2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
152 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)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 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"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 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)"};
177 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"};
179 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"};
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 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"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 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)"};
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
194 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)"};
196 extern cvar_t v_glslgamma;
198 extern qboolean v_flipped_state;
200 static struct r_bloomstate_s
205 int bloomwidth, bloomheight;
207 int screentexturewidth, screentextureheight;
208 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
210 int bloomtexturewidth, bloomtextureheight;
211 rtexture_t *texture_bloom;
213 // arrays for rendering the screen passes
214 float screentexcoord2f[8];
215 float bloomtexcoord2f[8];
216 float offsettexcoord2f[8];
218 r_viewport_t viewport;
222 r_waterstate_t r_waterstate;
224 /// shadow volume bsp struct with automatically growing nodes buffer
227 rtexture_t *r_texture_blanknormalmap;
228 rtexture_t *r_texture_white;
229 rtexture_t *r_texture_grey128;
230 rtexture_t *r_texture_black;
231 rtexture_t *r_texture_notexture;
232 rtexture_t *r_texture_whitecube;
233 rtexture_t *r_texture_normalizationcube;
234 rtexture_t *r_texture_fogattenuation;
235 rtexture_t *r_texture_fogheighttexture;
236 rtexture_t *r_texture_gammaramps;
237 unsigned int r_texture_gammaramps_serial;
238 //rtexture_t *r_texture_fogintensity;
239 rtexture_t *r_texture_reflectcube;
241 // TODO: hash lookups?
242 typedef struct cubemapinfo_s
249 int r_texture_numcubemaps;
250 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
252 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
253 unsigned int r_numqueries;
254 unsigned int r_maxqueries;
256 typedef struct r_qwskincache_s
258 char name[MAX_QPATH];
259 skinframe_t *skinframe;
263 static r_qwskincache_t *r_qwskincache;
264 static int r_qwskincache_size;
266 /// vertex coordinates for a quad that covers the screen exactly
267 extern const float r_screenvertex3f[12];
268 extern const float r_d3dscreenvertex3f[12];
269 const float r_screenvertex3f[12] =
276 const float r_d3dscreenvertex3f[12] =
284 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
287 for (i = 0;i < verts;i++)
298 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
301 for (i = 0;i < verts;i++)
311 // FIXME: move this to client?
314 if (gamemode == GAME_NEHAHRA)
316 Cvar_Set("gl_fogenable", "0");
317 Cvar_Set("gl_fogdensity", "0.2");
318 Cvar_Set("gl_fogred", "0.3");
319 Cvar_Set("gl_foggreen", "0.3");
320 Cvar_Set("gl_fogblue", "0.3");
322 r_refdef.fog_density = 0;
323 r_refdef.fog_red = 0;
324 r_refdef.fog_green = 0;
325 r_refdef.fog_blue = 0;
326 r_refdef.fog_alpha = 1;
327 r_refdef.fog_start = 0;
328 r_refdef.fog_end = 16384;
329 r_refdef.fog_height = 1<<30;
330 r_refdef.fog_fadedepth = 128;
331 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
334 static void R_BuildBlankTextures(void)
336 unsigned char data[4];
337 data[2] = 128; // normal X
338 data[1] = 128; // normal Y
339 data[0] = 255; // normal Z
340 data[3] = 128; // height
341 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
359 static void R_BuildNoTexture(void)
362 unsigned char pix[16][16][4];
363 // this makes a light grey/dark grey checkerboard texture
364 for (y = 0;y < 16;y++)
366 for (x = 0;x < 16;x++)
368 if ((y < 8) ^ (x < 8))
384 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildWhiteCube(void)
389 unsigned char data[6*1*1*4];
390 memset(data, 255, sizeof(data));
391 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNormalizationCube(void)
398 vec_t s, t, intensity;
401 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
402 for (side = 0;side < 6;side++)
404 for (y = 0;y < NORMSIZE;y++)
406 for (x = 0;x < NORMSIZE;x++)
408 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444 intensity = 127.0f / sqrt(DotProduct(v, v));
445 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
446 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
447 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
448 data[((side*64+y)*64+x)*4+3] = 255;
452 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
456 static void R_BuildFogTexture(void)
460 unsigned char data1[FOGWIDTH][4];
461 //unsigned char data2[FOGWIDTH][4];
464 r_refdef.fogmasktable_start = r_refdef.fog_start;
465 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
466 r_refdef.fogmasktable_range = r_refdef.fogrange;
467 r_refdef.fogmasktable_density = r_refdef.fog_density;
469 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
470 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
472 d = (x * r - r_refdef.fogmasktable_start);
473 if(developer_extra.integer)
474 Con_DPrintf("%f ", d);
476 if (r_fog_exp2.integer)
477 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
479 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
480 if(developer_extra.integer)
481 Con_DPrintf(" : %f ", alpha);
482 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
483 if(developer_extra.integer)
484 Con_DPrintf(" = %f\n", alpha);
485 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
488 for (x = 0;x < FOGWIDTH;x++)
490 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
495 //data2[x][0] = 255 - b;
496 //data2[x][1] = 255 - b;
497 //data2[x][2] = 255 - b;
500 if (r_texture_fogattenuation)
502 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
503 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
507 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
508 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
512 static void R_BuildFogHeightTexture(void)
514 unsigned char *inpixels;
522 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
523 if (r_refdef.fogheighttexturename[0])
524 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
527 r_refdef.fog_height_tablesize = 0;
528 if (r_texture_fogheighttexture)
529 R_FreeTexture(r_texture_fogheighttexture);
530 r_texture_fogheighttexture = NULL;
531 if (r_refdef.fog_height_table2d)
532 Mem_Free(r_refdef.fog_height_table2d);
533 r_refdef.fog_height_table2d = NULL;
534 if (r_refdef.fog_height_table1d)
535 Mem_Free(r_refdef.fog_height_table1d);
536 r_refdef.fog_height_table1d = NULL;
540 r_refdef.fog_height_tablesize = size;
541 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
542 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
543 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
545 // LordHavoc: now the magic - what is that table2d for? it is a cooked
546 // average fog color table accounting for every fog layer between a point
547 // and the camera. (Note: attenuation is handled separately!)
548 for (y = 0;y < size;y++)
550 for (x = 0;x < size;x++)
556 for (j = x;j <= y;j++)
558 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 for (j = x;j >= y;j--)
566 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
571 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
573 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
574 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
577 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
580 //=======================================================================================================================================================
582 static const char *builtinshaderstring =
583 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
584 "// written by Forest 'LordHavoc' Hale\n"
585 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
587 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
590 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
591 "#define USELIGHTMAP\n"
593 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
594 "#define USEEYEVECTOR\n"
597 "#ifdef USESHADOWMAP2D\n"
598 "# ifdef GL_EXT_gpu_shader4\n"
599 "# extension GL_EXT_gpu_shader4 : enable\n"
601 "# ifdef GL_ARB_texture_gather\n"
602 "# extension GL_ARB_texture_gather : enable\n"
604 "# ifdef GL_AMD_texture_texture4\n"
605 "# extension GL_AMD_texture_texture4 : enable\n"
610 "//#ifdef USESHADOWSAMPLER\n"
611 "//# extension GL_ARB_shadow : enable\n"
614 "//#ifdef __GLSL_CG_DATA_TYPES\n"
615 "//# define myhalf half\n"
616 "//# define myhalf2 half2\n"
617 "//# define myhalf3 half3\n"
618 "//# define myhalf4 half4\n"
620 "# define myhalf float\n"
621 "# define myhalf2 vec2\n"
622 "# define myhalf3 vec3\n"
623 "# define myhalf4 vec4\n"
626 "#ifdef VERTEX_SHADER\n"
627 "uniform mat4 ModelViewProjectionMatrix;\n"
630 "#ifdef MODE_DEPTH_OR_SHADOW\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
637 "#else // !MODE_DEPTH_ORSHADOW\n"
642 "#ifdef MODE_SHOWDEPTH\n"
643 "#ifdef VERTEX_SHADER\n"
646 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
647 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
651 "#ifdef FRAGMENT_SHADER\n"
654 " gl_FragColor = gl_Color;\n"
657 "#else // !MODE_SHOWDEPTH\n"
662 "#ifdef MODE_POSTPROCESS\n"
663 "varying vec2 TexCoord1;\n"
664 "varying vec2 TexCoord2;\n"
666 "#ifdef VERTEX_SHADER\n"
669 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
670 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
672 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
677 "#ifdef FRAGMENT_SHADER\n"
678 "uniform sampler2D Texture_First;\n"
680 "uniform sampler2D Texture_Second;\n"
681 "uniform vec4 BloomColorSubtract;\n"
683 "#ifdef USEGAMMARAMPS\n"
684 "uniform sampler2D Texture_GammaRamps;\n"
686 "#ifdef USESATURATION\n"
687 "uniform float Saturation;\n"
689 "#ifdef USEVIEWTINT\n"
690 "uniform vec4 ViewTintColor;\n"
692 "//uncomment these if you want to use them:\n"
693 "uniform vec4 UserVec1;\n"
694 "uniform vec4 UserVec2;\n"
695 "// uniform vec4 UserVec3;\n"
696 "// uniform vec4 UserVec4;\n"
697 "// uniform float ClientTime;\n"
698 "uniform vec2 PixelSize;\n"
701 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
703 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
705 "#ifdef USEVIEWTINT\n"
706 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
709 "#ifdef USEPOSTPROCESSING\n"
710 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
711 "// 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"
712 " float sobel = 1.0;\n"
713 " // vec2 ts = textureSize(Texture_First, 0);\n"
714 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
715 " vec2 px = PixelSize;\n"
716 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
717 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
718 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
719 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
720 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
721 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
724 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
727 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
728 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
729 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
730 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
731 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
732 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
733 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
734 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
735 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
736 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
737 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
738 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
739 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
740 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
746 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
747 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
750 "#ifdef USESATURATION\n"
751 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
752 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
753 " // 'vampire sight' effect, wheres red is compensated\n"
754 " #ifdef SATURATION_REDCOMPENSATE\n"
755 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
756 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
757 " gl_FragColor.r += rboost;\n"
759 " // normal desaturation\n"
760 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
761 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
765 "#ifdef USEGAMMARAMPS\n"
766 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
767 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
768 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
772 "#else // !MODE_POSTPROCESS\n"
777 "#ifdef MODE_GENERIC\n"
778 "#ifdef USEDIFFUSE\n"
779 "varying vec2 TexCoord1;\n"
781 "#ifdef USESPECULAR\n"
782 "varying vec2 TexCoord2;\n"
784 "#ifdef VERTEX_SHADER\n"
787 " gl_FrontColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
791 "#ifdef USESPECULAR\n"
792 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
794 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
798 "#ifdef FRAGMENT_SHADER\n"
799 "#ifdef USEDIFFUSE\n"
800 "uniform sampler2D Texture_First;\n"
802 "#ifdef USESPECULAR\n"
803 "uniform sampler2D Texture_Second;\n"
808 " gl_FragColor = gl_Color;\n"
809 "#ifdef USEDIFFUSE\n"
810 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
813 "#ifdef USESPECULAR\n"
814 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
815 "# ifdef USECOLORMAPPING\n"
816 " gl_FragColor *= tex2;\n"
819 " gl_FragColor += tex2;\n"
821 "# ifdef USEVERTEXTEXTUREBLEND\n"
822 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
827 "#else // !MODE_GENERIC\n"
832 "#ifdef MODE_BLOOMBLUR\n"
833 "varying TexCoord;\n"
834 "#ifdef VERTEX_SHADER\n"
837 " gl_FrontColor = gl_Color;\n"
838 " TexCoord = gl_MultiTexCoord0.xy;\n"
839 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
843 "#ifdef FRAGMENT_SHADER\n"
844 "uniform sampler2D Texture_First;\n"
845 "uniform vec4 BloomBlur_Parameters;\n"
850 " vec2 tc = TexCoord;\n"
851 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
852 " tc += BloomBlur_Parameters.xy;\n"
853 " for (i = 1;i < SAMPLES;i++)\n"
855 " color += texture2D(Texture_First, tc).rgb;\n"
856 " tc += BloomBlur_Parameters.xy;\n"
858 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
861 "#else // !MODE_BLOOMBLUR\n"
862 "#ifdef MODE_REFRACTION\n"
863 "varying vec2 TexCoord;\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
865 "uniform mat4 TexMatrix;\n"
866 "#ifdef VERTEX_SHADER\n"
870 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
871 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
872 " ModelViewProjectionPosition = gl_Position;\n"
876 "#ifdef FRAGMENT_SHADER\n"
877 "uniform sampler2D Texture_Normal;\n"
878 "uniform sampler2D Texture_Refraction;\n"
879 "uniform sampler2D Texture_Reflection;\n"
881 "uniform vec4 DistortScaleRefractReflect;\n"
882 "uniform vec4 ScreenScaleRefractReflect;\n"
883 "uniform vec4 ScreenCenterRefractReflect;\n"
884 "uniform vec4 RefractColor;\n"
885 "uniform vec4 ReflectColor;\n"
886 "uniform float ReflectFactor;\n"
887 "uniform float ReflectOffset;\n"
891 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
892 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
893 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
894 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
895 " // FIXME temporary hack to detect the case that the reflection\n"
896 " // gets blackened at edges due to leaving the area that contains actual\n"
898 " // Remove this 'ack once we have a better way to stop this thing from\n"
900 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
901 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
902 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
903 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
904 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
905 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
908 "#else // !MODE_REFRACTION\n"
913 "#ifdef MODE_WATER\n"
914 "varying vec2 TexCoord;\n"
915 "varying vec3 EyeVector;\n"
916 "varying vec4 ModelViewProjectionPosition;\n"
917 "#ifdef VERTEX_SHADER\n"
918 "uniform vec3 EyePosition;\n"
919 "uniform mat4 TexMatrix;\n"
923 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
924 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
925 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
926 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
927 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
928 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
929 " ModelViewProjectionPosition = gl_Position;\n"
933 "#ifdef FRAGMENT_SHADER\n"
934 "uniform sampler2D Texture_Normal;\n"
935 "uniform sampler2D Texture_Refraction;\n"
936 "uniform sampler2D Texture_Reflection;\n"
938 "uniform vec4 DistortScaleRefractReflect;\n"
939 "uniform vec4 ScreenScaleRefractReflect;\n"
940 "uniform vec4 ScreenCenterRefractReflect;\n"
941 "uniform vec4 RefractColor;\n"
942 "uniform vec4 ReflectColor;\n"
943 "uniform float ReflectFactor;\n"
944 "uniform float ReflectOffset;\n"
945 "uniform float ClientTime;\n"
946 "#ifdef USENORMALMAPSCROLLBLEND\n"
947 "uniform vec2 NormalmapScrollBlend;\n"
952 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
953 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
954 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
955 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
956 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
957 " #ifdef USENORMALMAPSCROLLBLEND\n"
958 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
959 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
960 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
962 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
964 " // FIXME temporary hack to detect the case that the reflection\n"
965 " // gets blackened at edges due to leaving the area that contains actual\n"
967 " // Remove this 'ack once we have a better way to stop this thing from\n"
969 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
970 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
971 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
972 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
973 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
974 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
975 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
976 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
977 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
978 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
979 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
980 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
981 " gl_FragColor.a = f1 + 0.5;\n"
984 "#else // !MODE_WATER\n"
989 "// common definitions between vertex shader and fragment shader:\n"
991 "varying vec2 TexCoord;\n"
992 "#ifdef USEVERTEXTEXTUREBLEND\n"
993 "varying vec2 TexCoord2;\n"
995 "#ifdef USELIGHTMAP\n"
996 "varying vec2 TexCoordLightmap;\n"
999 "#ifdef MODE_LIGHTSOURCE\n"
1000 "varying vec3 CubeVector;\n"
1003 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1004 "varying vec3 LightVector;\n"
1007 "#ifdef USEEYEVECTOR\n"
1008 "varying vec3 EyeVector;\n"
1011 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1014 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1015 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1016 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1017 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1020 "#ifdef USEREFLECTION\n"
1021 "varying vec4 ModelViewProjectionPosition;\n"
1023 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1024 "uniform vec3 LightPosition;\n"
1025 "varying vec4 ModelViewPosition;\n"
1028 "#ifdef MODE_LIGHTSOURCE\n"
1029 "uniform vec3 LightPosition;\n"
1031 "uniform vec3 EyePosition;\n"
1032 "#ifdef MODE_LIGHTDIRECTION\n"
1033 "uniform vec3 LightDir;\n"
1035 "uniform vec4 FogPlane;\n"
1037 "#ifdef USESHADOWMAPORTHO\n"
1038 "varying vec3 ShadowMapTC;\n"
1045 "// 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"
1047 "// fragment shader specific:\n"
1048 "#ifdef FRAGMENT_SHADER\n"
1050 "uniform sampler2D Texture_Normal;\n"
1051 "uniform sampler2D Texture_Color;\n"
1052 "uniform sampler2D Texture_Gloss;\n"
1054 "uniform sampler2D Texture_Glow;\n"
1056 "#ifdef USEVERTEXTEXTUREBLEND\n"
1057 "uniform sampler2D Texture_SecondaryNormal;\n"
1058 "uniform sampler2D Texture_SecondaryColor;\n"
1059 "uniform sampler2D Texture_SecondaryGloss;\n"
1061 "uniform sampler2D Texture_SecondaryGlow;\n"
1064 "#ifdef USECOLORMAPPING\n"
1065 "uniform sampler2D Texture_Pants;\n"
1066 "uniform sampler2D Texture_Shirt;\n"
1069 "#ifdef USEFOGHEIGHTTEXTURE\n"
1070 "uniform sampler2D Texture_FogHeightTexture;\n"
1072 "uniform sampler2D Texture_FogMask;\n"
1074 "#ifdef USELIGHTMAP\n"
1075 "uniform sampler2D Texture_Lightmap;\n"
1077 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1078 "uniform sampler2D Texture_Deluxemap;\n"
1080 "#ifdef USEREFLECTION\n"
1081 "uniform sampler2D Texture_Reflection;\n"
1084 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1085 "uniform sampler2D Texture_ScreenDepth;\n"
1086 "uniform sampler2D Texture_ScreenNormalMap;\n"
1088 "#ifdef USEDEFERREDLIGHTMAP\n"
1089 "uniform sampler2D Texture_ScreenDiffuse;\n"
1090 "uniform sampler2D Texture_ScreenSpecular;\n"
1093 "uniform myhalf3 Color_Pants;\n"
1094 "uniform myhalf3 Color_Shirt;\n"
1095 "uniform myhalf3 FogColor;\n"
1098 "uniform float FogRangeRecip;\n"
1099 "uniform float FogPlaneViewDist;\n"
1100 "uniform float FogHeightFade;\n"
1101 "vec3 FogVertex(vec3 surfacecolor)\n"
1103 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1104 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1106 "#ifdef USEFOGHEIGHTTEXTURE\n"
1107 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1108 " fogfrac = fogheightpixel.a;\n"
1109 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1111 "# ifdef USEFOGOUTSIDE\n"
1112 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1114 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1116 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1121 "#ifdef USEOFFSETMAPPING\n"
1122 "uniform float OffsetMapping_Scale;\n"
1123 "vec2 OffsetMapping(vec2 TexCoord)\n"
1125 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1126 " // 14 sample relief mapping: linear search and then binary search\n"
1127 " // this basically steps forward a small amount repeatedly until it finds\n"
1128 " // itself inside solid, then jitters forward and back using decreasing\n"
1129 " // amounts to find the impact\n"
1130 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1131 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1132 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1133 " vec3 RT = vec3(TexCoord, 1);\n"
1134 " OffsetVector *= 0.1;\n"
1135 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1136 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1137 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1138 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1139 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1140 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1141 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1142 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1143 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1144 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1145 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1146 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1147 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1148 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1151 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1152 " // this basically moves forward the full distance, and then backs up based\n"
1153 " // on height of samples\n"
1154 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1155 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1156 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1157 " TexCoord += OffsetVector;\n"
1158 " OffsetVector *= 0.333;\n"
1159 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1160 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1161 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1162 " return TexCoord;\n"
1165 "#endif // USEOFFSETMAPPING\n"
1167 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1168 "uniform sampler2D Texture_Attenuation;\n"
1169 "uniform samplerCube Texture_Cube;\n"
1172 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1174 "#ifdef USESHADOWMAP2D\n"
1175 "# ifdef USESHADOWSAMPLER\n"
1176 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1178 "uniform sampler2D Texture_ShadowMap2D;\n"
1182 "#ifdef USESHADOWMAPVSDCT\n"
1183 "uniform samplerCube Texture_CubeProjection;\n"
1186 "#if defined(USESHADOWMAP2D)\n"
1187 "uniform vec2 ShadowMap_TextureScale;\n"
1188 "uniform vec4 ShadowMap_Parameters;\n"
1191 "#if defined(USESHADOWMAP2D)\n"
1192 "# ifdef USESHADOWMAPORTHO\n"
1193 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1195 "# ifdef USESHADOWMAPVSDCT\n"
1196 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1198 " vec3 adir = abs(dir);\n"
1199 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1200 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1201 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1204 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1206 " vec3 adir = abs(dir);\n"
1207 " float ma = adir.z;\n"
1208 " vec4 proj = vec4(dir, 2.5);\n"
1209 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1210 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1211 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1212 " 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"
1216 "#endif // defined(USESHADOWMAP2D)\n"
1218 "# ifdef USESHADOWMAP2D\n"
1219 "float ShadowMapCompare(vec3 dir)\n"
1221 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1224 "# ifdef USESHADOWSAMPLER\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1227 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1228 " 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"
1230 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1233 "# ifdef USESHADOWMAPPCF\n"
1234 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1235 "# ifdef GL_ARB_texture_gather\n"
1236 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1238 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1240 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1241 "# if USESHADOWMAPPCF > 1\n"
1242 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1243 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1244 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1245 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1246 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1247 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1248 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1249 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1250 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1251 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1252 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1253 " locols.yz += group2.ab;\n"
1254 " hicols.yz += group8.rg;\n"
1255 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1256 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1257 " mix(locols, hicols, offset.y);\n"
1258 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1259 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1260 " f = dot(cols, vec4(1.0/25.0));\n"
1262 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1263 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1264 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1265 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1266 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1267 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1268 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1271 "# ifdef GL_EXT_gpu_shader4\n"
1272 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1274 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1276 "# if USESHADOWMAPPCF > 1\n"
1277 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1278 " center *= ShadowMap_TextureScale;\n"
1279 " 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"
1280 " 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"
1281 " 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"
1282 " 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"
1283 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1284 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1286 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1287 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1288 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1289 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1290 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1291 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1295 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1298 "# ifdef USESHADOWMAPORTHO\n"
