255;
11898 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11899 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11900 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11901 decal->color4ub[1][3] = 255;
11902 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11903 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11904 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11905 decal->color4ub[2][3] = 255;
11906 decal->vertex3f[0][0] = v0[0];
11907 decal->vertex3f[0][1] = v0[1];
11908 decal->vertex3f[0][2] = v0[2];
11909 decal->vertex3f[1][0] = v1[0];
11910 decal->vertex3f[1][1] = v1[1];
11911 decal->vertex3f[1][2] = v1[2];
11912 decal->vertex3f[2][0] = v2[0];
11913 decal->vertex3f[2][1] = v2[1];
11914 decal->vertex3f[2][2] = v2[2];
11915 decal->texcoord2f[0][0] = t0[0];
11916 decal->texcoord2f[0][1] = t0[1];
11917 decal->texcoord2f[1][0] = t1[0];
11918 decal->texcoord2f[1][1] = t1[1];
11919 decal->texcoord2f[2][0] = t2[0];
11920 decal->texcoord2f[2][1] = t2[1];
11923 extern cvar_t cl_decals_bias;
11924 extern cvar_t cl_decals_models;
11925 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11926 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)
11928 matrix4x4_t projection;
11929 decalsystem_t *decalsystem;
11932 const float *vertex3f;
11933 const msurface_t *surface;
11934 const msurface_t *surfaces;
11935 const int *surfacelist;
11936 const texture_t *texture;
11938 int numsurfacelist;
11939 int surfacelistindex;
11946 float localorigin[3];
11947 float localnormal[3];
11948 float localmins[3];
11949 float localmaxs[3];
11955 float planes[6][4];
11957 float points[2][9][3];
11961 decalsystem = &ent->decalsystem;
11962 model = ent->model;
11963 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11965 R_DecalSystem_Reset(&ent->decalsystem);
11969 if (!model->brush.data_nodes && !cl_decals_models.integer)
11971 if (decalsystem->model)
11972 R_DecalSystem_Reset(decalsystem);
11976 if (decalsystem->model != model)
11977 R_DecalSystem_Reset(decalsystem);
11978 decalsystem->model = model;
11980 RSurf_ActiveModelEntity(ent, false, false, false);
11982 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11983 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11984 VectorNormalize(localnormal);
11985 localsize = worldsize*rsurface.inversematrixscale;
11986 localmins[0] = localorigin[0] - localsize;
11987 localmins[1] = localorigin[1] - localsize;
11988 localmins[2] = localorigin[2] - localsize;
11989 localmaxs[0] = localorigin[0] + localsize;
11990 localmaxs[1] = localorigin[1] + localsize;
11991 localmaxs[2] = localorigin[2] + localsize;
11993 //VectorCopy(localnormal, planes[4]);
11994 //VectorVectors(planes[4], planes[2], planes[0]);
11995 AnglesFromVectors(angles, localnormal, NULL, false);
11996 AngleVectors(angles, planes[0], planes[2], planes[4]);
11997 VectorNegate(planes[0], planes[1]);
11998 VectorNegate(planes[2], planes[3]);
11999 VectorNegate(planes[4], planes[5]);
12000 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12001 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12002 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12003 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12004 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12005 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12010 matrix4x4_t forwardprojection;
12011 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12012 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12017 float projectionvector[4][3];
12018 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12019 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12020 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12021 projectionvector[0][0] = planes[0][0] * ilocalsize;
12022 projectionvector[0][1] = planes[1][0] * ilocalsize;
12023 projectionvector[0][2] = planes[2][0] * ilocalsize;
12024 projectionvector[1][0] = planes[0][1] * ilocalsize;
12025 projectionvector[1][1] = planes[1][1] * ilocalsize;
12026 projectionvector[1][2] = planes[2][1] * ilocalsize;
12027 projectionvector[2][0] = planes[0][2] * ilocalsize;
12028 projectionvector[2][1] = planes[1][2] * ilocalsize;
12029 projectionvector[2][2] = planes[2][2] * ilocalsize;
12030 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12031 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12032 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12033 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12037 dynamic = model->surfmesh.isanimated;
12038 vertex3f = rsurface.modelvertex3f;
12039 numsurfacelist = model->nummodelsurfaces;
12040 surfacelist = model->sortedmodelsurfaces;
12041 surfaces = model->data_surfaces;
12042 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12044 surfaceindex = surfacelist[surfacelistindex];
12045 surface = surfaces + surfaceindex;
12046 // check cull box first because it rejects more than any other check
12047 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12049 // skip transparent surfaces
12050 texture = surface->texture;
12051 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12053 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12055 numtriangles = surface->num_triangles;
12056 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12058 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12060 index = 3*e[cornerindex];
12061 VectorCopy(vertex3f + index, v[cornerindex]);
12064 //TriangleNormal(v[0], v[1], v[2], normal);
12065 //if (DotProduct(normal, localnormal) < 0.0f)
12067 // clip by each of the box planes formed from the projection matrix
12068 // if anything survives, we emit the decal
12069 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]);
12072 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]);
12075 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]);
12078 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]);
12081 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]);
12084 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]);
12087 // some part of the triangle survived, so we have to accept it...