1299 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1305 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1306 "#endif // FRAGMENT_SHADER\n"
1311 "#ifdef MODE_DEFERREDGEOMETRY\n"
1312 "#ifdef VERTEX_SHADER\n"
1313 "uniform mat4 TexMatrix;\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 "uniform mat4 BackgroundTexMatrix;\n"
1317 "uniform mat4 ModelViewMatrix;\n"
1320 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1321 "#ifdef USEVERTEXTEXTUREBLEND\n"
1322 " gl_FrontColor = gl_Color;\n"
1323 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1326 " // transform unnormalized eye direction into tangent space\n"
1327 "#ifdef USEOFFSETMAPPING\n"
1328 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1329 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1330 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1331 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1334 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1335 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1336 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1337 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1339 "#endif // VERTEX_SHADER\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1344 "#ifdef USEOFFSETMAPPING\n"
1345 " // apply offsetmapping\n"
1346 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1347 "#define TexCoord TexCoordOffset\n"
1350 "#ifdef USEALPHAKILL\n"
1351 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1355 "#ifdef USEVERTEXTEXTUREBLEND\n"
1356 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1357 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1358 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1359 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1362 "#ifdef USEVERTEXTEXTUREBLEND\n"
1363 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1364 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1366 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1367 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1370 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1372 "#endif // FRAGMENT_SHADER\n"
1373 "#else // !MODE_DEFERREDGEOMETRY\n"
1378 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1379 "#ifdef VERTEX_SHADER\n"
1380 "uniform mat4 ModelViewMatrix;\n"
1383 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1384 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1386 "#endif // VERTEX_SHADER\n"
1388 "#ifdef FRAGMENT_SHADER\n"
1389 "uniform mat4 ViewToLight;\n"
1390 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1391 "uniform vec2 ScreenToDepth;\n"
1392 "uniform myhalf3 DeferredColor_Ambient;\n"
1393 "uniform myhalf3 DeferredColor_Diffuse;\n"
1394 "#ifdef USESPECULAR\n"
1395 "uniform myhalf3 DeferredColor_Specular;\n"
1396 "uniform myhalf SpecularPower;\n"
1398 "uniform myhalf2 PixelToScreenTexCoord;\n"
1401 " // calculate viewspace pixel position\n"
1402 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1404 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1405 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1406 " // decode viewspace pixel normal\n"
1407 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1408 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1409 " // surfacenormal = pixel normal in viewspace\n"
1410 " // LightVector = pixel to light in viewspace\n"
1411 " // CubeVector = position in lightspace\n"
1412 " // eyevector = pixel to view in viewspace\n"
1413 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1414 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1415 "#ifdef USEDIFFUSE\n"
1416 " // calculate diffuse shading\n"
1417 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1418 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1420 "#ifdef USESPECULAR\n"
1421 " // calculate directional shading\n"
1422 " vec3 eyevector = position * -1.0;\n"
1423 "# ifdef USEEXACTSPECULARMATH\n"
1424 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1426 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1427 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1431 "#if defined(USESHADOWMAP2D)\n"
1432 " fade *= ShadowMapCompare(CubeVector);\n"
1435 "#ifdef USEDIFFUSE\n"
1436 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1438 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1440 "#ifdef USESPECULAR\n"
1441 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1443 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1446 "# ifdef USECUBEFILTER\n"
1447 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1448 " gl_FragData[0].rgb *= cubecolor;\n"
1449 " gl_FragData[1].rgb *= cubecolor;\n"
1452 "#endif // FRAGMENT_SHADER\n"
1453 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1458 "#ifdef VERTEX_SHADER\n"
1459 "uniform mat4 TexMatrix;\n"
1460 "#ifdef USEVERTEXTEXTUREBLEND\n"
1461 "uniform mat4 BackgroundTexMatrix;\n"
1463 "#ifdef MODE_LIGHTSOURCE\n"
1464 "uniform mat4 ModelToLight;\n"
1466 "#ifdef USESHADOWMAPORTHO\n"
1467 "uniform mat4 ShadowMapMatrix;\n"
1471 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1472 " gl_FrontColor = gl_Color;\n"
1474 " // copy the surface texcoord\n"
1475 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1476 "#ifdef USEVERTEXTEXTUREBLEND\n"
1477 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1479 "#ifdef USELIGHTMAP\n"
1480 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1483 "#ifdef MODE_LIGHTSOURCE\n"
1484 " // transform vertex position into light attenuation/cubemap space\n"
1485 " // (-1 to +1 across the light box)\n"
1486 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1488 "# ifdef USEDIFFUSE\n"
1489 " // transform unnormalized light direction into tangent space\n"
1490 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1491 " // normalize it per pixel)\n"
1492 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1493 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1494 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1495 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1499 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1500 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1501 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1502 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1505 " // transform unnormalized eye direction into tangent space\n"
1506 "#ifdef USEEYEVECTOR\n"
1507 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1514 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1515 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1518 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1519 " VectorS = gl_MultiTexCoord1.xyz;\n"
1520 " VectorT = gl_MultiTexCoord2.xyz;\n"
1521 " VectorR = gl_MultiTexCoord3.xyz;\n"
1524 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1525 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1527 "#ifdef USESHADOWMAPORTHO\n"
1528 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1531 "#ifdef USEREFLECTION\n"
1532 " ModelViewProjectionPosition = gl_Position;\n"
1535 "#endif // VERTEX_SHADER\n"
1540 "#ifdef FRAGMENT_SHADER\n"
1541 "#ifdef USEDEFERREDLIGHTMAP\n"
1542 "uniform myhalf2 PixelToScreenTexCoord;\n"
1543 "uniform myhalf3 DeferredMod_Diffuse;\n"
1544 "uniform myhalf3 DeferredMod_Specular;\n"
1546 "uniform myhalf3 Color_Ambient;\n"
1547 "uniform myhalf3 Color_Diffuse;\n"
1548 "uniform myhalf3 Color_Specular;\n"
1549 "uniform myhalf SpecularPower;\n"
1551 "uniform myhalf3 Color_Glow;\n"
1553 "uniform myhalf Alpha;\n"
1554 "#ifdef USEREFLECTION\n"
1555 "uniform vec4 DistortScaleRefractReflect;\n"
1556 "uniform vec4 ScreenScaleRefractReflect;\n"
1557 "uniform vec4 ScreenCenterRefractReflect;\n"
1558 "uniform myhalf4 ReflectColor;\n"
1560 "#ifdef USEREFLECTCUBE\n"
1561 "uniform mat4 ModelToReflectCube;\n"
1562 "uniform sampler2D Texture_ReflectMask;\n"
1563 "uniform samplerCube Texture_ReflectCube;\n"
1565 "#ifdef MODE_LIGHTDIRECTION\n"
1566 "uniform myhalf3 LightColor;\n"
1568 "#ifdef MODE_LIGHTSOURCE\n"
1569 "uniform myhalf3 LightColor;\n"
1573 "#ifdef USEOFFSETMAPPING\n"
1574 " // apply offsetmapping\n"
1575 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1576 "#define TexCoord TexCoordOffset\n"
1579 " // combine the diffuse textures (base, pants, shirt)\n"
1580 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1581 "#ifdef USEALPHAKILL\n"
1582 " if (color.a < 0.5)\n"
1585 " color.a *= Alpha;\n"
1586 "#ifdef USECOLORMAPPING\n"
1587 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1589 "#ifdef USEVERTEXTEXTUREBLEND\n"
1590 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1591 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1592 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1593 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1595 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1598 " // get the surface normal\n"
1599 "#ifdef USEVERTEXTEXTUREBLEND\n"
1600 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1602 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1605 " // get the material colors\n"
1606 " myhalf3 diffusetex = color.rgb;\n"
1607 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1608 "# ifdef USEVERTEXTEXTUREBLEND\n"
1609 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1611 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1615 "#ifdef USEREFLECTCUBE\n"
1616 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1617 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1618 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1619 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1625 "#ifdef MODE_LIGHTSOURCE\n"
1626 " // light source\n"
1627 "#ifdef USEDIFFUSE\n"
1628 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1629 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1630 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1631 "#ifdef USESPECULAR\n"
1632 "#ifdef USEEXACTSPECULARMATH\n"
1633 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1636 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1641 " color.rgb = diffusetex * Color_Ambient;\n"
1643 " color.rgb *= LightColor;\n"
1644 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1645 "#if defined(USESHADOWMAP2D)\n"
1646 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1648 "# ifdef USECUBEFILTER\n"
1649 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1651 "#endif // MODE_LIGHTSOURCE\n"
1656 "#ifdef MODE_LIGHTDIRECTION\n"
1658 "#ifdef USEDIFFUSE\n"
1659 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1661 "#define lightcolor LightColor\n"
1662 "#endif // MODE_LIGHTDIRECTION\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1665 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1666 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1668 " // convert modelspace light vector to tangentspace\n"
1669 " myhalf3 lightnormal;\n"
1670 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1671 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1672 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1673 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1674 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1675 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1676 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1677 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1678 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1679 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1680 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1681 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1682 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1683 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1684 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1686 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1687 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1688 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1694 "#ifdef MODE_FAKELIGHT\n"
1696 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1697 "myhalf3 lightcolor = myhalf3(1.0);\n"
1698 "#endif // MODE_FAKELIGHT\n"
1703 "#ifdef MODE_LIGHTMAP\n"
1704 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1705 "#endif // MODE_LIGHTMAP\n"
1706 "#ifdef MODE_VERTEXCOLOR\n"
1707 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1708 "#endif // MODE_VERTEXCOLOR\n"
1709 "#ifdef MODE_FLATCOLOR\n"
1710 " color.rgb = diffusetex * Color_Ambient;\n"
1711 "#endif // MODE_FLATCOLOR\n"
1717 "# ifdef USEDIFFUSE\n"
1718 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1719 "# ifdef USESPECULAR\n"
1720 "# ifdef USEEXACTSPECULARMATH\n"
1721 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1723 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1724 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1726 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1728 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1731 " color.rgb = diffusetex * Color_Ambient;\n"
1735 "#ifdef USESHADOWMAPORTHO\n"
1736 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1739 "#ifdef USEDEFERREDLIGHTMAP\n"
1740 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1741 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1742 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1746 "#ifdef USEVERTEXTEXTUREBLEND\n"
1747 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1749 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1754 " color.rgb = FogVertex(color.rgb);\n"
1757 " // 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"
1758 "#ifdef USEREFLECTION\n"
1759 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1760 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1763 " // FIXME temporary hack to detect the case that the reflection\n"
1764 " // gets blackened at edges due to leaving the area that contains actual\n"
1766 " // Remove this 'ack once we have a better way to stop this thing from\n"
1768 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1769 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1770 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1771 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1773 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1776 " gl_FragColor = vec4(color);\n"
1778 "#endif // FRAGMENT_SHADER\n"
1780 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1781 "#endif // !MODE_DEFERREDGEOMETRY\n"
1782 "#endif // !MODE_WATER\n"
1783 "#endif // !MODE_REFRACTION\n"
1784 "#endif // !MODE_BLOOMBLUR\n"
1785 "#endif // !MODE_GENERIC\n"
1786 "#endif // !MODE_POSTPROCESS\n"
1787 "#endif // !MODE_SHOWDEPTH\n"
1788 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1792 =========================================================================================================================================================
1796 =========================================================================================================================================================
1800 =========================================================================================================================================================
1804 =========================================================================================================================================================
1808 =========================================================================================================================================================
1812 =========================================================================================================================================================
1816 =========================================================================================================================================================
1819 const char *builtincgshaderstring =
1820 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1821 "// written by Forest 'LordHavoc' Hale\n"
1822 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1824 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1825 "#if defined(USEREFLECTION)\n"
1826 "#undef USESHADOWMAPORTHO\n"
1829 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1832 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1833 "#define USELIGHTMAP\n"
1835 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1836 "#define USEEYEVECTOR\n"
1839 "#ifdef FRAGMENT_SHADER\n"
1841 "//#undef USESHADOWMAPPCF\n"
1842 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1843 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1845 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1849 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1850 "#ifdef VERTEX_SHADER\n"
1853 "float4 gl_Vertex : POSITION,\n"
1854 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1855 "out float4 gl_Position : POSITION,\n"
1856 "out float Depth : TEXCOORD0\n"
1859 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1860 " Depth = gl_Position.z;\n"
1864 "#ifdef FRAGMENT_SHADER\n"
1867 "float Depth : TEXCOORD0,\n"
1868 "out float4 gl_FragColor : COLOR\n"
1871 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1872 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1873 " temp.yz -= floor(temp.yz);\n"
1874 " gl_FragColor = temp;\n"
1875 "// gl_FragColor = float4(Depth,0,0,0);\n"
1878 "#else // !MODE_DEPTH_ORSHADOW\n"
1883 "#ifdef MODE_SHOWDEPTH\n"
1884 "#ifdef VERTEX_SHADER\n"
1887 "float4 gl_Vertex : POSITION,\n"
1888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1889 "out float4 gl_Position : POSITION,\n"
1890 "out float4 gl_FrontColor : COLOR0\n"
1893 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1894 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1901 "float4 gl_FrontColor : COLOR0,\n"
1902 "out float4 gl_FragColor : COLOR\n"
1905 " gl_FragColor = gl_FrontColor;\n"
1908 "#else // !MODE_SHOWDEPTH\n"
1913 "#ifdef MODE_POSTPROCESS\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1922 "out float4 gl_Position : POSITION,\n"
1923 "out float2 TexCoord1 : TEXCOORD0,\n"
1924 "out float2 TexCoord2 : TEXCOORD1\n"
1927 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1928 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1930 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1935 "#ifdef FRAGMENT_SHADER\n"
1938 "float2 TexCoord1 : TEXCOORD0,\n"
1939 "float2 TexCoord2 : TEXCOORD1,\n"
1940 "uniform sampler Texture_First : register(s0),\n"
1942 "uniform sampler Texture_Second : register(s1),\n"
1944 "#ifdef USEGAMMARAMPS\n"
1945 "uniform sampler Texture_GammaRamps : register(s2),\n"
1947 "#ifdef USESATURATION\n"
1948 "uniform float Saturation : register(c30),\n"
1950 "#ifdef USEVIEWTINT\n"
1951 "uniform float4 ViewTintColor : register(c41),\n"
1953 "uniform float4 UserVec1 : register(c37),\n"
1954 "uniform float4 UserVec2 : register(c38),\n"
1955 "uniform float4 UserVec3 : register(c39),\n"
1956 "uniform float4 UserVec4 : register(c40),\n"
1957 "uniform float ClientTime : register(c2),\n"
1958 "uniform float2 PixelSize : register(c25),\n"
1959 "uniform float4 BloomColorSubtract : register(c43),\n"
1960 "out float4 gl_FragColor : COLOR\n"
1963 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1965 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1967 "#ifdef USEVIEWTINT\n"
1968 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1971 "#ifdef USEPOSTPROCESSING\n"
1972 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1973 "// 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"
1974 " float sobel = 1.0;\n"
1975 " // float2 ts = textureSize(Texture_First, 0);\n"
1976 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1977 " float2 px = PixelSize;\n"
1978 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1979 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1980 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1981 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1982 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1983 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1984 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1985 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1986 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1987 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1988 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1989 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1990 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1991 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1992 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1993 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1994 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1995 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1996 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1997 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1998 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1999 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2000 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2001 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2002 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2003 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2004 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2005 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2006 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2007 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2008 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2009 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2012 "#ifdef USESATURATION\n"
2013 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2014 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2015 " // 'vampire sight' effect, wheres red is compensated\n"
2016 " #ifdef SATURATION_REDCOMPENSATE\n"
2017 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2018 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2019 " gl_FragColor.r += r;\n"
2021 " // normal desaturation\n"
2022 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2023 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2027 "#ifdef USEGAMMARAMPS\n"
2028 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2029 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2030 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2034 "#else // !MODE_POSTPROCESS\n"
2039 "#ifdef MODE_GENERIC\n"
2040 "#ifdef VERTEX_SHADER\n"
2043 "float4 gl_Vertex : POSITION,\n"
2044 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2045 "float4 gl_Color : COLOR0,\n"
2046 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2047 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2048 "out float4 gl_Position : POSITION,\n"
2049 "#ifdef USEDIFFUSE\n"
2050 "out float2 TexCoord1 : TEXCOORD0,\n"
2052 "#ifdef USESPECULAR\n"
2053 "out float2 TexCoord2 : TEXCOORD1,\n"
2055 "out float4 gl_FrontColor : COLOR\n"
2059 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2061 " gl_FrontColor = gl_Color; // Cg is forward\n"
2063 "#ifdef USEDIFFUSE\n"
2064 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2066 "#ifdef USESPECULAR\n"
2067 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2069 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2073 "#ifdef FRAGMENT_SHADER\n"
2077 "float4 gl_FrontColor : COLOR0,\n"
2078 "float2 TexCoord1 : TEXCOORD0,\n"
2079 "float2 TexCoord2 : TEXCOORD1,\n"
2080 "#ifdef USEDIFFUSE\n"
2081 "uniform sampler Texture_First : register(s0),\n"
2083 "#ifdef USESPECULAR\n"
2084 "uniform sampler Texture_Second : register(s1),\n"
2086 "out float4 gl_FragColor : COLOR\n"
2089 " gl_FragColor = gl_FrontColor;\n"
2090 "#ifdef USEDIFFUSE\n"
2091 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2094 "#ifdef USESPECULAR\n"
2095 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2096 "# ifdef USECOLORMAPPING\n"
2097 " gl_FragColor *= tex2;\n"
2100 " gl_FragColor += tex2;\n"
2102 "# ifdef USEVERTEXTEXTUREBLEND\n"
2103 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2108 "#else // !MODE_GENERIC\n"
2113 "#ifdef MODE_BLOOMBLUR\n"
2114 "#ifdef VERTEX_SHADER\n"
2117 "float4 gl_Vertex : POSITION,\n"
2118 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2119 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2120 "out float4 gl_Position : POSITION,\n"
2121 "out float2 TexCoord : TEXCOORD0\n"
2124 " TexCoord = gl_MultiTexCoord0.xy;\n"
2125 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2129 "#ifdef FRAGMENT_SHADER\n"
2133 "float2 TexCoord : TEXCOORD0,\n"
2134 "uniform sampler Texture_First : register(s0),\n"
2135 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2136 "out float4 gl_FragColor : COLOR\n"
2140 " float2 tc = TexCoord;\n"
2141 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2142 " tc += BloomBlur_Parameters.xy;\n"
2143 " for (i = 1;i < SAMPLES;i++)\n"
2145 " color += tex2D(Texture_First, tc).rgb;\n"
2146 " tc += BloomBlur_Parameters.xy;\n"
2148 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2151 "#else // !MODE_BLOOMBLUR\n"
2152 "#ifdef MODE_REFRACTION\n"
2153 "#ifdef VERTEX_SHADER\n"
2156 "float4 gl_Vertex : POSITION,\n"
2157 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2158 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2159 "uniform float4x4 TexMatrix : register(c0),\n"
2160 "uniform float3 EyePosition : register(c24),\n"
2161 "out float4 gl_Position : POSITION,\n"
2162 "out float2 TexCoord : TEXCOORD0,\n"
2163 "out float3 EyeVector : TEXCOORD1,\n"
2164 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2167 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2168 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2169 " ModelViewProjectionPosition = gl_Position;\n"
2173 "#ifdef FRAGMENT_SHADER\n"
2176 "float2 TexCoord : TEXCOORD0,\n"
2177 "float3 EyeVector : TEXCOORD1,\n"
2178 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2179 "uniform sampler Texture_Normal : register(s0),\n"
2180 "uniform sampler Texture_Refraction : register(s3),\n"
2181 "uniform sampler Texture_Reflection : register(s7),\n"
2182 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2183 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2184 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2185 "uniform float4 RefractColor : register(c29),\n"
2186 "out float4 gl_FragColor : COLOR\n"
2189 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2190 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2191 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2192 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2193 " // FIXME temporary hack to detect the case that the reflection\n"
2194 " // gets blackened at edges due to leaving the area that contains actual\n"
2196 " // Remove this 'ack once we have a better way to stop this thing from\n"
2198 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2199 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2200 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2201 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2202 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2203 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2206 "#else // !MODE_REFRACTION\n"
2211 "#ifdef MODE_WATER\n"
2212 "#ifdef VERTEX_SHADER\n"
2216 "float4 gl_Vertex : POSITION,\n"
2217 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2218 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2219 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2220 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2221 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2222 "uniform float4x4 TexMatrix : register(c0),\n"
2223 "uniform float3 EyePosition : register(c24),\n"
2224 "out float4 gl_Position : POSITION,\n"
2225 "out float2 TexCoord : TEXCOORD0,\n"
2226 "out float3 EyeVector : TEXCOORD1,\n"
2227 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2230 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2231 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2232 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2233 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2234 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2235 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2236 " ModelViewProjectionPosition = gl_Position;\n"
2240 "#ifdef FRAGMENT_SHADER\n"
2243 "float2 TexCoord : TEXCOORD0,\n"
2244 "float3 EyeVector : TEXCOORD1,\n"
2245 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2246 "uniform sampler Texture_Normal : register(s0),\n"
2247 "uniform sampler Texture_Refraction : register(s3),\n"
2248 "uniform sampler Texture_Reflection : register(s7),\n"
2249 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2250 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2251 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2252 "uniform float4 RefractColor : register(c29),\n"
2253 "uniform float4 ReflectColor : register(c26),\n"
2254 "uniform float ReflectFactor : register(c27),\n"
2255 "uniform float ReflectOffset : register(c28),\n"
2256 "out float4 gl_FragColor : COLOR\n"