12090 // dynamic always uses the original triangle
12092 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12094 index = 3*e[cornerindex];
12095 VectorCopy(vertex3f + index, v[cornerindex]);
12098 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12100 // convert vertex positions to texcoords
12101 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12102 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12103 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12104 // calculate distance fade from the projection origin
12105 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12106 f = bound(0.0f, f, 1.0f);
12107 c[cornerindex][0] = r * f;
12108 c[cornerindex][1] = g * f;
12109 c[cornerindex][2] = b * f;
12110 c[cornerindex][3] = 1.0f;
12111 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12114 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);
12116 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12117 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);
12122 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12123 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)
12125 int renderentityindex;
12126 float worldmins[3];
12127 float worldmaxs[3];
12128 entity_render_t *ent;
12130 if (!cl_decals_newsystem.integer)
12133 worldmins[0] = worldorigin[0] - worldsize;
12134 worldmins[1] = worldorigin[1] - worldsize;
12135 worldmins[2] = worldorigin[2] - worldsize;
12136 worldmaxs[0] = worldorigin[0] + worldsize;
12137 worldmaxs[1] = worldorigin[1] + worldsize;
12138 worldmaxs[2] = worldorigin[2] + worldsize;
12140 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12142 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12144 ent = r_refdef.scene.entities[renderentityindex];
12145 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12148 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12152 typedef struct r_decalsystem_splatqueue_s
12154 vec3_t worldorigin;
12155 vec3_t worldnormal;
12161 r_decalsystem_splatqueue_t;
12163 int r_decalsystem_numqueued = 0;
12164 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12166 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)
12168 r_decalsystem_splatqueue_t *queue;
12170 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12173 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12174 VectorCopy(worldorigin, queue->worldorigin);
12175 VectorCopy(worldnormal, queue->worldnormal);
12176 Vector4Set(queue->color, r, g, b, a);
12177 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12178 queue->worldsize = worldsize;
12179 queue->decalsequence = cl.decalsequence++;
12182 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12185 r_decalsystem_splatqueue_t *queue;
12187 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12188 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);
12189 r_decalsystem_numqueued = 0;
12192 extern cvar_t cl_decals_max;
12193 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12196 decalsystem_t *decalsystem = &ent->decalsystem;
12203 if (!decalsystem->numdecals)
12206 if (r_showsurfaces.integer)
12209 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12211 R_DecalSystem_Reset(decalsystem);
12215 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12216 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12218 if (decalsystem->lastupdatetime)
12219 frametime = (cl.time - decalsystem->lastupdatetime);
12222 decalsystem->lastupdatetime = cl.time;
12223 decal = decalsystem->decals;
12224 numdecals = decalsystem->numdecals;
12226 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12228 if (decal->color4ub[0][3])
12230 decal->lived += frametime;
12231 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12233 memset(decal, 0, sizeof(*decal));
12234 if (decalsystem->freedecal > i)
12235 decalsystem->freedecal = i;
12239 decal = decalsystem->decals;
12240 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12243 // collapse the array by shuffling the tail decals into the gaps
12246 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12247 decalsystem->freedecal++;
12248 if (decalsystem->freedecal == numdecals)
12250 decal[decalsystem->freedecal] = decal[--numdecals];
12253 decalsystem->numdecals = numdecals;
12255 if (numdecals <= 0)
12257 // if there are no decals left, reset decalsystem
12258 R_DecalSystem_Reset(decalsystem);
12262 extern skinframe_t *decalskinframe;
12263 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12266 decalsystem_t *decalsystem = &ent->decalsystem;
12275 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12278 numdecals = decalsystem->numdecals;
12282 if (r_showsurfaces.integer)
12285 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12287 R_DecalSystem_Reset(decalsystem);
12291 // if the model is static it doesn't matter what value we give for
12292 // wantnormals and wanttangents, so this logic uses only rules applicable
12293 // to a model, knowing that they are meaningless otherwise
12294 if (ent == r_refdef.scene.worldentity)
12295 RSurf_ActiveWorldEntity();
12297 RSurf_ActiveModelEntity(ent, false, false, false);
12299 decalsystem->lastupdatetime = cl.time;
12300 decal = decalsystem->decals;
12302 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12304 // update vertex positions for animated models
12305 v3f = decalsystem->vertex3f;
12306 c4f = decalsystem->color4f;
12307 t2f = decalsystem->texcoord2f;
12308 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12310 if (!decal->color4ub[0][3])
12313 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12316 // update color values for fading decals
12317 if (decal->lived >= cl_decals_time.value)
12319 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12320 alpha *= (1.0f/255.0f);
12323 alpha = 1.0f/255.0f;
12325 c4f[ 0] = decal->color4ub[0][0] * alpha;
12326 c4f[ 1] = decal->color4ub[0][1] * alpha;
12327 c4f[ 2] = decal->color4ub[0][2] * alpha;
12329 c4f[ 4] = decal->color4ub[1][0] * alpha;
12330 c4f[ 5] = decal->color4ub[1][1] * alpha;
12331 c4f[ 6] = decal->color4ub[1][2] * alpha;
12333 c4f[ 8] = decal->color4ub[2][0] * alpha;
12334 c4f[ 9] = decal->color4ub[2][1] * alpha;
12335 c4f[10] = decal->color4ub[2][2] * alpha;
12338 t2f[0] = decal->texcoord2f[0][0];
12339 t2f[1] = decal->texcoord2f[0][1];
12340 t2f[2] = decal->texcoord2f[1][0];
12341 t2f[3] = decal->texcoord2f[1][1];
12342 t2f[4] = decal->texcoord2f[2][0];
12343 t2f[5] = decal->texcoord2f[2][1];
12345 // update vertex positions for animated models
12346 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12348 e = rsurface.modelelement3i + 3*decal->triangleindex;
12349 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12350 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12351 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12355 VectorCopy(decal->vertex3f[0], v3f);
12356 VectorCopy(decal->vertex3f[1], v3f + 3);
12357 VectorCopy(decal->vertex3f[2], v3f + 6);
12360 if (r_refdef.fogenabled)
12362 alpha = RSurf_FogVertex(v3f);
12363 VectorScale(c4f, alpha, c4f);
12364 alpha = RSurf_FogVertex(v3f + 3);
12365 VectorScale(c4f + 4, alpha, c4f + 4);
12366 alpha = RSurf_FogVertex(v3f + 6);
12367 VectorScale(c4f + 8, alpha, c4f + 8);
12378 r_refdef.stats.drawndecals += numtris;
12380 // now render the decals all at once
12381 // (this assumes they all use one particle font texture!)
12382 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);
12383 R_Mesh_ResetTextureState();
12384 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12385 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12386 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12387 GL_DepthMask(false);
12388 GL_DepthRange(0, 1);
12389 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12390 GL_DepthTest(true);
12391 GL_CullFace(GL_NONE);
12392 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12393 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12394 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12398 static void R_DrawModelDecals(void)
12402 // fade faster when there are too many decals
12403 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12404 for (i = 0;i < r_refdef.scene.numentities;i++)
12405 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12407 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12408 for (i = 0;i < r_refdef.scene.numentities;i++)
12409 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12410 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12412 R_DecalSystem_ApplySplatEntitiesQueue();
12414 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12415 for (i = 0;i < r_refdef.scene.numentities;i++)
12416 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12418 r_refdef.stats.totaldecals += numdecals;
12420 if (r_showsurfaces.integer)
12423 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12425 for (i = 0;i < r_refdef.scene.numentities;i++)
12427 if (!r_refdef.viewcache.entityvisible[i])
12429 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12430 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12434 extern cvar_t mod_collision_bih;
12435 void R_DrawDebugModel(void)
12437 entity_render_t *ent = rsurface.entity;
12438 int i, j, k, l, flagsmask;
12439 const msurface_t *surface;
12440 dp_model_t *model = ent->model;
12443 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12445 R_Mesh_ColorPointer(NULL, 0, 0);
12446 R_Mesh_ResetTextureState();
12447 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12448 GL_DepthRange(0, 1);
12449 GL_DepthTest(!r_showdisabledepthtest.integer);
12450 GL_DepthMask(false);
12451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12453 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12457 qboolean cullbox = ent == r_refdef.scene.worldentity;
12458 const q3mbrush_t *brush;
12459 const bih_t *bih = &model->collision_bih;
12460 const bih_leaf_t *bihleaf;
12461 float vertex3f[3][3];
12462 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12464 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12466 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12468 switch (bihleaf->type)
12471 brush = model->brush.data_brushes + bihleaf->itemindex;
12472 if (brush->colbrushf && brush->colbrushf->numtriangles)
12474 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12475 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12476 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12479 case BIH_COLLISIONTRIANGLE:
12480 triangleindex = bihleaf->itemindex;
12481 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12482 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12483 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12484 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12485 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12486 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12488 case BIH_RENDERTRIANGLE:
12489 triangleindex = bihleaf->itemindex;
12490 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12491 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12492 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12493 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12494 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12495 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12501 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12503 if (r_showtris.integer || r_shownormals.integer)
12505 if (r_showdisabledepthtest.integer)
12507 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12508 GL_DepthMask(false);
12512 GL_BlendFunc(GL_ONE, GL_ZERO);
12513 GL_DepthMask(true);
12515 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12517 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12519 rsurface.texture = R_GetCurrentTexture(surface->texture);
12520 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12522 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12523 if (r_showtris.value > 0)
12525 if (!rsurface.texture->currentlayers->depthmask)
12526 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12527 else if (ent == r_refdef.scene.worldentity)
12528 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12530 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12531 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12532 R_Mesh_ColorPointer(NULL, 0, 0);
12533 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12534 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12535 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12536 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);
12537 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12540 if (r_shownormals.value < 0)
12542 qglBegin(GL_LINES);
12543 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12545 VectorCopy(rsurface.vertex3f + l * 3, v);
12546 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12547 qglVertex3f(v[0], v[1], v[2]);
12548 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12549 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12550 qglVertex3f(v[0], v[1], v[2]);
12555 if (r_shownormals.value > 0)
12557 qglBegin(GL_LINES);
12558 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12560 VectorCopy(rsurface.vertex3f + l * 3, v);
12561 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12562 qglVertex3f(v[0], v[1], v[2]);
12563 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12564 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12565 qglVertex3f(v[0], v[1], v[2]);
12569 qglBegin(GL_LINES);
12570 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12572 VectorCopy(rsurface.vertex3f + l * 3, v);
12573 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12574 qglVertex3f(v[0], v[1], v[2]);
12575 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12576 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12577 qglVertex3f(v[0], v[1], v[2]);
12581 qglBegin(GL_LINES);
12582 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12584 VectorCopy(rsurface.vertex3f + l * 3, v);
12585 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12586 qglVertex3f(v[0], v[1], v[2]);
12587 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12588 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12589 qglVertex3f(v[0], v[1], v[2]);
12596 rsurface.texture = NULL;
12600 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12601 int r_maxsurfacelist = 0;
12602 const msurface_t **r_surfacelist = NULL;
12603 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12605 int i, j, endj, flagsmask;
12606 dp_model_t *model = r_refdef.scene.worldmodel;
12607 msurface_t *surfaces;
12608 unsigned char *update;
12609 int numsurfacelist = 0;
12613 if (r_maxsurfacelist < model->num_surfaces)
12615 r_maxsurfacelist = model->num_surfaces;
12617 Mem_Free((msurface_t**)r_surfacelist);
12618 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12621 RSurf_ActiveWorldEntity();
12623 surfaces = model->data_surfaces;
12624 update = model->brushq1.lightmapupdateflags;
12626 // update light styles on this submodel
12627 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12629 model_brush_lightstyleinfo_t *style;
12630 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12632 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12634 int *list = style->surfacelist;
12635 style->value = r_refdef.scene.lightstylevalue[style->style];
12636 for (j = 0;j < style->numsurfaces;j++)
12637 update[list[j]] = true;
12642 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12646 R_DrawDebugModel();
12647 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12651 rsurface.uselightmaptexture = false;
12652 rsurface.texture = NULL;
12653 rsurface.rtlight = NULL;
12654 numsurfacelist = 0;
12655 // add visible surfaces to draw list
12656 for (i = 0;i < model->nummodelsurfaces;i++)
12658 j = model->sortedmodelsurfaces[i];
12659 if (r_refdef.viewcache.world_surfacevisible[j])
12660 r_surfacelist[numsurfacelist++] = surfaces + j;
12662 // update lightmaps if needed
12663 if (model->brushq1.firstrender)
12665 model->brushq1.firstrender = false;
12666 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12668 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12672 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12673 if (r_refdef.viewcache.world_surfacevisible[j])