2259 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2260 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2261 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2262 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2263 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2264 " // FIXME temporary hack to detect the case that the reflection\n"
2265 " // gets blackened at edges due to leaving the area that contains actual\n"
2267 " // Remove this 'ack once we have a better way to stop this thing from\n"
2269 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2270 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2271 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2272 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2273 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2274 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2275 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2276 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2277 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2278 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2279 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2280 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2283 "#else // !MODE_WATER\n"
2288 "// 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"
2290 "// fragment shader specific:\n"
2291 "#ifdef FRAGMENT_SHADER\n"
2294 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2297 "#ifdef USEFOGHEIGHTTEXTURE\n"
2298 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2299 " fogfrac = fogheightpixel.a;\n"
2300 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2302 "# ifdef USEFOGOUTSIDE\n"
2303 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2305 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2307 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2312 "#ifdef USEOFFSETMAPPING\n"
2313 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2315 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2316 " // 14 sample relief mapping: linear search and then binary search\n"
2317 " // this basically steps forward a small amount repeatedly until it finds\n"
2318 " // itself inside solid, then jitters forward and back using decreasing\n"
2319 " // amounts to find the impact\n"
2320 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2321 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2322 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2323 " float3 RT = float3(TexCoord, 1);\n"
2324 " OffsetVector *= 0.1;\n"
2325 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2326 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2327 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2328 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2329 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2330 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2331 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2332 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2333 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2334 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2335 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2336 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2337 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2338 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2341 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2342 " // this basically moves forward the full distance, and then backs up based\n"
2343 " // on height of samples\n"
2344 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2345 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2346 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2347 " TexCoord += OffsetVector;\n"
2348 " OffsetVector *= 0.333;\n"
2349 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2350 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2351 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2352 " return TexCoord;\n"
2355 "#endif // USEOFFSETMAPPING\n"
2357 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2358 "#if defined(USESHADOWMAP2D)\n"
2359 "# ifdef USESHADOWMAPORTHO\n"
2360 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2362 "# ifdef USESHADOWMAPVSDCT\n"
2363 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 " float3 adir = abs(dir);\n"
2366 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2367 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2368 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2371 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2373 " float3 adir = abs(dir);\n"
2374 " float ma = adir.z;\n"
2375 " float4 proj = float4(dir, 2.5);\n"
2376 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2377 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2379 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2381 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2382 " 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"
2387 "#endif // defined(USESHADOWMAP2D)\n"
2389 "# ifdef USESHADOWMAP2D\n"
2390 "#ifdef USESHADOWMAPVSDCT\n"
2391 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2393 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2396 "#ifdef USESHADOWMAPVSDCT\n"
2397 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2399 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2403 "# ifdef USESHADOWSAMPLER\n"
2404 "# ifdef USESHADOWMAPPCF\n"
2405 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2406 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2407 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2409 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2412 "# ifdef USESHADOWMAPPCF\n"
2413 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2414 "# ifdef GL_ARB_texture_gather\n"
2415 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2417 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2419 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2420 "# if USESHADOWMAPPCF > 1\n"
2421 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2422 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2423 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2424 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2425 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2426 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2427 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2428 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2429 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2430 " float4 locols = float4(group1.ab, group3.ab);\n"
2431 " float4 hicols = float4(group7.rg, group9.rg);\n"
2432 " locols.yz += group2.ab;\n"
2433 " hicols.yz += group8.rg;\n"
2434 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2435 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2436 " lerp(locols, hicols, offset.y);\n"
2437 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2438 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2439 " f = dot(cols, float4(1.0/25.0));\n"
2441 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2442 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2443 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2444 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2445 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2446 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2447 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2450 "# ifdef GL_EXT_gpu_shader4\n"
2451 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2453 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2455 "# if USESHADOWMAPPCF > 1\n"
2456 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2457 " center *= ShadowMap_TextureScale;\n"
2458 " 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"
2459 " 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"
2460 " 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"
2461 " 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"
2462 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2463 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2465 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2466 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2467 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2468 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2469 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2470 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2474 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2477 "# ifdef USESHADOWMAPORTHO\n"
2478 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2484 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2485 "#endif // FRAGMENT_SHADER\n"
2490 "#ifdef MODE_DEFERREDGEOMETRY\n"
2491 "#ifdef VERTEX_SHADER\n"
2494 "float4 gl_Vertex : POSITION,\n"
2495 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "float4 gl_Color : COLOR0,\n"
2499 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2500 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2501 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2502 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2503 "uniform float4x4 TexMatrix : register(c0),\n"
2504 "#ifdef USEVERTEXTEXTUREBLEND\n"
2505 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2507 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2508 "#ifdef USEOFFSETMAPPING\n"
2509 "uniform float3 EyePosition : register(c24),\n"
2511 "out float4 gl_Position : POSITION,\n"
2512 "#ifdef USEVERTEXTEXTUREBLEND\n"
2513 "out float4 gl_FrontColor : COLOR,\n"
2515 "out float4 TexCoordBoth : TEXCOORD0,\n"
2516 "#ifdef USEOFFSETMAPPING\n"
2517 "out float3 EyeVector : TEXCOORD2,\n"
2519 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2520 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2521 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2524 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2527 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2529 " gl_FrontColor = gl_Color; // Cg is forward\n"
2531 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2534 " // transform unnormalized eye direction into tangent space\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2537 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2538 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2539 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2542 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2543 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2544 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2545 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2546 " VectorR.w = gl_Position.z;\n"
2548 "#endif // VERTEX_SHADER\n"
2550 "#ifdef FRAGMENT_SHADER\n"
2553 "float4 TexCoordBoth : TEXCOORD0,\n"
2554 "float3 EyeVector : TEXCOORD2,\n"
2555 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2556 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2557 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2558 "uniform sampler Texture_Normal : register(s0),\n"
2559 "#ifdef USEALPHAKILL\n"
2560 "uniform sampler Texture_Color : register(s1),\n"
2562 "uniform sampler Texture_Gloss : register(s2),\n"
2563 "#ifdef USEVERTEXTEXTUREBLEND\n"
2564 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2565 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2567 "#ifdef USEOFFSETMAPPING\n"
2568 "uniform float OffsetMapping_Scale : register(c24),\n"
2570 "uniform half SpecularPower : register(c36),\n"
2572 "out float4 gl_FragData0 : COLOR0,\n"
2573 "out float4 gl_FragData1 : COLOR1\n"
2575 "out float4 gl_FragColor : COLOR\n"
2579 " float2 TexCoord = TexCoordBoth.xy;\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 " // apply offsetmapping\n"
2582 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2583 "#define TexCoord TexCoordOffset\n"
2586 "#ifdef USEALPHAKILL\n"
2587 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2591 "#ifdef USEVERTEXTEXTUREBLEND\n"
2592 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2593 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2594 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2595 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2600 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2602 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2603 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2607 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2608 " float Depth = VectorR.w / 256.0;\n"
2609 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2610 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2611 " depthcolor.yz -= floor(depthcolor.yz);\n"
2612 " gl_FragData1 = depthcolor;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2629 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2643 "float2 Pixel : VPOS,\n"
2645 "float2 Pixel : WPOS,\n"
2647 "float4 ModelViewPosition : TEXCOORD0,\n"
2648 "uniform float4x4 ViewToLight : register(c44),\n"
2649 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2650 "uniform float3 LightPosition : register(c23),\n"
2651 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2652 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2653 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2654 "#ifdef USESPECULAR\n"
2655 "uniform half3 DeferredColor_Specular : register(c11),\n"
2656 "uniform half SpecularPower : register(c36),\n"
2658 "uniform sampler Texture_Attenuation : register(s9),\n"
2659 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2660 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2662 "#ifdef USECUBEFILTER\n"
2663 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2666 "#ifdef USESHADOWMAP2D\n"
2667 "# ifdef USESHADOWSAMPLER\n"
2668 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2670 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2674 "#ifdef USESHADOWMAPVSDCT\n"
2675 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2678 "#if defined(USESHADOWMAP2D)\n"
2679 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2680 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2683 "out float4 gl_FragData0 : COLOR0,\n"
2684 "out float4 gl_FragData1 : COLOR1\n"
2687 " // calculate viewspace pixel position\n"
2688 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2689 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2690 " float3 position;\n"
2692 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2694 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2696 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2697 " // decode viewspace pixel normal\n"
2698 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2699 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2700 " // surfacenormal = pixel normal in viewspace\n"
2701 " // LightVector = pixel to light in viewspace\n"
2702 " // CubeVector = position in lightspace\n"
2703 " // eyevector = pixel to view in viewspace\n"
2704 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2705 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2706 "#ifdef USEDIFFUSE\n"
2707 " // calculate diffuse shading\n"
2708 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2709 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2711 "#ifdef USESPECULAR\n"
2712 " // calculate directional shading\n"
2713 " float3 eyevector = position * -1.0;\n"
2714 "# ifdef USEEXACTSPECULARMATH\n"
2715 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2717 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2718 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2722 "#if defined(USESHADOWMAP2D)\n"
2723 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2724 "#ifdef USESHADOWMAPVSDCT\n"
2725 ", Texture_CubeProjection\n"
2730 "#ifdef USEDIFFUSE\n"
2731 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2733 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2735 "#ifdef USESPECULAR\n"
2736 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2738 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2741 "# ifdef USECUBEFILTER\n"
2742 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2743 " gl_FragData0.rgb *= cubecolor;\n"
2744 " gl_FragData1.rgb *= cubecolor;\n"
2747 "#endif // FRAGMENT_SHADER\n"
2748 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2753 "#ifdef VERTEX_SHADER\n"
2756 "float4 gl_Vertex : POSITION,\n"
2757 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2758 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2759 "float4 gl_Color : COLOR0,\n"
2761 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2762 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2763 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2764 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2765 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2767 "uniform float3 EyePosition : register(c24),\n"
2768 "uniform float4x4 TexMatrix : register(c0),\n"
2769 "#ifdef USEVERTEXTEXTUREBLEND\n"
2770 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2772 "#ifdef MODE_LIGHTSOURCE\n"
2773 "uniform float4x4 ModelToLight : register(c20),\n"
2775 "#ifdef MODE_LIGHTSOURCE\n"
2776 "uniform float3 LightPosition : register(c27),\n"
2778 "#ifdef MODE_LIGHTDIRECTION\n"
2779 "uniform float3 LightDir : register(c26),\n"
2781 "uniform float4 FogPlane : register(c25),\n"
2782 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2783 "uniform float3 LightPosition : register(c27),\n"
2785 "#ifdef USESHADOWMAPORTHO\n"
2786 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2788 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2789 "out float4 gl_FrontColor : COLOR,\n"
2791 "out float4 TexCoordBoth : TEXCOORD0,\n"
2792 "#ifdef USELIGHTMAP\n"
2793 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2795 "#ifdef USEEYEVECTOR\n"
2796 "out float3 EyeVector : TEXCOORD2,\n"
2798 "#ifdef USEREFLECTION\n"
2799 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2802 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2804 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2805 "out float3 LightVector : TEXCOORD1,\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 "out float3 CubeVector : TEXCOORD3,\n"
2810 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2811 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2812 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2813 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2815 "#ifdef USESHADOWMAPORTHO\n"
2816 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2818 "out float4 gl_Position : POSITION\n"
2821 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2823 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2825 " gl_FrontColor = gl_Color; // Cg is forward\n"
2828 " // copy the surface texcoord\n"
2829 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2830 "#ifdef USEVERTEXTEXTUREBLEND\n"
2831 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2833 "#ifdef USELIGHTMAP\n"
2834 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2837 "#ifdef MODE_LIGHTSOURCE\n"
2838 " // transform vertex position into light attenuation/cubemap space\n"
2839 " // (-1 to +1 across the light box)\n"
2840 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2842 "# ifdef USEDIFFUSE\n"
2843 " // transform unnormalized light direction into tangent space\n"
2844 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2845 " // normalize it per pixel)\n"
2846 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2847 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2848 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2849 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2853 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2854 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2855 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2856 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2859 " // transform unnormalized eye direction into tangent space\n"
2860 "#ifdef USEEYEVECTOR\n"
2861 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2862 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2863 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2864 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2868 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2869 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2872 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2873 " VectorS = gl_MultiTexCoord1.xyz;\n"
2874 " VectorT = gl_MultiTexCoord2.xyz;\n"
2875 " VectorR = gl_MultiTexCoord3.xyz;\n"
2878 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2879 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2881 "#ifdef USESHADOWMAPORTHO\n"
2882 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2885 "#ifdef USEREFLECTION\n"
2886 " ModelViewProjectionPosition = gl_Position;\n"
2889 "#endif // VERTEX_SHADER\n"
2894 "#ifdef FRAGMENT_SHADER\n"
2897 "#ifdef USEDEFERREDLIGHTMAP\n"
2899 "float2 Pixel : VPOS,\n"
2901 "float2 Pixel : WPOS,\n"
2904 "float4 gl_FrontColor : COLOR,\n"
2905 "float4 TexCoordBoth : TEXCOORD0,\n"
2906 "#ifdef USELIGHTMAP\n"
2907 "float2 TexCoordLightmap : TEXCOORD1,\n"
2909 "#ifdef USEEYEVECTOR\n"
2910 "float3 EyeVector : TEXCOORD2,\n"
2912 "#ifdef USEREFLECTION\n"
2913 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2916 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2918 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2919 "float3 LightVector : TEXCOORD1,\n"
2921 "#ifdef MODE_LIGHTSOURCE\n"
2922 "float3 CubeVector : TEXCOORD3,\n"
2924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2925 "float4 ModelViewPosition : TEXCOORD0,\n"
2927 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2928 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2929 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2930 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2932 "#ifdef USESHADOWMAPORTHO\n"
2933 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2936 "uniform sampler Texture_Normal : register(s0),\n"
2937 "uniform sampler Texture_Color : register(s1),\n"
2938 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2939 "uniform sampler Texture_Gloss : register(s2),\n"
2942 "uniform sampler Texture_Glow : register(s3),\n"
2944 "#ifdef USEVERTEXTEXTUREBLEND\n"
2945 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2946 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2951 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform sampler Texture_Pants : register(s4),\n"
2956 "uniform sampler Texture_Shirt : register(s7),\n"
2959 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2960 "uniform sampler Texture_FogMask : register(s8),\n"
2962 "#ifdef USELIGHTMAP\n"
2963 "uniform sampler Texture_Lightmap : register(s9),\n"
2965 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2966 "uniform sampler Texture_Deluxemap : register(s10),\n"
2968 "#ifdef USEREFLECTION\n"
2969 "uniform sampler Texture_Reflection : register(s7),\n"
2972 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2973 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2974 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2976 "#ifdef USEDEFERREDLIGHTMAP\n"
2977 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2978 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2979 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2980 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2983 "#ifdef USECOLORMAPPING\n"
2984 "uniform half3 Color_Pants : register(c7),\n"
2985 "uniform half3 Color_Shirt : register(c8),\n"
2988 "uniform float3 FogColor : register(c16),\n"
2989 "uniform float FogRangeRecip : register(c20),\n"
2990 "uniform float FogPlaneViewDist : register(c19),\n"
2991 "uniform float FogHeightFade : register(c17),\n"
2994 "#ifdef USEOFFSETMAPPING\n"
2995 "uniform float OffsetMapping_Scale : register(c24),\n"
2998 "#ifdef USEDEFERREDLIGHTMAP\n"
2999 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3000 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3001 "uniform half3 DeferredMod_Specular : register(c13),\n"
3003 "uniform half3 Color_Ambient : register(c3),\n"
3004 "uniform half3 Color_Diffuse : register(c4),\n"
3005 "uniform half3 Color_Specular : register(c5),\n"
3006 "uniform half SpecularPower : register(c36),\n"
3008 "uniform half3 Color_Glow : register(c6),\n"
3010 "uniform half Alpha : register(c0),\n"
3011 "#ifdef USEREFLECTION\n"
3012 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3013 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3014 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3015 "uniform half4 ReflectColor : register(c26),\n"
3017 "#ifdef USEREFLECTCUBE\n"
3018 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3019 "uniform sampler Texture_ReflectMask : register(s5),\n"
3020 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3022 "#ifdef MODE_LIGHTDIRECTION\n"
3023 "uniform half3 LightColor : register(c21),\n"
3025 "#ifdef MODE_LIGHTSOURCE\n"
3026 "uniform half3 LightColor : register(c21),\n"
3029 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3030 "uniform sampler Texture_Attenuation : register(s9),\n"
3031 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3036 "#ifdef USESHADOWMAP2D\n"
3037 "# ifdef USESHADOWSAMPLER\n"
3038 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3040 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3044 "#ifdef USESHADOWMAPVSDCT\n"
3045 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3048 "#if defined(USESHADOWMAP2D)\n"
3049 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3050 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3052 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3054 "out float4 gl_FragColor : COLOR\n"
3057 " float2 TexCoord = TexCoordBoth.xy;\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3061 "#ifdef USEOFFSETMAPPING\n"
3062 " // apply offsetmapping\n"
3063 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3064 "#define TexCoord TexCoordOffset\n"
3067 " // combine the diffuse textures (base, pants, shirt)\n"
3068 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3069 "#ifdef USEALPHAKILL\n"
3070 " if (color.a < 0.5)\n"
3073 " color.a *= Alpha;\n"
3074 "#ifdef USECOLORMAPPING\n"
3075 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3077 "#ifdef USEVERTEXTEXTUREBLEND\n"
3078 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3079 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3080 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3081 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3083 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3086 " // get the surface normal\n"
3087 "#ifdef USEVERTEXTEXTUREBLEND\n"
3088 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3090 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3093 " // get the material colors\n"
3094 " half3 diffusetex = color.rgb;\n"
3095 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3096 "# ifdef USEVERTEXTEXTUREBLEND\n"
3097 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3099 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3103 "#ifdef USEREFLECTCUBE\n"
3104 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3105 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3106 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3107 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3113 "#ifdef MODE_LIGHTSOURCE\n"
3114 " // light source\n"
3115 "#ifdef USEDIFFUSE\n"
3116 " half3 lightnormal = half3(normalize(LightVector));\n"
3117 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3118 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3119 "#ifdef USESPECULAR\n"
3120 "#ifdef USEEXACTSPECULARMATH\n"
3121 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3123 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3124 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3126 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3129 " color.rgb = diffusetex * Color_Ambient;\n"
3131 " color.rgb *= LightColor;\n"
3132 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3133 "#if defined(USESHADOWMAP2D)\n"
3134 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3135 "#ifdef USESHADOWMAPVSDCT\n"
3136 ", Texture_CubeProjection\n"
3141 "# ifdef USECUBEFILTER\n"
3142 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3145 "#ifdef USESHADOWMAP2D\n"
3146 "#ifdef USESHADOWMAPVSDCT\n"
3147 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3149 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3151 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3152 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3153 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3154 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3155 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3156 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3157 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3158 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3159 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3160 "// color.r = half(shadowmaptc.z);\n"
3161 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3162 "// color.r = half(shadowmaptc.z);\n"
3164 "// color.rgb = abs(CubeVector);\n"
3166 "// color.rgb = half3(1,1,1);\n"
3167 "#endif // MODE_LIGHTSOURCE\n"
3172 "#ifdef MODE_LIGHTDIRECTION\n"
3174 "#ifdef USEDIFFUSE\n"
3175 " half3 lightnormal = half3(normalize(LightVector));\n"
3177 "#define lightcolor LightColor\n"
3178 "#endif // MODE_LIGHTDIRECTION\n"
3179 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3181 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3182 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3183 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3184 " // convert modelspace light vector to tangentspace\n"
3185 " half3 lightnormal;\n"
3186 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3187 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3188 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3189 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3190 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3191 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3192 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3193 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3194 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3195 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3196 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3197 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3198 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3199 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3200 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3202 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3203 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3204 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3210 "#ifdef MODE_FAKELIGHT\n"
3212 "half3 lightnormal = half3(normalize(EyeVector));\n"
3213 "half3 lightcolor = half3(1.0);\n"
3214 "#endif // MODE_FAKELIGHT\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * 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 = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3239 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3240 " half specular = half(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 *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3255 "#ifdef USEDEFERREDLIGHTMAP\n"
3256 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3257 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3258 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3259 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3260 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3264 "#ifdef USEVERTEXTEXTUREBLEND\n"
3265 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3267 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3272 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3275 " // 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"
3276 "#ifdef USEREFLECTION\n"
3277 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3278 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3279 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3280 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3281 " // FIXME temporary hack to detect the case that the reflection\n"
3282 " // gets blackened at edges due to leaving the area that contains actual\n"
3284 " // Remove this 'ack once we have a better way to stop this thing from\n"
3286 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3287 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3290 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3291 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3294 " gl_FragColor = float4(color);\n"
3296 "#endif // FRAGMENT_SHADER\n"
3298 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3299 "#endif // !MODE_DEFERREDGEOMETRY\n"
3300 "#endif // !MODE_WATER\n"
3301 "#endif // !MODE_REFRACTION\n"
3302 "#endif // !MODE_BLOOMBLUR\n"
3303 "#endif // !MODE_GENERIC\n"
3304 "#endif // !MODE_POSTPROCESS\n"
3305 "#endif // !MODE_SHOWDEPTH\n"
3306 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3309 char *glslshaderstring = NULL;
3310 char *cgshaderstring = NULL;
3311 char *hlslshaderstring = NULL;
3313 //=======================================================================================================================================================
3315 typedef struct shaderpermutationinfo_s
3317 const char *pretext;
3320 shaderpermutationinfo_t;
3322 typedef struct shadermodeinfo_s
3324 const char *vertexfilename;
3325 const char *geometryfilename;
3326 const char *fragmentfilename;
3327 const char *pretext;
3332 typedef enum shaderpermutation_e
3334 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3335 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3336 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3337 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3338 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3339 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3340 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3341 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3342 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3343 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3344 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3345 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3346 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3347 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3348 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3349 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3350 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3351 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3352 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3353 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3354 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3355 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3356 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3357 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3358 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3359 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3360 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3361 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3362 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3364 shaderpermutation_t;
3366 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3367 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3369 {"#define USEDIFFUSE\n", " diffuse"},
3370 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3371 {"#define USEVIEWTINT\n", " viewtint"},
3372 {"#define USECOLORMAPPING\n", " colormapping"},
3373 {"#define USESATURATION\n", " saturation"},
3374 {"#define USEFOGINSIDE\n", " foginside"},
3375 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3376 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3377 {"#define USEGAMMARAMPS\n", " gammaramps"},
3378 {"#define USECUBEFILTER\n", " cubefilter"},
3379 {"#define USEGLOW\n", " glow"},
3380 {"#define USEBLOOM\n", " bloom"},
3381 {"#define USESPECULAR\n", " specular"},
3382 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3383 {"#define USEREFLECTION\n", " reflection"},
3384 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3385 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3386 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3387 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3388 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3389 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3390 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3391 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3392 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3393 {"#define USEALPHAKILL\n", " alphakill"},
3394 {"#define USEREFLECTCUBE\n", " reflectcube"},
3395 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3398 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3399 typedef enum shadermode_e
3401 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3402 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3403 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3404 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3405 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3406 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3407 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3408 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3409 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3410 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3411 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3412 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3413 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3414 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3415 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3416 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3421 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3422 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3424 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3425 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3426 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3427 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3428 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3429 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3443 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3445 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3446 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3447 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3448 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3449 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3467 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3468 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3469 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3470 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3471 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3472 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3473 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3474 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3475 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3476 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3477 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3478 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3479 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3485 struct r_glsl_permutation_s;
3486 typedef struct r_glsl_permutation_s
3488 /// hash lookup data
3489 struct r_glsl_permutation_s *hashnext;
3491 unsigned int permutation;
3493 /// indicates if we have tried compiling this permutation already
3495 /// 0 if compilation failed
3497 /// locations of detected uniforms in program object, or -1 if not found
3498 int loc_Texture_First;
3499 int loc_Texture_Second;
3500 int loc_Texture_GammaRamps;
3501 int loc_Texture_Normal;
3502 int loc_Texture_Color;
3503 int loc_Texture_Gloss;
3504 int loc_Texture_Glow;
3505 int loc_Texture_SecondaryNormal;
3506 int loc_Texture_SecondaryColor;
3507 int loc_Texture_SecondaryGloss;
3508 int loc_Texture_SecondaryGlow;
3509 int loc_Texture_Pants;
3510 int loc_Texture_Shirt;
3511 int loc_Texture_FogHeightTexture;
3512 int loc_Texture_FogMask;
3513 int loc_Texture_Lightmap;
3514 int loc_Texture_Deluxemap;
3515 int loc_Texture_Attenuation;
3516 int loc_Texture_Cube;
3517 int loc_Texture_Refraction;
3518 int loc_Texture_Reflection;
3519 int loc_Texture_ShadowMap2D;
3520 int loc_Texture_CubeProjection;
3521 int loc_Texture_ScreenDepth;
3522 int loc_Texture_ScreenNormalMap;
3523 int loc_Texture_ScreenDiffuse;
3524 int loc_Texture_ScreenSpecular;
3525 int loc_Texture_ReflectMask;
3526 int loc_Texture_ReflectCube;
3528 int loc_BloomBlur_Parameters;
3530 int loc_Color_Ambient;
3531 int loc_Color_Diffuse;
3532 int loc_Color_Specular;
3534 int loc_Color_Pants;
3535 int loc_Color_Shirt;
3536 int loc_DeferredColor_Ambient;
3537 int loc_DeferredColor_Diffuse;
3538 int loc_DeferredColor_Specular;
3539 int loc_DeferredMod_Diffuse;
3540 int loc_DeferredMod_Specular;
3541 int loc_DistortScaleRefractReflect;
3542 int loc_EyePosition;
3544 int loc_FogHeightFade;
3546 int loc_FogPlaneViewDist;
3547 int loc_FogRangeRecip;
3550 int loc_LightPosition;
3551 int loc_OffsetMapping_Scale;
3553 int loc_ReflectColor;
3554 int loc_ReflectFactor;
3555 int loc_ReflectOffset;
3556 int loc_RefractColor;
3558 int loc_ScreenCenterRefractReflect;
3559 int loc_ScreenScaleRefractReflect;
3560 int loc_ScreenToDepth;
3561 int loc_ShadowMap_Parameters;
3562 int loc_ShadowMap_TextureScale;
3563 int loc_SpecularPower;
3568 int loc_ViewTintColor;
3569 int loc_ViewToLight;
3570 int loc_ModelToLight;
3572 int loc_BackgroundTexMatrix;
3573 int loc_ModelViewProjectionMatrix;
3574 int loc_ModelViewMatrix;
3575 int loc_PixelToScreenTexCoord;
3576 int loc_ModelToReflectCube;
3577 int loc_ShadowMapMatrix;
3578 int loc_BloomColorSubtract;
3579 int loc_NormalmapScrollBlend;
3581 r_glsl_permutation_t;
3583 #define SHADERPERMUTATION_HASHSIZE 256
3586 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3587 // these can NOT degrade! only use for simple stuff
3590 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3591 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3593 #define SHADERSTATICPARMS_COUNT 2
3595 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3596 static int shaderstaticparms_count = 0;
3598 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3599 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3600 qboolean R_CompileShader_CheckStaticParms(void)
3602 static int r_compileshader_staticparms_save[1];
3603 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3604 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3607 if (r_glsl_saturation_redcompensate.integer)
3608 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3609 if(r_shadow_glossexact.integer)
3610 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3612 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms));
3615 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3616 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3617 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3619 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3620 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3622 shaderstaticparms_count = 0;
3625 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3626 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3630 /// information about each possible shader permutation
3631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3632 /// currently selected permutation
3633 r_glsl_permutation_t *r_glsl_permutation;
3634 /// storage for permutations linked in the hash table
3635 memexpandablearray_t r_glsl_permutationarray;
3637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3639 //unsigned int hashdepth = 0;
3640 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3641 r_glsl_permutation_t *p;
3642 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3644 if (p->mode == mode && p->permutation == permutation)
3646 //if (hashdepth > 10)
3647 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3652 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3654 p->permutation = permutation;
3655 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3656 r_glsl_permutationhash[mode][hashindex] = p;
3657 //if (hashdepth > 10)
3658 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3665 if (!filename || !filename[0])
3667 if (!strcmp(filename, "glsl/default.glsl"))
3669 if (!glslshaderstring)
3671 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3672 if (glslshaderstring)
3673 Con_DPrintf("Loading shaders from file %s...\n", filename);
3675 glslshaderstring = (char *)builtinshaderstring;
3677 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3678 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3679 return shaderstring;
3681 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3684 if (printfromdisknotice)
3685 Con_DPrintf("from disk %s... ", filename);
3686 return shaderstring;
3688 return shaderstring;
3691 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3694 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3695 char *vertexstring, *geometrystring, *fragmentstring;
3696 char permutationname[256];
3697 int vertstrings_count = 0;
3698 int geomstrings_count = 0;
3699 int fragstrings_count = 0;
3700 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3701 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3702 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3709 permutationname[0] = 0;
3710 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3711 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3712 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3714 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3716 // the first pretext is which type of shader to compile as
3717 // (later these will all be bound together as a program object)
3718 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3719 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3720 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3722 // the second pretext is the mode (for example a light source)
3723 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3724 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3725 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3726 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3728 // now add all the permutation pretexts
3729 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3731 if (permutation & (1<<i))
3733 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3734 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3735 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3736 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3740 // keep line numbers correct
3741 vertstrings_list[vertstrings_count++] = "\n";
3742 geomstrings_list[geomstrings_count++] = "\n";
3743 fragstrings_list[fragstrings_count++] = "\n";
3748 R_CompileShader_AddStaticParms(mode, permutation);
3749 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3750 vertstrings_count += shaderstaticparms_count;
3751 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3752 geomstrings_count += shaderstaticparms_count;
3753 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3754 fragstrings_count += shaderstaticparms_count;
3756 // now append the shader text itself
3757 vertstrings_list[vertstrings_count++] = vertexstring;
3758 geomstrings_list[geomstrings_count++] = geometrystring;
3759 fragstrings_list[fragstrings_count++] = fragmentstring;
3761 // if any sources were NULL, clear the respective list
3763 vertstrings_count = 0;
3764 if (!geometrystring)
3765 geomstrings_count = 0;
3766 if (!fragmentstring)
3767 fragstrings_count = 0;
3769 // compile the shader program
3770 if (vertstrings_count + geomstrings_count + fragstrings_count)
3771 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3775 qglUseProgramObjectARB(p->program);CHECKGLERROR
3776 // look up all the uniform variable names we care about, so we don't
3777 // have to look them up every time we set them
3779 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3780 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3781 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3782 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3783 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3784 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3785 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3786 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3787 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3788 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3789 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3790 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3791 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3792 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3793 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3794 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3795 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3796 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3797 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3798 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3799 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3800 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3801 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3802 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3803 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3804 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3805 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3806 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3807 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3808 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3809 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3810 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3811 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3812 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3813 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3814 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3815 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3816 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3817 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3818 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3819 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3820 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3821 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3822 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3823 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3824 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3825 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3826 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3827 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3828 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3829 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3830 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3831 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3832 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3833 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3834 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3835 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3836 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3837 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3838 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3839 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3840 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3841 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3842 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3843 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3844 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3845 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3846 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3847 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3848 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3849 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3850 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3851 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3852 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3853 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3854 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3855 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3856 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3857 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3858 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3859 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3860 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3861 // initialize the samplers to refer to the texture units we use
3862 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3863 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3864 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3865 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3866 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3867 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3868 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3869 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3870 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3871 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3872 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3873 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3874 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3875 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3876 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3877 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3878 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3879 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3880 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3881 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3882 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3883 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3884 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3885 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3886 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3887 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3888 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3889 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3890 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3892 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3895 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3899 Mem_Free(vertexstring);
3901 Mem_Free(geometrystring);
3903 Mem_Free(fragmentstring);
3906 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3908 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3909 if (r_glsl_permutation != perm)
3911 r_glsl_permutation = perm;
3912 if (!r_glsl_permutation->program)
3914 if (!r_glsl_permutation->compiled)
3915 R_GLSL_CompilePermutation(perm, mode, permutation);
3916 if (!r_glsl_permutation->program)
3918 // remove features until we find a valid permutation
3920 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3922 // reduce i more quickly whenever it would not remove any bits
3923 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3924 if (!(permutation & j))
3927 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3928 if (!r_glsl_permutation->compiled)
3929 R_GLSL_CompilePermutation(perm, mode, permutation);
3930 if (r_glsl_permutation->program)
3933 if (i >= SHADERPERMUTATION_COUNT)
3935 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3936 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3937 qglUseProgramObjectARB(0);CHECKGLERROR
3938 return; // no bit left to clear, entire mode is broken
3943 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3945 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3946 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3947 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3951 #include <Cg/cgGL.h>
3952 struct r_cg_permutation_s;
3953 typedef struct r_cg_permutation_s
3955 /// hash lookup data
3956 struct r_cg_permutation_s *hashnext;
3958 unsigned int permutation;
3960 /// indicates if we have tried compiling this permutation already
3962 /// 0 if compilation failed
3965 /// locations of detected parameters in programs, or NULL if not found
3966 CGparameter vp_EyePosition;
3967 CGparameter vp_FogPlane;
3968 CGparameter vp_LightDir;
3969 CGparameter vp_LightPosition;
3970 CGparameter vp_ModelToLight;
3971 CGparameter vp_TexMatrix;
3972 CGparameter vp_BackgroundTexMatrix;
3973 CGparameter vp_ModelViewProjectionMatrix;
3974 CGparameter vp_ModelViewMatrix;
3975 CGparameter vp_ShadowMapMatrix;
3977 CGparameter fp_Texture_First;
3978 CGparameter fp_Texture_Second;
3979 CGparameter fp_Texture_GammaRamps;
3980 CGparameter fp_Texture_Normal;
3981 CGparameter fp_Texture_Color;
3982 CGparameter fp_Texture_Gloss;
3983 CGparameter fp_Texture_Glow;
3984 CGparameter fp_Texture_SecondaryNormal;
3985 CGparameter fp_Texture_SecondaryColor;
3986 CGparameter fp_Texture_SecondaryGloss;
3987 CGparameter fp_Texture_SecondaryGlow;
3988 CGparameter fp_Texture_Pants;
3989 CGparameter fp_Texture_Shirt;
3990 CGparameter fp_Texture_FogHeightTexture;
3991 CGparameter fp_Texture_FogMask;
3992 CGparameter fp_Texture_Lightmap;
3993 CGparameter fp_Texture_Deluxemap;
3994 CGparameter fp_Texture_Attenuation;
3995 CGparameter fp_Texture_Cube;
3996 CGparameter fp_Texture_Refraction;
3997 CGparameter fp_Texture_Reflection;
3998 CGparameter fp_Texture_ShadowMap2D;
3999 CGparameter fp_Texture_CubeProjection;
4000 CGparameter fp_Texture_ScreenDepth;
4001 CGparameter fp_Texture_ScreenNormalMap;
4002 CGparameter fp_Texture_ScreenDiffuse;
4003 CGparameter fp_Texture_ScreenSpecular;
4004 CGparameter fp_Texture_ReflectMask;
4005 CGparameter fp_Texture_ReflectCube;
4006 CGparameter fp_Alpha;
4007 CGparameter fp_BloomBlur_Parameters;
4008 CGparameter fp_ClientTime;
4009 CGparameter fp_Color_Ambient;
4010 CGparameter fp_Color_Diffuse;
4011 CGparameter fp_Color_Specular;
4012 CGparameter fp_Color_Glow;
4013 CGparameter fp_Color_Pants;
4014 CGparameter fp_Color_Shirt;
4015 CGparameter fp_DeferredColor_Ambient;