12675 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12677 // don't do anything if there were no surfaces
12678 if (!numsurfacelist)
12680 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12683 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12684 GL_AlphaTest(false);
12686 // add to stats if desired
12687 if (r_speeds.integer && !skysurfaces && !depthonly)
12689 r_refdef.stats.world_surfaces += numsurfacelist;
12690 for (j = 0;j < numsurfacelist;j++)
12691 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12694 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12697 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12699 int i, j, endj, flagsmask;
12700 dp_model_t *model = ent->model;
12701 msurface_t *surfaces;
12702 unsigned char *update;
12703 int numsurfacelist = 0;
12707 if (r_maxsurfacelist < model->num_surfaces)
12709 r_maxsurfacelist = model->num_surfaces;
12711 Mem_Free((msurface_t **)r_surfacelist);
12712 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12715 // if the model is static it doesn't matter what value we give for
12716 // wantnormals and wanttangents, so this logic uses only rules applicable
12717 // to a model, knowing that they are meaningless otherwise
12718 if (ent == r_refdef.scene.worldentity)
12719 RSurf_ActiveWorldEntity();
12720 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12721 RSurf_ActiveModelEntity(ent, false, false, false);
12723 RSurf_ActiveModelEntity(ent, true, true, true);
12724 else if (depthonly)
12726 switch (vid.renderpath)
12728 case RENDERPATH_GL20:
12729 case RENDERPATH_CGGL:
12730 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12732 case RENDERPATH_GL13:
12733 case RENDERPATH_GL11:
12734 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12740 switch (vid.renderpath)
12742 case RENDERPATH_GL20:
12743 case RENDERPATH_CGGL:
12744 RSurf_ActiveModelEntity(ent, true, true, false);
12746 case RENDERPATH_GL13:
12747 case RENDERPATH_GL11:
12748 RSurf_ActiveModelEntity(ent, true, false, false);
12753 surfaces = model->data_surfaces;
12754 update = model->brushq1.lightmapupdateflags;
12756 // update light styles
12757 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12759 model_brush_lightstyleinfo_t *style;
12760 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12762 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12764 int *list = style->surfacelist;
12765 style->value = r_refdef.scene.lightstylevalue[style->style];
12766 for (j = 0;j < style->numsurfaces;j++)
12767 update[list[j]] = true;
12772 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12776 R_DrawDebugModel();
12777 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12781 rsurface.uselightmaptexture = false;
12782 rsurface.texture = NULL;
12783 rsurface.rtlight = NULL;
12784 numsurfacelist = 0;
12785 // add visible surfaces to draw list
12786 for (i = 0;i < model->nummodelsurfaces;i++)
12787 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12788 // don't do anything if there were no surfaces
12789 if (!numsurfacelist)
12791 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12794 // update lightmaps if needed
12798 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12803 R_BuildLightMap(ent, surfaces + j);
12808 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12810 R_BuildLightMap(ent, surfaces + j);
12811 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12812 GL_AlphaTest(false);
12814 // add to stats if desired
12815 if (r_speeds.integer && !skysurfaces && !depthonly)
12817 r_refdef.stats.entities_surfaces += numsurfacelist;
12818 for (j = 0;j < numsurfacelist;j++)
12819 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12822 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12825 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12827 static texture_t texture;
12828 static msurface_t surface;
12829 const msurface_t *surfacelist = &surface;
12831 // fake enough texture and surface state to render this geometry
12833 texture.update_lastrenderframe = -1; // regenerate this texture
12834 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12835 texture.currentskinframe = skinframe;
12836 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12837 texture.offsetmapping = OFFSETMAPPING_OFF;
12838 texture.offsetscale = 1;
12839 texture.specularscalemod = 1;
12840 texture.specularpowermod = 1;
12842 surface.texture = &texture;
12843 surface.num_triangles = numtriangles;
12844 surface.num_firsttriangle = firsttriangle;
12845 surface.num_vertices = numvertices;
12846 surface.num_firstvertex = firstvertex;
12849 rsurface.texture = R_GetCurrentTexture(surface.texture);
12850 rsurface.uselightmaptexture = false;
12851 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12854 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)
12856 static msurface_t surface;
12857 const msurface_t *surfacelist = &surface;
12859 // fake enough texture and surface state to render this geometry
12861 surface.texture = texture;
12862 surface.num_triangles = numtriangles;
12863 surface.num_firsttriangle = firsttriangle;
12864 surface.num_vertices = numvertices;
12865 surface.num_firstvertex = firstvertex;
12868 rsurface.texture = R_GetCurrentTexture(surface.texture);
12869 rsurface.uselightmaptexture = false;
12870 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);