4016 CGparameter fp_DeferredColor_Diffuse;
4017 CGparameter fp_DeferredColor_Specular;
4018 CGparameter fp_DeferredMod_Diffuse;
4019 CGparameter fp_DeferredMod_Specular;
4020 CGparameter fp_DistortScaleRefractReflect;
4021 CGparameter fp_EyePosition;
4022 CGparameter fp_FogColor;
4023 CGparameter fp_FogHeightFade;
4024 CGparameter fp_FogPlane;
4025 CGparameter fp_FogPlaneViewDist;
4026 CGparameter fp_FogRangeRecip;
4027 CGparameter fp_LightColor;
4028 CGparameter fp_LightDir;
4029 CGparameter fp_LightPosition;
4030 CGparameter fp_OffsetMapping_Scale;
4031 CGparameter fp_PixelSize;
4032 CGparameter fp_ReflectColor;
4033 CGparameter fp_ReflectFactor;
4034 CGparameter fp_ReflectOffset;
4035 CGparameter fp_RefractColor;
4036 CGparameter fp_Saturation;
4037 CGparameter fp_ScreenCenterRefractReflect;
4038 CGparameter fp_ScreenScaleRefractReflect;
4039 CGparameter fp_ScreenToDepth;
4040 CGparameter fp_ShadowMap_Parameters;
4041 CGparameter fp_ShadowMap_TextureScale;
4042 CGparameter fp_SpecularPower;
4043 CGparameter fp_UserVec1;
4044 CGparameter fp_UserVec2;
4045 CGparameter fp_UserVec3;
4046 CGparameter fp_UserVec4;
4047 CGparameter fp_ViewTintColor;
4048 CGparameter fp_ViewToLight;
4049 CGparameter fp_PixelToScreenTexCoord;
4050 CGparameter fp_ModelToReflectCube;
4051 CGparameter fp_BloomColorSubtract;
4052 CGparameter fp_NormalmapScrollBlend;
4056 /// information about each possible shader permutation
4057 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4058 /// currently selected permutation
4059 r_cg_permutation_t *r_cg_permutation;
4060 /// storage for permutations linked in the hash table
4061 memexpandablearray_t r_cg_permutationarray;
4063 #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));}}
4065 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4067 //unsigned int hashdepth = 0;
4068 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4069 r_cg_permutation_t *p;
4070 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4072 if (p->mode == mode && p->permutation == permutation)
4074 //if (hashdepth > 10)
4075 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4080 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4082 p->permutation = permutation;
4083 p->hashnext = r_cg_permutationhash[mode][hashindex];
4084 r_cg_permutationhash[mode][hashindex] = p;
4085 //if (hashdepth > 10)
4086 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4090 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4093 if (!filename || !filename[0])
4095 if (!strcmp(filename, "cg/default.cg"))
4097 if (!cgshaderstring)
4099 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4101 Con_DPrintf("Loading shaders from file %s...\n", filename);
4103 cgshaderstring = (char *)builtincgshaderstring;
4105 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4106 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4107 return shaderstring;
4109 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4112 if (printfromdisknotice)
4113 Con_DPrintf("from disk %s... ", filename);
4114 return shaderstring;
4116 return shaderstring;
4119 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4121 // TODO: load or create .fp and .vp shader files
4124 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4127 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4128 int vertstring_length = 0;
4129 int geomstring_length = 0;
4130 int fragstring_length = 0;
4132 char *vertexstring, *geometrystring, *fragmentstring;
4133 char *vertstring, *geomstring, *fragstring;
4134 char permutationname[256];
4135 char cachename[256];
4136 CGprofile vertexProfile;
4137 CGprofile fragmentProfile;
4138 int vertstrings_count = 0;
4139 int geomstrings_count = 0;
4140 int fragstrings_count = 0;
4141 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4142 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4143 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4151 permutationname[0] = 0;
4153 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4154 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4155 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4157 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4158 strlcat(cachename, "cg/", sizeof(cachename));
4160 // the first pretext is which type of shader to compile as
4161 // (later these will all be bound together as a program object)
4162 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4163 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4164 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4166 // the second pretext is the mode (for example a light source)
4167 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4168 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4169 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4170 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4171 strlcat(cachename, modeinfo->name, sizeof(cachename));
4173 // now add all the permutation pretexts
4174 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4176 if (permutation & (1<<i))
4178 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4179 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4180 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4181 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4182 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4186 // keep line numbers correct
4187 vertstrings_list[vertstrings_count++] = "\n";
4188 geomstrings_list[geomstrings_count++] = "\n";
4189 fragstrings_list[fragstrings_count++] = "\n";
4194 R_CompileShader_AddStaticParms(mode, permutation);
4195 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4196 vertstrings_count += shaderstaticparms_count;
4197 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4198 geomstrings_count += shaderstaticparms_count;
4199 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4200 fragstrings_count += shaderstaticparms_count;
4202 // replace spaces in the cachename with _ characters
4203 for (i = 0;cachename[i];i++)
4204 if (cachename[i] == ' ')
4207 // now append the shader text itself
4208 vertstrings_list[vertstrings_count++] = vertexstring;
4209 geomstrings_list[geomstrings_count++] = geometrystring;
4210 fragstrings_list[fragstrings_count++] = fragmentstring;
4212 // if any sources were NULL, clear the respective list
4214 vertstrings_count = 0;
4215 if (!geometrystring)
4216 geomstrings_count = 0;
4217 if (!fragmentstring)
4218 fragstrings_count = 0;
4220 vertstring_length = 0;
4221 for (i = 0;i < vertstrings_count;i++)
4222 vertstring_length += strlen(vertstrings_list[i]);
4223 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4224 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4225 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4227 geomstring_length = 0;
4228 for (i = 0;i < geomstrings_count;i++)
4229 geomstring_length += strlen(geomstrings_list[i]);
4230 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4231 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4232 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4234 fragstring_length = 0;
4235 for (i = 0;i < fragstrings_count;i++)
4236 fragstring_length += strlen(fragstrings_list[i]);
4237 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4238 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4239 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4243 //vertexProfile = CG_PROFILE_ARBVP1;
4244 //fragmentProfile = CG_PROFILE_ARBFP1;
4245 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4246 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4247 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4248 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4249 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4252 // try to load the cached shader, or generate one
4253 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4255 // if caching failed, do a dynamic compile for now
4257 if (vertstring[0] && !p->vprogram)
4258 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4260 if (fragstring[0] && !p->fprogram)
4261 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4264 // look up all the uniform variable names we care about, so we don't
4265 // have to look them up every time we set them
4269 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4270 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4271 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4272 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4273 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4274 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4275 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4276 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4277 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4278 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4279 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4280 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4286 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4287 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4288 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4289 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4290 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4291 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4292 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4293 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4294 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4295 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4296 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4297 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4298 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4299 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4300 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4301 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4302 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4303 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4304 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4305 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4306 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4307 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4308 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4309 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4310 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4311 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4312 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4313 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4314 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4315 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4316 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4317 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4318 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4319 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4320 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4321 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4322 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4323 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4324 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4325 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4326 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4327 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4328 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4329 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4330 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4331 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4332 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4333 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4334 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4335 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4336 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4337 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4338 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4339 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4340 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4341 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4342 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4343 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4344 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4345 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4346 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4347 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4348 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4349 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4350 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4351 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4352 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4353 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4354 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4355 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4356 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4357 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4358 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4359 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4360 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4361 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4362 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4363 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4367 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4368 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4370 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4374 Mem_Free(vertstring);
4376 Mem_Free(geomstring);
4378 Mem_Free(fragstring);
4380 Mem_Free(vertexstring);
4382 Mem_Free(geometrystring);
4384 Mem_Free(fragmentstring);
4387 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4389 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4392 if (r_cg_permutation != perm)
4394 r_cg_permutation = perm;
4395 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4397 if (!r_cg_permutation->compiled)
4398 R_CG_CompilePermutation(perm, mode, permutation);
4399 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4401 // remove features until we find a valid permutation
4403 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4405 // reduce i more quickly whenever it would not remove any bits
4406 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4407 if (!(permutation & j))
4410 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4411 if (!r_cg_permutation->compiled)
4412 R_CG_CompilePermutation(perm, mode, permutation);
4413 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4416 if (i >= SHADERPERMUTATION_COUNT)
4418 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4419 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4420 return; // no bit left to clear, entire mode is broken
4426 if (r_cg_permutation->vprogram)
4428 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4429 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4430 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4434 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4435 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4437 if (r_cg_permutation->fprogram)
4439 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4440 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4441 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4445 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4446 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4450 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4451 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4452 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4455 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4457 cgGLSetTextureParameter(param, R_GetTexture(tex));
4458 cgGLEnableTextureParameter(param);
4466 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4467 extern D3DCAPS9 vid_d3d9caps;
4470 struct r_hlsl_permutation_s;
4471 typedef struct r_hlsl_permutation_s
4473 /// hash lookup data
4474 struct r_hlsl_permutation_s *hashnext;
4476 unsigned int permutation;
4478 /// indicates if we have tried compiling this permutation already
4480 /// NULL if compilation failed
4481 IDirect3DVertexShader9 *vertexshader;
4482 IDirect3DPixelShader9 *pixelshader;
4484 r_hlsl_permutation_t;
4486 typedef enum D3DVSREGISTER_e
4488 D3DVSREGISTER_TexMatrix = 0, // float4x4
4489 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4490 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4491 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4492 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4493 D3DVSREGISTER_ModelToLight = 20, // float4x4
4494 D3DVSREGISTER_EyePosition = 24,
4495 D3DVSREGISTER_FogPlane = 25,
4496 D3DVSREGISTER_LightDir = 26,
4497 D3DVSREGISTER_LightPosition = 27,
4501 typedef enum D3DPSREGISTER_e
4503 D3DPSREGISTER_Alpha = 0,
4504 D3DPSREGISTER_BloomBlur_Parameters = 1,
4505 D3DPSREGISTER_ClientTime = 2,
4506 D3DPSREGISTER_Color_Ambient = 3,
4507 D3DPSREGISTER_Color_Diffuse = 4,
4508 D3DPSREGISTER_Color_Specular = 5,
4509 D3DPSREGISTER_Color_Glow = 6,
4510 D3DPSREGISTER_Color_Pants = 7,
4511 D3DPSREGISTER_Color_Shirt = 8,
4512 D3DPSREGISTER_DeferredColor_Ambient = 9,
4513 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4514 D3DPSREGISTER_DeferredColor_Specular = 11,
4515 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4516 D3DPSREGISTER_DeferredMod_Specular = 13,
4517 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4518 D3DPSREGISTER_EyePosition = 15, // unused
4519 D3DPSREGISTER_FogColor = 16,
4520 D3DPSREGISTER_FogHeightFade = 17,
4521 D3DPSREGISTER_FogPlane = 18,
4522 D3DPSREGISTER_FogPlaneViewDist = 19,
4523 D3DPSREGISTER_FogRangeRecip = 20,
4524 D3DPSREGISTER_LightColor = 21,
4525 D3DPSREGISTER_LightDir = 22, // unused
4526 D3DPSREGISTER_LightPosition = 23,
4527 D3DPSREGISTER_OffsetMapping_Scale = 24,
4528 D3DPSREGISTER_PixelSize = 25,
4529 D3DPSREGISTER_ReflectColor = 26,
4530 D3DPSREGISTER_ReflectFactor = 27,
4531 D3DPSREGISTER_ReflectOffset = 28,
4532 D3DPSREGISTER_RefractColor = 29,
4533 D3DPSREGISTER_Saturation = 30,
4534 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4535 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4536 D3DPSREGISTER_ScreenToDepth = 33,
4537 D3DPSREGISTER_ShadowMap_Parameters = 34,
4538 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4539 D3DPSREGISTER_SpecularPower = 36,
4540 D3DPSREGISTER_UserVec1 = 37,
4541 D3DPSREGISTER_UserVec2 = 38,
4542 D3DPSREGISTER_UserVec3 = 39,
4543 D3DPSREGISTER_UserVec4 = 40,
4544 D3DPSREGISTER_ViewTintColor = 41,
4545 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4546 D3DPSREGISTER_BloomColorSubtract = 43,
4547 D3DPSREGISTER_ViewToLight = 44, // float4x4
4548 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4549 D3DPSREGISTER_NormalmapScrollBlend = 52,
4554 /// information about each possible shader permutation
4555 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4556 /// currently selected permutation
4557 r_hlsl_permutation_t *r_hlsl_permutation;
4558 /// storage for permutations linked in the hash table
4559 memexpandablearray_t r_hlsl_permutationarray;
4561 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4563 //unsigned int hashdepth = 0;
4564 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4565 r_hlsl_permutation_t *p;
4566 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4568 if (p->mode == mode && p->permutation == permutation)
4570 //if (hashdepth > 10)
4571 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4576 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4578 p->permutation = permutation;
4579 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4580 r_hlsl_permutationhash[mode][hashindex] = p;
4581 //if (hashdepth > 10)
4582 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4586 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4589 if (!filename || !filename[0])
4591 if (!strcmp(filename, "hlsl/default.hlsl"))
4593 if (!hlslshaderstring)
4595 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4596 if (hlslshaderstring)
4597 Con_DPrintf("Loading shaders from file %s...\n", filename);
4599 hlslshaderstring = (char *)builtincgshaderstring;
4601 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4602 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4603 return shaderstring;
4605 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4608 if (printfromdisknotice)
4609 Con_DPrintf("from disk %s... ", filename);
4610 return shaderstring;
4612 return shaderstring;
4616 //#include <d3dx9shader.h>
4617 //#include <d3dx9mesh.h>
4619 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4621 DWORD *vsbin = NULL;
4622 DWORD *psbin = NULL;
4623 fs_offset_t vsbinsize;
4624 fs_offset_t psbinsize;
4625 // IDirect3DVertexShader9 *vs = NULL;
4626 // IDirect3DPixelShader9 *ps = NULL;
4627 ID3DXBuffer *vslog = NULL;
4628 ID3DXBuffer *vsbuffer = NULL;
4629 ID3DXConstantTable *vsconstanttable = NULL;
4630 ID3DXBuffer *pslog = NULL;
4631 ID3DXBuffer *psbuffer = NULL;
4632 ID3DXConstantTable *psconstanttable = NULL;
4635 char temp[MAX_INPUTLINE];
4636 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4637 qboolean debugshader = gl_paranoid.integer != 0;
4638 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4639 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4642 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4643 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4645 if ((!vsbin && vertstring) || (!psbin && fragstring))
4647 const char* dllnames_d3dx9 [] =
4671 dllhandle_t d3dx9_dll = NULL;
4672 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4673 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4674 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4675 dllfunction_t d3dx9_dllfuncs[] =
4677 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4678 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4679 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4682 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4684 DWORD shaderflags = 0;
4686 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4687 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4688 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4689 if (vertstring && vertstring[0])
4693 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4694 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4695 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4696 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4699 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4702 vsbinsize = vsbuffer->GetBufferSize();
4703 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4704 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4705 vsbuffer->Release();
4709 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4710 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4714 if (fragstring && fragstring[0])
4718 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4719 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4720 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4721 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4724 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4727 psbinsize = psbuffer->GetBufferSize();
4728 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4729 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4730 psbuffer->Release();
4734 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4735 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4739 Sys_UnloadLibrary(&d3dx9_dll);
4742 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4746 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4747 if (FAILED(vsresult))
4748 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4749 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4750 if (FAILED(psresult))
4751 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4753 // free the shader data
4754 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4755 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4758 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4761 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4762 int vertstring_length = 0;
4763 int geomstring_length = 0;
4764 int fragstring_length = 0;
4766 char *vertexstring, *geometrystring, *fragmentstring;
4767 char *vertstring, *geomstring, *fragstring;
4768 char permutationname[256];
4769 char cachename[256];
4770 int vertstrings_count = 0;
4771 int geomstrings_count = 0;
4772 int fragstrings_count = 0;
4773 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4774 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4775 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4780 p->vertexshader = NULL;
4781 p->pixelshader = NULL;
4783 permutationname[0] = 0;
4785 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4786 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4787 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4789 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4790 strlcat(cachename, "hlsl/", sizeof(cachename));
4792 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4793 vertstrings_count = 0;
4794 geomstrings_count = 0;
4795 fragstrings_count = 0;
4796 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4797 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4798 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4800 // the first pretext is which type of shader to compile as
4801 // (later these will all be bound together as a program object)
4802 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4803 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4804 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4806 // the second pretext is the mode (for example a light source)
4807 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4808 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4809 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4810 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4811 strlcat(cachename, modeinfo->name, sizeof(cachename));
4813 // now add all the permutation pretexts
4814 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4816 if (permutation & (1<<i))
4818 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4819 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4820 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4821 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4822 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4826 // keep line numbers correct
4827 vertstrings_list[vertstrings_count++] = "\n";
4828 geomstrings_list[geomstrings_count++] = "\n";
4829 fragstrings_list[fragstrings_count++] = "\n";
4834 R_CompileShader_AddStaticParms(mode, permutation);
4835 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4836 vertstrings_count += shaderstaticparms_count;
4837 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4838 geomstrings_count += shaderstaticparms_count;
4839 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4840 fragstrings_count += shaderstaticparms_count;
4842 // replace spaces in the cachename with _ characters
4843 for (i = 0;cachename[i];i++)
4844 if (cachename[i] == ' ')
4847 // now append the shader text itself
4848 vertstrings_list[vertstrings_count++] = vertexstring;
4849 geomstrings_list[geomstrings_count++] = geometrystring;
4850 fragstrings_list[fragstrings_count++] = fragmentstring;
4852 // if any sources were NULL, clear the respective list
4854 vertstrings_count = 0;
4855 if (!geometrystring)
4856 geomstrings_count = 0;
4857 if (!fragmentstring)
4858 fragstrings_count = 0;
4860 vertstring_length = 0;
4861 for (i = 0;i < vertstrings_count;i++)
4862 vertstring_length += strlen(vertstrings_list[i]);
4863 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4864 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4865 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4867 geomstring_length = 0;
4868 for (i = 0;i < geomstrings_count;i++)
4869 geomstring_length += strlen(geomstrings_list[i]);
4870 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4871 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4872 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4874 fragstring_length = 0;
4875 for (i = 0;i < fragstrings_count;i++)
4876 fragstring_length += strlen(fragstrings_list[i]);
4877 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4878 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4879 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4881 // try to load the cached shader, or generate one
4882 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4884 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4885 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4887 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4891 Mem_Free(vertstring);
4893 Mem_Free(geomstring);
4895 Mem_Free(fragstring);
4897 Mem_Free(vertexstring);
4899 Mem_Free(geometrystring);
4901 Mem_Free(fragmentstring);
4904 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4905 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4906 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4907 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4908 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4909 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4911 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4912 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4913 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4914 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4915 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4916 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4918 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4920 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4921 if (r_hlsl_permutation != perm)
4923 r_hlsl_permutation = perm;
4924 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4926 if (!r_hlsl_permutation->compiled)
4927 R_HLSL_CompilePermutation(perm, mode, permutation);
4928 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4930 // remove features until we find a valid permutation
4932 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4934 // reduce i more quickly whenever it would not remove any bits
4935 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4936 if (!(permutation & j))
4939 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4940 if (!r_hlsl_permutation->compiled)
4941 R_HLSL_CompilePermutation(perm, mode, permutation);
4942 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4945 if (i >= SHADERPERMUTATION_COUNT)
4947 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4948 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4949 return; // no bit left to clear, entire mode is broken
4953 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4954 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4956 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4957 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4958 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4962 void R_GLSL_Restart_f(void)
4964 unsigned int i, limit;
4965 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4966 Mem_Free(glslshaderstring);
4967 glslshaderstring = NULL;
4968 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4969 Mem_Free(cgshaderstring);
4970 cgshaderstring = NULL;
4971 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4972 Mem_Free(hlslshaderstring);
4973 hlslshaderstring = NULL;
4974 switch(vid.renderpath)
4976 case RENDERPATH_D3D9:
4979 r_hlsl_permutation_t *p;
4980 r_hlsl_permutation = NULL;
4981 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4982 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4983 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4984 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4985 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4986 for (i = 0;i < limit;i++)
4988 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4990 if (p->vertexshader)
4991 IDirect3DVertexShader9_Release(p->vertexshader);
4993 IDirect3DPixelShader9_Release(p->pixelshader);
4994 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4997 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5001 case RENDERPATH_D3D10:
5002 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5004 case RENDERPATH_D3D11:
5005 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5007 case RENDERPATH_GL20:
5009 r_glsl_permutation_t *p;
5010 r_glsl_permutation = NULL;
5011 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5012 for (i = 0;i < limit;i++)
5014 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5016 GL_Backend_FreeProgram(p->program);
5017 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5020 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5023 case RENDERPATH_CGGL:
5026 r_cg_permutation_t *p;
5027 r_cg_permutation = NULL;
5028 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5029 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5030 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5031 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5032 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5033 for (i = 0;i < limit;i++)
5035 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5038 cgDestroyProgram(p->vprogram);
5040 cgDestroyProgram(p->fprogram);
5041 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5044 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5048 case RENDERPATH_GL13:
5049 case RENDERPATH_GL11:
5054 void R_GLSL_DumpShader_f(void)
5059 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5062 FS_Print(file, "/* The engine may define the following macros:\n");
5063 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5064 for (i = 0;i < SHADERMODE_COUNT;i++)
5065 FS_Print(file, glslshadermodeinfo[i].pretext);
5066 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5067 FS_Print(file, shaderpermutationinfo[i].pretext);
5068 FS_Print(file, "*/\n");
5069 FS_Print(file, builtinshaderstring);
5071 Con_Printf("glsl/default.glsl written\n");
5074 Con_Printf("failed to write to glsl/default.glsl\n");
5077 file = FS_OpenRealFile("cg/default.cg", "w", false);
5080 FS_Print(file, "/* The engine may define the following macros:\n");
5081 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5082 for (i = 0;i < SHADERMODE_COUNT;i++)
5083 FS_Print(file, cgshadermodeinfo[i].pretext);
5084 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5085 FS_Print(file, shaderpermutationinfo[i].pretext);
5086 FS_Print(file, "*/\n");
5087 FS_Print(file, builtincgshaderstring);
5089 Con_Printf("cg/default.cg written\n");
5092 Con_Printf("failed to write to cg/default.cg\n");
5096 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5099 FS_Print(file, "/* The engine may define the following macros:\n");
5100 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5101 for (i = 0;i < SHADERMODE_COUNT;i++)
5102 FS_Print(file, hlslshadermodeinfo[i].pretext);
5103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5104 FS_Print(file, shaderpermutationinfo[i].pretext);
5105 FS_Print(file, "*/\n");
5106 FS_Print(file, builtincgshaderstring);
5108 Con_Printf("hlsl/default.hlsl written\n");
5111 Con_Printf("failed to write to hlsl/default.hlsl\n");
5115 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5118 texturemode = GL_MODULATE;
5119 switch (vid.renderpath)
5121 case RENDERPATH_D3D9:
5123 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5124 R_Mesh_TexBind(GL20TU_FIRST , first );
5125 R_Mesh_TexBind(GL20TU_SECOND, second);
5128 case RENDERPATH_D3D10:
5129 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5131 case RENDERPATH_D3D11:
5132 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5134 case RENDERPATH_GL20:
5135 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5136 R_Mesh_TexBind(GL20TU_FIRST , first );
5137 R_Mesh_TexBind(GL20TU_SECOND, second);
5139 case RENDERPATH_CGGL:
5142 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5143 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5144 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5147 case RENDERPATH_GL13:
5148 R_Mesh_TexBind(0, first );
5149 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5150 R_Mesh_TexBind(1, second);
5152 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5154 case RENDERPATH_GL11:
5155 R_Mesh_TexBind(0, first );
5160 void R_SetupShader_DepthOrShadow(void)
5162 switch (vid.renderpath)
5164 case RENDERPATH_D3D9:
5166 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5169 case RENDERPATH_D3D10:
5170 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5172 case RENDERPATH_D3D11:
5173 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5175 case RENDERPATH_GL20:
5176 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5178 case RENDERPATH_CGGL:
5180 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5183 case RENDERPATH_GL13:
5184 R_Mesh_TexBind(0, 0);
5185 R_Mesh_TexBind(1, 0);
5187 case RENDERPATH_GL11:
5188 R_Mesh_TexBind(0, 0);
5193 void R_SetupShader_ShowDepth(void)
5195 switch (vid.renderpath)
5197 case RENDERPATH_D3D9:
5199 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5202 case RENDERPATH_D3D10:
5203 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5205 case RENDERPATH_D3D11:
5206 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5208 case RENDERPATH_GL20:
5209 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5211 case RENDERPATH_CGGL:
5213 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5216 case RENDERPATH_GL13:
5218 case RENDERPATH_GL11:
5223 extern qboolean r_shadow_usingdeferredprepass;
5224 extern cvar_t r_shadow_deferred_8bitrange;
5225 extern rtexture_t *r_shadow_attenuationgradienttexture;
5226 extern rtexture_t *r_shadow_attenuation2dtexture;
5227 extern rtexture_t *r_shadow_attenuation3dtexture;
5228 extern qboolean r_shadow_usingshadowmap2d;
5229 extern qboolean r_shadow_usingshadowmaportho;
5230 extern float r_shadow_shadowmap_texturescale[2];
5231 extern float r_shadow_shadowmap_parameters[4];
5232 extern qboolean r_shadow_shadowmapvsdct;
5233 extern qboolean r_shadow_shadowmapsampler;
5234 extern int r_shadow_shadowmappcf;
5235 extern rtexture_t *r_shadow_shadowmap2dtexture;
5236 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5237 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5238 extern matrix4x4_t r_shadow_shadowmapmatrix;
5239 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5240 extern int r_shadow_prepass_width;
5241 extern int r_shadow_prepass_height;
5242 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5243 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5244 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5245 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5246 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5247 extern cvar_t gl_mesh_separatearrays;
5248 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5250 // a blendfunc allows colormod if:
5251 // a) it can never keep the destination pixel invariant, or
5252 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5253 // this is to prevent unintended side effects from colormod
5256 // IF there is a (s, sa) for which for all (d, da),
5257 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5258 // THEN, for this (s, sa) and all (colormod, d, da):
5259 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5260 // OBVIOUSLY, this means that
5261 // s*colormod * src(s*colormod, d, sa, da) = 0
5262 // dst(s*colormod, d, sa, da) = 1
5264 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5266 // main condition to leave dst color invariant:
5267 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5269 // s * 0 + d * dst(s, d, sa, da) == d
5270 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5271 // => colormod is a problem for GL_SRC_COLOR only
5273 // s + d * dst(s, d, sa, da) == d
5275 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5276 // => colormod is never problematic for these
5277 // src == GL_SRC_COLOR:
5278 // s*s + d * dst(s, d, sa, da) == d
5280 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5281 // => colormod is never problematic for these
5282 // src == GL_ONE_MINUS_SRC_COLOR:
5283 // s*(1-s) + d * dst(s, d, sa, da) == d
5284 // => s == 0 or s == 1
5285 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5286 // => colormod is a problem for GL_SRC_COLOR only
5287 // src == GL_DST_COLOR
5288 // s*d + d * dst(s, d, sa, da) == d
5290 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5291 // => colormod is always a problem
5294 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5295 // => colormod is never problematic for these
5296 // => BUT, we do not know s! We must assume it is problematic
5297 // then... except in GL_ONE case, where we know all invariant
5299 // src == GL_ONE_MINUS_DST_COLOR
5300 // s*(1-d) + d * dst(s, d, sa, da) == d
5301 // => s == 0 (1-d is impossible to handle for our desired result)
5302 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5303 // => colormod is never problematic for these
5304 // src == GL_SRC_ALPHA
5305 // s*sa + d * dst(s, d, sa, da) == d
5306 // => s == 0, or sa == 0
5307 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5308 // => colormod breaks in the case GL_SRC_COLOR only
5309 // src == GL_ONE_MINUS_SRC_ALPHA
5310 // s*(1-sa) + d * dst(s, d, sa, da) == d
5311 // => s == 0, or sa == 1
5312 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5313 // => colormod breaks in the case GL_SRC_COLOR only
5314 // src == GL_DST_ALPHA
5315 // s*da + d * dst(s, d, sa, da) == d
5317 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5318 // => colormod is never problematic for these
5323 case GL_ONE_MINUS_SRC_COLOR:
5325 case GL_ONE_MINUS_SRC_ALPHA:
5326 if(dst == GL_SRC_COLOR)
5331 case GL_ONE_MINUS_DST_COLOR:
5333 case GL_ONE_MINUS_DST_ALPHA:
5343 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5345 // select a permutation of the lighting shader appropriate to this
5346 // combination of texture, entity, light source, and fogging, only use the
5347 // minimum features necessary to avoid wasting rendering time in the
5348 // fragment shader on features that are not being used
5349 unsigned int permutation = 0;
5350 unsigned int mode = 0;
5351 qboolean allow_colormod;
5352 static float dummy_colormod[3] = {1, 1, 1};
5353 float *colormod = rsurface.colormod;
5355 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5356 if (rsurfacepass == RSURFPASS_BACKGROUND)
5358 // distorted background
5359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5361 mode = SHADERMODE_WATER;
5362 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5363 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5364 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5365 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5367 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5369 mode = SHADERMODE_REFRACTION;
5370 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5371 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5375 mode = SHADERMODE_GENERIC;
5376 permutation |= SHADERPERMUTATION_DIFFUSE;
5377 GL_BlendFunc(GL_ONE, GL_ZERO);
5378 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5380 GL_AlphaTest(false);
5382 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5384 if (r_glsl_offsetmapping.integer)
5386 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5387 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5388 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5389 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5390 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5392 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5393 if (r_glsl_offsetmapping_reliefmapping.integer)
5394 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5398 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5399 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5400 permutation |= SHADERPERMUTATION_ALPHAKILL;
5401 // normalmap (deferred prepass), may use alpha test on diffuse
5402 mode = SHADERMODE_DEFERREDGEOMETRY;
5403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5404 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5405 GL_AlphaTest(false);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5409 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5411 if (r_glsl_offsetmapping.integer)
5413 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5414 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5415 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5417 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5419 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5420 if (r_glsl_offsetmapping_reliefmapping.integer)
5421 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5424 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5425 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5427 mode = SHADERMODE_LIGHTSOURCE;
5428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5430 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5431 permutation |= SHADERPERMUTATION_CUBEFILTER;
5432 if (diffusescale > 0)
5433 permutation |= SHADERPERMUTATION_DIFFUSE;
5434 if (specularscale > 0)
5435 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5436 if (r_refdef.fogenabled)
5437 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5438 if (rsurface.texture->colormapping)
5439 permutation |= SHADERPERMUTATION_COLORMAPPING;
5440 if (r_shadow_usingshadowmap2d)
5442 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5443 if(r_shadow_shadowmapvsdct)
5444 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5446 if (r_shadow_shadowmapsampler)
5447 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5448 if (r_shadow_shadowmappcf > 1)
5449 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5450 else if (r_shadow_shadowmappcf)
5451 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5453 if (rsurface.texture->reflectmasktexture)
5454 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5455 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5456 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5457 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5459 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5461 if (r_glsl_offsetmapping.integer)
5463 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5464 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5465 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5466 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5467 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5469 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5470 if (r_glsl_offsetmapping_reliefmapping.integer)
5471 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5476 // unshaded geometry (fullbright or ambient model lighting)
5477 mode = SHADERMODE_FLATCOLOR;
5478 ambientscale = diffusescale = specularscale = 0;
5479 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5480 permutation |= SHADERPERMUTATION_GLOW;
5481 if (r_refdef.fogenabled)
5482 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5483 if (rsurface.texture->colormapping)
5484 permutation |= SHADERPERMUTATION_COLORMAPPING;
5485 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5487 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5488 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5490 if (r_shadow_shadowmapsampler)
5491 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5492 if (r_shadow_shadowmappcf > 1)
5493 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5494 else if (r_shadow_shadowmappcf)
5495 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5497 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5498 permutation |= SHADERPERMUTATION_REFLECTION;
5499 if (rsurface.texture->reflectmasktexture)
5500 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5501 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5502 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5503 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5505 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5507 if (r_glsl_offsetmapping.integer)
5509 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5510 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5511 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5512 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5513 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5515 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5516 if (r_glsl_offsetmapping_reliefmapping.integer)
5517 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5520 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5521 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5522 // directional model lighting
5523 mode = SHADERMODE_LIGHTDIRECTION;
5524 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5525 permutation |= SHADERPERMUTATION_GLOW;
5526 permutation |= SHADERPERMUTATION_DIFFUSE;
5527 if (specularscale > 0)
5528 permutation |= SHADERPERMUTATION_SPECULAR;
5529 if (r_refdef.fogenabled)
5530 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5531 if (rsurface.texture->colormapping)
5532 permutation |= SHADERPERMUTATION_COLORMAPPING;
5533 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5535 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5536 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5538 if (r_shadow_shadowmapsampler)
5539 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5540 if (r_shadow_shadowmappcf > 1)
5541 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5542 else if (r_shadow_shadowmappcf)
5543 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5546 permutation |= SHADERPERMUTATION_REFLECTION;
5547 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5548 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5549 if (rsurface.texture->reflectmasktexture)
5550 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5551 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5552 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5553 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5555 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5557 if (r_glsl_offsetmapping.integer)
5559 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5560 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5561 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5562 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5563 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5565 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5566 if (r_glsl_offsetmapping_reliefmapping.integer)
5567 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5571 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5572 // ambient model lighting
5573 mode = SHADERMODE_LIGHTDIRECTION;
5574 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5575 permutation |= SHADERPERMUTATION_GLOW;
5576 if (r_refdef.fogenabled)
5577 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5578 if (rsurface.texture->colormapping)
5579 permutation |= SHADERPERMUTATION_COLORMAPPING;
5580 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5582 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5583 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5585 if (r_shadow_shadowmapsampler)
5586 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5587 if (r_shadow_shadowmappcf > 1)
5588 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5589 else if (r_shadow_shadowmappcf)
5590 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5592 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5593 permutation |= SHADERPERMUTATION_REFLECTION;
5594 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5595 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5596 if (rsurface.texture->reflectmasktexture)
5597 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5598 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5599 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5600 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5604 if (r_glsl_offsetmapping.integer)
5606 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5607 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5608 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5609 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5610 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5612 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5613 if (r_glsl_offsetmapping_reliefmapping.integer)
5614 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5618 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5620 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5621 permutation |= SHADERPERMUTATION_GLOW;
5622 if (r_refdef.fogenabled)
5623 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5624 if (rsurface.texture->colormapping)
5625 permutation |= SHADERPERMUTATION_COLORMAPPING;
5626 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5628 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5629 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5631 if (r_shadow_shadowmapsampler)
5632 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5633 if (r_shadow_shadowmappcf > 1)
5634 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5635 else if (r_shadow_shadowmappcf)
5636 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5639 permutation |= SHADERPERMUTATION_REFLECTION;
5640 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5641 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5642 if (rsurface.texture->reflectmasktexture)
5643 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5644 if (FAKELIGHT_ENABLED)
5646 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5647 mode = SHADERMODE_FAKELIGHT;
5648 permutation |= SHADERPERMUTATION_DIFFUSE;
5649 if (specularscale > 0)
5650 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5652 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5654 // deluxemapping (light direction texture)
5655 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5656 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5658 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5659 permutation |= SHADERPERMUTATION_DIFFUSE;
5660 if (specularscale > 0)
5661 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5663 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5665 // fake deluxemapping (uniform light direction in tangentspace)
5666 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5667 permutation |= SHADERPERMUTATION_DIFFUSE;
5668 if (specularscale > 0)
5669 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5671 else if (rsurface.uselightmaptexture)
5673 // ordinary lightmapping (q1bsp, q3bsp)
5674 mode = SHADERMODE_LIGHTMAP;
5678 // ordinary vertex coloring (q3bsp)
5679 mode = SHADERMODE_VERTEXCOLOR;
5681 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5682 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5683 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5686 colormod = dummy_colormod;
5687 switch(vid.renderpath)
5689 case RENDERPATH_D3D9:
5691 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5692 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5693 R_SetupShader_SetPermutationHLSL(mode, permutation);
5694 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5695 if (mode == SHADERMODE_LIGHTSOURCE)
5697 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5698 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5702 if (mode == SHADERMODE_LIGHTDIRECTION)
5704 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5707 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5708 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5709 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5710 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5711 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5713 if (mode == SHADERMODE_LIGHTSOURCE)
5715 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5716 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5717 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5718 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5719 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5721 // additive passes are only darkened by fog, not tinted
5722 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5723 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5727 if (mode == SHADERMODE_FLATCOLOR)
5729 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5731 else if (mode == SHADERMODE_LIGHTDIRECTION)
5733 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5734 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5735 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5736 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5737 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5738 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5739 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5743 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5744 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5745 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5746 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5747 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5749 // additive passes are only darkened by fog, not tinted
5750 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5751 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5753 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5754 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5755 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5756 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5757 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5758 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5759 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5760 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5761 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5762 if (mode == SHADERMODE_WATER)
5763 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5765 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5766 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5767 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5768 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5769 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5770 if (rsurface.texture->pantstexture)
5771 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5773 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5774 if (rsurface.texture->shirttexture)
5775 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5777 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5778 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5779 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5780 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5781 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5782 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5783 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5784 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5786 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5787 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5788 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5789 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5790 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5791 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5792 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5793 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5794 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5795 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5796 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5797 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5798 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5799 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5800 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5801 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5802 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5803 if (rsurfacepass == RSURFPASS_BACKGROUND)
5805 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5806 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5807 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5811 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5813 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5814 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5815 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5816 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5817 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5819 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5820 if (rsurface.rtlight)
5822 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5823 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5828 case RENDERPATH_D3D10:
5829 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5831 case RENDERPATH_D3D11:
5832 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5834 case RENDERPATH_GL20:
5835 if (gl_mesh_separatearrays.integer)
5837 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5838 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5839 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5840 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5841 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5842 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5843 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5844 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5848 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5849 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5851 R_SetupShader_SetPermutationGLSL(mode, permutation);
5852 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5853 if (mode == SHADERMODE_LIGHTSOURCE)
5855 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5856 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5857 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5858 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5859 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5860 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);
5862 // additive passes are only darkened by fog, not tinted
5863 if (r_glsl_permutation->loc_FogColor >= 0)
5864 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5865 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5869 if (mode == SHADERMODE_FLATCOLOR)
5871 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5873 else if (mode == SHADERMODE_LIGHTDIRECTION)
5875 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5876 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5877 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);
5878 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5879 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);
5880 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]);
5881 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]);
5885 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5886 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]);
5887 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);
5888 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5889 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);
5891 // additive passes are only darkened by fog, not tinted
5892 if (r_glsl_permutation->loc_FogColor >= 0)
5894 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5895 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5897 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5899 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);
5900 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]);
5901 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]);
5902 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5903 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5904 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5905 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5906 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5907 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5909 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5910 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5911 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5912 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]);
5913 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]);
5915 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5916 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5917 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5918 if (r_glsl_permutation->loc_Color_Pants >= 0)
5920 if (rsurface.texture->pantstexture)
5921 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5923 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5925 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5927 if (rsurface.texture->shirttexture)
5928 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5930 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5932 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]);
5933 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5934 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5935 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5936 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5937 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]);
5938 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5940 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5941 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5942 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5943 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5944 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5945 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5946 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5947 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5948 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5949 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5950 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5951 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5952 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5953 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5954 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5955 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5956 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5957 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5958 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5959 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5960 if (rsurfacepass == RSURFPASS_BACKGROUND)
5962 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5963 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5964 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5968 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5970 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5971 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5972 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5973 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5974 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5976 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5977 if (rsurface.rtlight)
5979 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5980 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5985 case RENDERPATH_CGGL:
5987 if (gl_mesh_separatearrays.integer)
5989 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5990 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5991 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5992 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5993 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5994 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5995 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5996 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6000 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
6001 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6003 R_SetupShader_SetPermutationCG(mode, permutation);
6004 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6005 if (mode == SHADERMODE_LIGHTSOURCE)
6007 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6008 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6012 if (mode == SHADERMODE_LIGHTDIRECTION)
6014 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
6017 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6018 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6019 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6020 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6021 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
6024 if (mode == SHADERMODE_LIGHTSOURCE)
6026 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6027 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6028 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6029 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6030 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
6032 // additive passes are only darkened by fog, not tinted
6033 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6034 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6038 if (mode == SHADERMODE_FLATCOLOR)
6040 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6042 else if (mode == SHADERMODE_LIGHTDIRECTION)
6044 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
6045 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
6046 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
6047 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6048 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
6049 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
6050 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
6054 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
6055 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
6056 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
6057 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
6058 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
6060 // additive passes are only darkened by fog, not tinted
6061 if (r_cg_permutation->fp_FogColor)
6063 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6064 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6066 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6069 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
6070 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
6071 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
6072 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6073 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6074 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6075 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6076 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6077 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6079 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
6080 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
6081 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6082 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6083 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6084 if (r_cg_permutation->fp_Color_Pants)
6086 if (rsurface.texture->pantstexture)
6087 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6089 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6092 if (r_cg_permutation->fp_Color_Shirt)
6094 if (rsurface.texture->shirttexture)
6095 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6097 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6100 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
6101 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6102 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6103 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6104 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6105 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
6106 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6108 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6109 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6110 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6111 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6112 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6113 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6114 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6115 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6116 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6117 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6118 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6119 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6120 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6121 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6122 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
6123 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6124 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6125 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6126 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6127 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6128 if (rsurfacepass == RSURFPASS_BACKGROUND)
6130 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6131 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6132 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6136 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6138 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6139 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6140 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6141 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6142 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6144 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6145 if (rsurface.rtlight)
6147 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6155 case RENDERPATH_GL13:
6156 case RENDERPATH_GL11:
6161 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6163 // select a permutation of the lighting shader appropriate to this
6164 // combination of texture, entity, light source, and fogging, only use the
6165 // minimum features necessary to avoid wasting rendering time in the
6166 // fragment shader on features that are not being used
6167 unsigned int permutation = 0;
6168 unsigned int mode = 0;
6169 const float *lightcolorbase = rtlight->currentcolor;
6170 float ambientscale = rtlight->ambientscale;
6171 float diffusescale = rtlight->diffusescale;
6172 float specularscale = rtlight->specularscale;
6173 // this is the location of the light in view space
6174 vec3_t viewlightorigin;
6175 // this transforms from view space (camera) to light space (cubemap)
6176 matrix4x4_t viewtolight;
6177 matrix4x4_t lighttoview;
6178 float viewtolight16f[16];
6179 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6181 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6182 if (rtlight->currentcubemap != r_texture_whitecube)
6183 permutation |= SHADERPERMUTATION_CUBEFILTER;
6184 if (diffusescale > 0)
6185 permutation |= SHADERPERMUTATION_DIFFUSE;
6186 if (specularscale > 0)
6187 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6188 if (r_shadow_usingshadowmap2d)
6190 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6191 if (r_shadow_shadowmapvsdct)
6192 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6194 if (r_shadow_shadowmapsampler)
6195 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6196 if (r_shadow_shadowmappcf > 1)
6197 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6198 else if (r_shadow_shadowmappcf)
6199 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6201 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6202 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6203 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6204 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6205 switch(vid.renderpath)
6207 case RENDERPATH_D3D9:
6209 R_SetupShader_SetPermutationHLSL(mode, permutation);
6210 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6211 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6212 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6213 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6214 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6215 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6216 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6217 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6218 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6219 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6221 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6222 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6223 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6224 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6225 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6226 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6229 case RENDERPATH_D3D10:
6230 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6232 case RENDERPATH_D3D11:
6233 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6235 case RENDERPATH_GL20:
6236 R_SetupShader_SetPermutationGLSL(mode, permutation);
6237 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6238 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6239 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);
6240 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);
6241 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);
6242 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]);
6243 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]);
6244 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6245 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]);
6246 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6248 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6249 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6250 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6251 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6252 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6253 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6255 case RENDERPATH_CGGL:
6257 R_SetupShader_SetPermutationCG(mode, permutation);
6258 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6259 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6260 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
6261 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
6262 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
6263 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
6264 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
6265 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6266 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
6267 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6269 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6270 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6271 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6272 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6273 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6274 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6277 case RENDERPATH_GL13:
6278 case RENDERPATH_GL11:
6283 #define SKINFRAME_HASH 1024
6287 int loadsequence; // incremented each level change
6288 memexpandablearray_t array;
6289 skinframe_t *hash[SKINFRAME_HASH];
6292 r_skinframe_t r_skinframe;
6294 void R_SkinFrame_PrepareForPurge(void)
6296 r_skinframe.loadsequence++;
6297 // wrap it without hitting zero
6298 if (r_skinframe.loadsequence >= 200)
6299 r_skinframe.loadsequence = 1;
6302 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6306 // mark the skinframe as used for the purging code
6307 skinframe->loadsequence = r_skinframe.loadsequence;
6310 void R_SkinFrame_Purge(void)
6314 for (i = 0;i < SKINFRAME_HASH;i++)
6316 for (s = r_skinframe.hash[i];s;s = s->next)
6318 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6320 if (s->merged == s->base)
6322 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6323 R_PurgeTexture(s->stain );s->stain = NULL;
6324 R_PurgeTexture(s->merged);s->merged = NULL;
6325 R_PurgeTexture(s->base );s->base = NULL;
6326 R_PurgeTexture(s->pants );s->pants = NULL;
6327 R_PurgeTexture(s->shirt );s->shirt = NULL;
6328 R_PurgeTexture(s->nmap );s->nmap = NULL;
6329 R_PurgeTexture(s->gloss );s->gloss = NULL;
6330 R_PurgeTexture(s->glow );s->glow = NULL;
6331 R_PurgeTexture(s->fog );s->fog = NULL;
6332 R_PurgeTexture(s->reflect);s->reflect = NULL;
6333 s->loadsequence = 0;
6339 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6341 char basename[MAX_QPATH];
6343 Image_StripImageExtension(name, basename, sizeof(basename));
6345 if( last == NULL ) {
6347 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6348 item = r_skinframe.hash[hashindex];
6353 // linearly search through the hash bucket
6354 for( ; item ; item = item->next ) {
6355 if( !strcmp( item->basename, basename ) ) {
6362 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6366 char basename[MAX_QPATH];
6368 Image_StripImageExtension(name, basename, sizeof(basename));
6370 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6371 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6372 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6376 rtexture_t *dyntexture;
6377 // check whether its a dynamic texture
6378 dyntexture = CL_GetDynTexture( basename );
6379 if (!add && !dyntexture)
6381 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6382 memset(item, 0, sizeof(*item));
6383 strlcpy(item->basename, basename, sizeof(item->basename));
6384 item->base = dyntexture; // either NULL or dyntexture handle
6385 item->textureflags = textureflags;
6386 item->comparewidth = comparewidth;
6387 item->compareheight = compareheight;
6388 item->comparecrc = comparecrc;
6389 item->next = r_skinframe.hash[hashindex];
6390 r_skinframe.hash[hashindex] = item;
6392 else if( item->base == NULL )
6394 rtexture_t *dyntexture;
6395 // check whether its a dynamic texture
6396 // 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]
6397 dyntexture = CL_GetDynTexture( basename );
6398 item->base = dyntexture; // either NULL or dyntexture handle
6401 R_SkinFrame_MarkUsed(item);
6405 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6407 unsigned long long avgcolor[5], wsum; \
6415 for(pix = 0; pix < cnt; ++pix) \
6418 for(comp = 0; comp < 3; ++comp) \
6420 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6423 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6425 for(comp = 0; comp < 3; ++comp) \
6426 avgcolor[comp] += getpixel * w; \
6429 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6430 avgcolor[4] += getpixel; \
6432 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6434 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6435 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6436 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6437 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6440 extern cvar_t gl_picmip;
6441 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6444 unsigned char *pixels;
6445 unsigned char *bumppixels;
6446 unsigned char *basepixels = NULL;
6447 int basepixels_width = 0;
6448 int basepixels_height = 0;
6449 skinframe_t *skinframe;
6450 rtexture_t *ddsbase = NULL;
6451 qboolean ddshasalpha = false;
6452 float ddsavgcolor[4];
6453 char basename[MAX_QPATH];
6454 int miplevel = R_PicmipForFlags(textureflags);
6455 int savemiplevel = miplevel;
6458 if (cls.state == ca_dedicated)
6461 // return an existing skinframe if already loaded
6462 // if loading of the first image fails, don't make a new skinframe as it
6463 // would cause all future lookups of this to be missing
6464 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6465 if (skinframe && skinframe->base)
6468 Image_StripImageExtension(name, basename, sizeof(basename));
6470 // check for DDS texture file first
6471 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6473 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6474 if (basepixels == NULL)
6478 // FIXME handle miplevel
6480 if (developer_loading.integer)
6481 Con_Printf("loading skin \"%s\"\n", name);
6483 // we've got some pixels to store, so really allocate this new texture now
6485 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6486 skinframe->stain = NULL;
6487 skinframe->merged = NULL;
6488 skinframe->base = NULL;
6489 skinframe->pants = NULL;
6490 skinframe->shirt = NULL;
6491 skinframe->nmap = NULL;
6492 skinframe->gloss = NULL;
6493 skinframe->glow = NULL;
6494 skinframe->fog = NULL;
6495 skinframe->reflect = NULL;
6496 skinframe->hasalpha = false;
6500 skinframe->base = ddsbase;
6501 skinframe->hasalpha = ddshasalpha;
6502 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6503 if (r_loadfog && skinframe->hasalpha)
6504 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6505 //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]);
6509 basepixels_width = image_width;
6510 basepixels_height = image_height;
6511 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6512 if (textureflags & TEXF_ALPHA)
6514 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6516 if (basepixels[j] < 255)
6518 skinframe->hasalpha = true;
6522 if (r_loadfog && skinframe->hasalpha)
6524 // has transparent pixels
6525 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6526 for (j = 0;j < image_width * image_height * 4;j += 4)
6531 pixels[j+3] = basepixels[j+3];
6533 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6537 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6538 //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]);
6539 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6540 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6541 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6542 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6547 mymiplevel = savemiplevel;
6548 if (r_loadnormalmap)
6549 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6550 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6552 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6553 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6554 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6555 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6558 // _norm is the name used by tenebrae and has been adopted as standard
6559 if (r_loadnormalmap && skinframe->nmap == NULL)
6561 mymiplevel = savemiplevel;
6562 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6564 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6568 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6571 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6572 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6574 Mem_Free(bumppixels);
6576 else if (r_shadow_bumpscale_basetexture.value > 0)
6578 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6579 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6580 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6583 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6584 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6587 // _luma is supported only for tenebrae compatibility
6588 // _glow is the preferred name
6589 mymiplevel = savemiplevel;
6590 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6592 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6593 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6594 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6595 Mem_Free(pixels);pixels = NULL;
6598 mymiplevel = savemiplevel;
6599 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6601 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6602 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6603 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6608 mymiplevel = savemiplevel;
6609 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6611 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6612 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6613 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6618 mymiplevel = savemiplevel;
6619 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6621 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6622 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6623 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6628 mymiplevel = savemiplevel;
6629 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6631 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6632 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6633 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6639 Mem_Free(basepixels);
6644 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6645 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6648 unsigned char *temp1, *temp2;
6649 skinframe_t *skinframe;
6651 if (cls.state == ca_dedicated)
6654 // if already loaded just return it, otherwise make a new skinframe
6655 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6656 if (skinframe && skinframe->base)
6659 skinframe->stain = NULL;
6660 skinframe->merged = NULL;
6661 skinframe->base = NULL;
6662 skinframe->pants = NULL;
6663 skinframe->shirt = NULL;
6664 skinframe->nmap = NULL;
6665 skinframe->gloss = NULL;
6666 skinframe->glow = NULL;
6667 skinframe->fog = NULL;
6668 skinframe->reflect = NULL;
6669 skinframe->hasalpha = false;
6671 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6675 if (developer_loading.integer)
6676 Con_Printf("loading 32bit skin \"%s\"\n", name);
6678 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6680 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6681 temp2 = temp1 + width * height * 4;
6682 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6683 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6686 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6687 if (textureflags & TEXF_ALPHA)
6689 for (i = 3;i < width * height * 4;i += 4)
6691 if (skindata[i] < 255)
6693 skinframe->hasalpha = true;
6697 if (r_loadfog && skinframe->hasalpha)
6699 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6700 memcpy(fogpixels, skindata, width * height * 4);
6701 for (i = 0;i < width * height * 4;i += 4)
6702 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6703 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6704 Mem_Free(fogpixels);
6708 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6709 //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]);
6714 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6718 skinframe_t *skinframe;
6720 if (cls.state == ca_dedicated)
6723 // if already loaded just return it, otherwise make a new skinframe
6724 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6725 if (skinframe && skinframe->base)
6728 skinframe->stain = NULL;
6729 skinframe->merged = NULL;
6730 skinframe->base = NULL;
6731 skinframe->pants = NULL;
6732 skinframe->shirt = NULL;
6733 skinframe->nmap = NULL;
6734 skinframe->gloss = NULL;
6735 skinframe->glow = NULL;
6736 skinframe->fog = NULL;
6737 skinframe->reflect = NULL;
6738 skinframe->hasalpha = false;
6740 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6744 if (developer_loading.integer)
6745 Con_Printf("loading quake skin \"%s\"\n", name);
6747 // 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)
6748 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6749 memcpy(skinframe->qpixels, skindata, width*height);
6750 skinframe->qwidth = width;
6751 skinframe->qheight = height;
6754 for (i = 0;i < width * height;i++)
6755 featuresmask |= palette_featureflags[skindata[i]];
6757 skinframe->hasalpha = false;
6758 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6759 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6760 skinframe->qgeneratemerged = true;
6761 skinframe->qgeneratebase = skinframe->qhascolormapping;
6762 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6764 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6765 //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]);
6770 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6774 unsigned char *skindata;
6776 if (!skinframe->qpixels)
6779 if (!skinframe->qhascolormapping)
6780 colormapped = false;
6784 if (!skinframe->qgeneratebase)
6789 if (!skinframe->qgeneratemerged)
6793 width = skinframe->qwidth;
6794 height = skinframe->qheight;
6795 skindata = skinframe->qpixels;
6797 if (skinframe->qgeneratenmap)
6799 unsigned char *temp1, *temp2;
6800 skinframe->qgeneratenmap = false;
6801 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6802 temp2 = temp1 + width * height * 4;
6803 // use either a custom palette or the quake palette
6804 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6805 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6806 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6810 if (skinframe->qgenerateglow)
6812 skinframe->qgenerateglow = false;
6813 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6818 skinframe->qgeneratebase = false;
6819 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6820 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6821 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6825 skinframe->qgeneratemerged = false;
6826 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6829 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6831 Mem_Free(skinframe->qpixels);
6832 skinframe->qpixels = NULL;
6836 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)
6839 skinframe_t *skinframe;
6841 if (cls.state == ca_dedicated)
6844 // if already loaded just return it, otherwise make a new skinframe
6845 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6846 if (skinframe && skinframe->base)
6849 skinframe->stain = NULL;
6850 skinframe->merged = NULL;
6851 skinframe->base = NULL;
6852 skinframe->pants = NULL;
6853 skinframe->shirt = NULL;
6854 skinframe->nmap = NULL;
6855 skinframe->gloss = NULL;
6856 skinframe->glow = NULL;
6857 skinframe->fog = NULL;
6858 skinframe->reflect = NULL;
6859 skinframe->hasalpha = false;
6861 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6865 if (developer_loading.integer)
6866 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6868 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6869 if (textureflags & TEXF_ALPHA)
6871 for (i = 0;i < width * height;i++)
6873 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6875 skinframe->hasalpha = true;
6879 if (r_loadfog && skinframe->hasalpha)
6880 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6883 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6884 //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]);
6889 skinframe_t *R_SkinFrame_LoadMissing(void)
6891 skinframe_t *skinframe;
6893 if (cls.state == ca_dedicated)
6896 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6897 skinframe->stain = NULL;
6898 skinframe->merged = NULL;
6899 skinframe->base = NULL;
6900 skinframe->pants = NULL;
6901 skinframe->shirt = NULL;
6902 skinframe->nmap = NULL;
6903 skinframe->gloss = NULL;
6904 skinframe->glow = NULL;
6905 skinframe->fog = NULL;
6906 skinframe->reflect = NULL;
6907 skinframe->hasalpha = false;
6909 skinframe->avgcolor[0] = rand() / RAND_MAX;
6910 skinframe->avgcolor[1] = rand() / RAND_MAX;
6911 skinframe->avgcolor[2] = rand() / RAND_MAX;
6912 skinframe->avgcolor[3] = 1;
6917 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6918 typedef struct suffixinfo_s
6921 qboolean flipx, flipy, flipdiagonal;
6924 static suffixinfo_t suffix[3][6] =
6927 {"px", false, false, false},
6928 {"nx", false, false, false},
6929 {"py", false, false, false},
6930 {"ny", false, false, false},
6931 {"pz", false, false, false},
6932 {"nz", false, false, false}
6935 {"posx", false, false, false},
6936 {"negx", false, false, false},
6937 {"posy", false, false, false},
6938 {"negy", false, false, false},
6939 {"posz", false, false, false},
6940 {"negz", false, false, false}
6943 {"rt", true, false, true},
6944 {"lf", false, true, true},
6945 {"ft", true, true, false},
6946 {"bk", false, false, false},
6947 {"up", true, false, true},
6948 {"dn", true, false, true}
6952 static int componentorder[4] = {0, 1, 2, 3};
6954 rtexture_t *R_LoadCubemap(const char *basename)
6956 int i, j, cubemapsize;
6957 unsigned char *cubemappixels, *image_buffer;
6958 rtexture_t *cubemaptexture;
6960 // must start 0 so the first loadimagepixels has no requested width/height
6962 cubemappixels = NULL;
6963 cubemaptexture = NULL;
6964 // keep trying different suffix groups (posx, px, rt) until one loads
6965 for (j = 0;j < 3 && !cubemappixels;j++)
6967 // load the 6 images in the suffix group
6968 for (i = 0;i < 6;i++)
6970 // generate an image name based on the base and and suffix
6971 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6973 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6975 // an image loaded, make sure width and height are equal
6976 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6978 // if this is the first image to load successfully, allocate the cubemap memory
6979 if (!cubemappixels && image_width >= 1)
6981 cubemapsize = image_width;
6982 // note this clears to black, so unavailable sides are black
6983 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6985 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6987 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);
6990 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6992 Mem_Free(image_buffer);
6996 // if a cubemap loaded, upload it
6999 if (developer_loading.integer)
7000 Con_Printf("loading cubemap \"%s\"\n", basename);
7002 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7003 Mem_Free(cubemappixels);
7007 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7008 if (developer_loading.integer)
7010 Con_Printf("(tried tried images ");
7011 for (j = 0;j < 3;j++)
7012 for (i = 0;i < 6;i++)
7013 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7014 Con_Print(" and was unable to find any of them).\n");
7017 return cubemaptexture;
7020 rtexture_t *R_GetCubemap(const char *basename)
7023 for (i = 0;i < r_texture_numcubemaps;i++)
7024 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7025 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7026 if (i >= MAX_CUBEMAPS)
7027 return r_texture_whitecube;
7028 r_texture_numcubemaps++;
7029 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7030 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7031 return r_texture_cubemaps[i].texture;
7034 void R_FreeCubemaps(void)
7037 for (i = 0;i < r_texture_numcubemaps;i++)
7039 if (developer_loading.integer)
7040 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7041 if (r_texture_cubemaps[i].texture)
7042 R_FreeTexture(r_texture_cubemaps[i].texture);
7044 r_texture_numcubemaps = 0;
7047 void R_Main_FreeViewCache(void)
7049 if (r_refdef.viewcache.entityvisible)
7050 Mem_Free(r_refdef.viewcache.entityvisible);
7051 if (r_refdef.viewcache.world_pvsbits)
7052 Mem_Free(r_refdef.viewcache.world_pvsbits);
7053 if (r_refdef.viewcache.world_leafvisible)
7054 Mem_Free(r_refdef.viewcache.world_leafvisible);
7055 if (r_refdef.viewcache.world_surfacevisible)
7056 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7057 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7060 void R_Main_ResizeViewCache(void)
7062 int numentities = r_refdef.scene.numentities;
7063 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7064 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7065 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7066 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7067 if (r_refdef.viewcache.maxentities < numentities)
7069 r_refdef.viewcache.maxentities = numentities;
7070 if (r_refdef.viewcache.entityvisible)
7071 Mem_Free(r_refdef.viewcache.entityvisible);
7072 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7074 if (r_refdef.viewcache.world_numclusters != numclusters)
7076 r_refdef.viewcache.world_numclusters = numclusters;
7077 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7078 if (r_refdef.viewcache.world_pvsbits)
7079 Mem_Free(r_refdef.viewcache.world_pvsbits);
7080 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7082 if (r_refdef.viewcache.world_numleafs != numleafs)
7084 r_refdef.viewcache.world_numleafs = numleafs;
7085 if (r_refdef.viewcache.world_leafvisible)
7086 Mem_Free(r_refdef.viewcache.world_leafvisible);
7087 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7089 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7091 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7092 if (r_refdef.viewcache.world_surfacevisible)
7093 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7094 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7098 extern rtexture_t *loadingscreentexture;
7099 void gl_main_start(void)
7101 loadingscreentexture = NULL;
7102 r_texture_blanknormalmap = NULL;
7103 r_texture_white = NULL;
7104 r_texture_grey128 = NULL;
7105 r_texture_black = NULL;
7106 r_texture_whitecube = NULL;
7107 r_texture_normalizationcube = NULL;
7108 r_texture_fogattenuation = NULL;
7109 r_texture_fogheighttexture = NULL;
7110 r_texture_gammaramps = NULL;
7111 r_texture_numcubemaps = 0;
7113 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7114 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7116 switch(vid.renderpath)
7118 case RENDERPATH_GL20:
7119 case RENDERPATH_CGGL:
7120 case RENDERPATH_D3D9:
7121 case RENDERPATH_D3D10:
7122 case RENDERPATH_D3D11:
7123 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7124 Cvar_SetValueQuick(&gl_combine, 1);
7125 Cvar_SetValueQuick(&r_glsl, 1);
7126 r_loadnormalmap = true;
7130 case RENDERPATH_GL13:
7131 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7132 Cvar_SetValueQuick(&gl_combine, 1);
7133 Cvar_SetValueQuick(&r_glsl, 0);
7134 r_loadnormalmap = false;
7135 r_loadgloss = false;
7138 case RENDERPATH_GL11:
7139 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7140 Cvar_SetValueQuick(&gl_combine, 0);
7141 Cvar_SetValueQuick(&r_glsl, 0);
7142 r_loadnormalmap = false;
7143 r_loadgloss = false;
7149 R_FrameData_Reset();
7153 memset(r_queries, 0, sizeof(r_queries));
7155 r_qwskincache = NULL;
7156 r_qwskincache_size = 0;
7158 // set up r_skinframe loading system for textures
7159 memset(&r_skinframe, 0, sizeof(r_skinframe));
7160 r_skinframe.loadsequence = 1;
7161 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7163 r_main_texturepool = R_AllocTexturePool();
7164 R_BuildBlankTextures();
7166 if (vid.support.arb_texture_cube_map)
7169 R_BuildNormalizationCube();
7171 r_texture_fogattenuation = NULL;
7172 r_texture_fogheighttexture = NULL;
7173 r_texture_gammaramps = NULL;
7174 //r_texture_fogintensity = NULL;
7175 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7176 memset(&r_waterstate, 0, sizeof(r_waterstate));
7177 r_glsl_permutation = NULL;
7178 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7179 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7180 glslshaderstring = NULL;
7182 r_cg_permutation = NULL;
7183 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7184 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7185 cgshaderstring = NULL;
7188 r_hlsl_permutation = NULL;
7189 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7190 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7191 hlslshaderstring = NULL;
7193 memset(&r_svbsp, 0, sizeof (r_svbsp));
7195 r_refdef.fogmasktable_density = 0;
7198 void gl_main_shutdown(void)
7201 R_FrameData_Reset();
7203 R_Main_FreeViewCache();
7205 switch(vid.renderpath)
7207 case RENDERPATH_GL11:
7208 case RENDERPATH_GL13:
7209 case RENDERPATH_GL20:
7210 case RENDERPATH_CGGL:
7212 qglDeleteQueriesARB(r_maxqueries, r_queries);
7214 case RENDERPATH_D3D9:
7215 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7217 case RENDERPATH_D3D10:
7218 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7220 case RENDERPATH_D3D11:
7221 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7227 memset(r_queries, 0, sizeof(r_queries));
7229 r_qwskincache = NULL;
7230 r_qwskincache_size = 0;
7232 // clear out the r_skinframe state
7233 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7234 memset(&r_skinframe, 0, sizeof(r_skinframe));
7237 Mem_Free(r_svbsp.nodes);
7238 memset(&r_svbsp, 0, sizeof (r_svbsp));
7239 R_FreeTexturePool(&r_main_texturepool);
7240 loadingscreentexture = NULL;
7241 r_texture_blanknormalmap = NULL;
7242 r_texture_white = NULL;
7243 r_texture_grey128 = NULL;
7244 r_texture_black = NULL;
7245 r_texture_whitecube = NULL;
7246 r_texture_normalizationcube = NULL;
7247 r_texture_fogattenuation = NULL;
7248 r_texture_fogheighttexture = NULL;
7249 r_texture_gammaramps = NULL;
7250 r_texture_numcubemaps = 0;
7251 //r_texture_fogintensity = NULL;
7252 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7253 memset(&r_waterstate, 0, sizeof(r_waterstate));
7257 extern void CL_ParseEntityLump(char *entitystring);
7258 void gl_main_newmap(void)
7260 // FIXME: move this code to client
7261 char *entities, entname[MAX_QPATH];
7263 Mem_Free(r_qwskincache);
7264 r_qwskincache = NULL;
7265 r_qwskincache_size = 0;
7268 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7269 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7271 CL_ParseEntityLump(entities);
7275 if (cl.worldmodel->brush.entities)
7276 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7278 R_Main_FreeViewCache();
7280 R_FrameData_Reset();
7283 void GL_Main_Init(void)
7285 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7287 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7288 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7289 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7290 if (gamemode == GAME_NEHAHRA)
7292 Cvar_RegisterVariable (&gl_fogenable);
7293 Cvar_RegisterVariable (&gl_fogdensity);
7294 Cvar_RegisterVariable (&gl_fogred);
7295 Cvar_RegisterVariable (&gl_foggreen);
7296 Cvar_RegisterVariable (&gl_fogblue);
7297 Cvar_RegisterVariable (&gl_fogstart);
7298 Cvar_RegisterVariable (&gl_fogend);
7299 Cvar_RegisterVariable (&gl_skyclip);
7301 Cvar_RegisterVariable(&r_motionblur);
7302 Cvar_RegisterVariable(&r_motionblur_maxblur);
7303 Cvar_RegisterVariable(&r_motionblur_bmin);
7304 Cvar_RegisterVariable(&r_motionblur_vmin);
7305 Cvar_RegisterVariable(&r_motionblur_vmax);
7306 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7307 Cvar_RegisterVariable(&r_motionblur_randomize);
7308 Cvar_RegisterVariable(&r_damageblur);
7309 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7310 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7311 Cvar_RegisterVariable(&r_equalize_entities_by);
7312 Cvar_RegisterVariable(&r_equalize_entities_to);
7313 Cvar_RegisterVariable(&r_depthfirst);
7314 Cvar_RegisterVariable(&r_useinfinitefarclip);
7315 Cvar_RegisterVariable(&r_farclip_base);
7316 Cvar_RegisterVariable(&r_farclip_world);
7317 Cvar_RegisterVariable(&r_nearclip);
7318 Cvar_RegisterVariable(&r_showbboxes);
7319 Cvar_RegisterVariable(&r_showsurfaces);
7320 Cvar_RegisterVariable(&r_showtris);
7321 Cvar_RegisterVariable(&r_shownormals);
7322 Cvar_RegisterVariable(&r_showlighting);
7323 Cvar_RegisterVariable(&r_showshadowvolumes);
7324 Cvar_RegisterVariable(&r_showcollisionbrushes);
7325 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7326 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7327 Cvar_RegisterVariable(&r_showdisabledepthtest);
7328 Cvar_RegisterVariable(&r_drawportals);
7329 Cvar_RegisterVariable(&r_drawentities);
7330 Cvar_RegisterVariable(&r_draw2d);
7331 Cvar_RegisterVariable(&r_drawworld);
7332 Cvar_RegisterVariable(&r_cullentities_trace);
7333 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7334 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7335 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7336 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7337 Cvar_RegisterVariable(&r_drawviewmodel);
7338 Cvar_RegisterVariable(&r_drawexteriormodel);
7339 Cvar_RegisterVariable(&r_speeds);
7340 Cvar_RegisterVariable(&r_fullbrights);
7341 Cvar_RegisterVariable(&r_wateralpha);
7342 Cvar_RegisterVariable(&r_dynamic);
7343 Cvar_RegisterVariable(&r_fakelight);
7344 Cvar_RegisterVariable(&r_fakelight_intensity);
7345 Cvar_RegisterVariable(&r_fullbright);
7346 Cvar_RegisterVariable(&r_shadows);
7347 Cvar_RegisterVariable(&r_shadows_darken);
7348 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7349 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7350 Cvar_RegisterVariable(&r_shadows_throwdistance);
7351 Cvar_RegisterVariable(&r_shadows_throwdirection);
7352 Cvar_RegisterVariable(&r_shadows_focus);
7353 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7354 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7355 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7356 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7357 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7358 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7359 Cvar_RegisterVariable(&r_fog_exp2);
7360 Cvar_RegisterVariable(&r_drawfog);
7361 Cvar_RegisterVariable(&r_transparentdepthmasking);
7362 Cvar_RegisterVariable(&r_texture_dds_load);
7363 Cvar_RegisterVariable(&r_texture_dds_save);
7364 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7365 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7366 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7367 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7368 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7369 Cvar_RegisterVariable(&r_textureunits);
7370 Cvar_RegisterVariable(&gl_combine);
7371 Cvar_RegisterVariable(&r_glsl);
7372 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7373 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7374 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7375 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7376 Cvar_RegisterVariable(&r_glsl_postprocess);
7377 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7378 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7379 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7380 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7381 Cvar_RegisterVariable(&r_water);
7382 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7383 Cvar_RegisterVariable(&r_water_clippingplanebias);
7384 Cvar_RegisterVariable(&r_water_refractdistort);
7385 Cvar_RegisterVariable(&r_water_reflectdistort);
7386 Cvar_RegisterVariable(&r_water_scissormode);
7387 Cvar_RegisterVariable(&r_lerpsprites);
7388 Cvar_RegisterVariable(&r_lerpmodels);
7389 Cvar_RegisterVariable(&r_lerplightstyles);
7390 Cvar_RegisterVariable(&r_waterscroll);
7391 Cvar_RegisterVariable(&r_bloom);
7392 Cvar_RegisterVariable(&r_bloom_colorscale);
7393 Cvar_RegisterVariable(&r_bloom_brighten);
7394 Cvar_RegisterVariable(&r_bloom_blur);
7395 Cvar_RegisterVariable(&r_bloom_resolution);
7396 Cvar_RegisterVariable(&r_bloom_colorexponent);
7397 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7398 Cvar_RegisterVariable(&r_hdr);
7399 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7400 Cvar_RegisterVariable(&r_hdr_glowintensity);
7401 Cvar_RegisterVariable(&r_hdr_range);
7402 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7403 Cvar_RegisterVariable(&developer_texturelogging);
7404 Cvar_RegisterVariable(&gl_lightmaps);
7405 Cvar_RegisterVariable(&r_test);
7406 Cvar_RegisterVariable(&r_glsl_saturation);
7407 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7408 Cvar_RegisterVariable(&r_framedatasize);
7409 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7410 Cvar_SetValue("r_fullbrights", 0);
7411 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7413 Cvar_RegisterVariable(&r_track_sprites);
7414 Cvar_RegisterVariable(&r_track_sprites_flags);
7415 Cvar_RegisterVariable(&r_track_sprites_scalew);
7416 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7417 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7418 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7421 extern void R_Textures_Init(void);
7422 extern void GL_Draw_Init(void);
7423 extern void GL_Main_Init(void);
7424 extern void R_Shadow_Init(void);
7425 extern void R_Sky_Init(void);
7426 extern void GL_Surf_Init(void);
7427 extern void R_Particles_Init(void);
7428 extern void R_Explosion_Init(void);
7429 extern void gl_backend_init(void);
7430 extern void Sbar_Init(void);
7431 extern void R_LightningBeams_Init(void);
7432 extern void Mod_RenderInit(void);
7433 extern void Font_Init(void);
7435 void Render_Init(void)
7448 R_LightningBeams_Init();
7457 extern char *ENGINE_EXTENSIONS;
7460 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7461 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7462 gl_version = (const char *)qglGetString(GL_VERSION);
7463 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7467 if (!gl_platformextensions)
7468 gl_platformextensions = "";
7470 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7471 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7472 Con_Printf("GL_VERSION: %s\n", gl_version);
7473 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7474 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7476 VID_CheckExtensions();
7478 // LordHavoc: report supported extensions
7479 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7481 // clear to black (loading plaque will be seen over this)
7482 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7485 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7489 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7491 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7494 p = r_refdef.view.frustum + i;
7499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7515 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7519 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7523 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7527 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7535 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7539 for (i = 0;i < numplanes;i++)
7546 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7550 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7554 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7558 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7562 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7566 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7570 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7574 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7582 //==================================================================================
7584 // LordHavoc: this stores temporary data used within the same frame
7586 qboolean r_framedata_failed;
7587 static size_t r_framedata_size;
7588 static size_t r_framedata_current;
7589 static void *r_framedata_base;
7591 void R_FrameData_Reset(void)
7593 if (r_framedata_base)
7594 Mem_Free(r_framedata_base);
7595 r_framedata_base = NULL;
7596 r_framedata_size = 0;
7597 r_framedata_current = 0;
7598 r_framedata_failed = false;
7601 void R_FrameData_NewFrame(void)
7604 if (r_framedata_failed)
7605 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7606 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7607 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7608 if (r_framedata_size != wantedsize)
7610 r_framedata_size = wantedsize;
7611 if (r_framedata_base)
7612 Mem_Free(r_framedata_base);
7613 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7615 r_framedata_current = 0;
7616 r_framedata_failed = false;
7619 void *R_FrameData_Alloc(size_t size)
7623 // align to 16 byte boundary
7624 size = (size + 15) & ~15;
7625 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7626 r_framedata_current += size;
7629 if (r_framedata_current > r_framedata_size)
7630 r_framedata_failed = true;
7632 // return NULL on everything after a failure
7633 if (r_framedata_failed)
7639 void *R_FrameData_Store(size_t size, void *data)
7641 void *d = R_FrameData_Alloc(size);
7643 memcpy(d, data, size);
7647 //==================================================================================
7649 // LordHavoc: animcache originally written by Echon, rewritten since then
7652 * Animation cache prevents re-generating mesh data for an animated model
7653 * multiple times in one frame for lighting, shadowing, reflections, etc.
7656 void R_AnimCache_Free(void)
7660 void R_AnimCache_ClearCache(void)
7663 entity_render_t *ent;
7665 for (i = 0;i < r_refdef.scene.numentities;i++)
7667 ent = r_refdef.scene.entities[i];
7668 ent->animcache_vertex3f = NULL;
7669 ent->animcache_normal3f = NULL;
7670 ent->animcache_svector3f = NULL;
7671 ent->animcache_tvector3f = NULL;
7672 ent->animcache_vertexposition = NULL;
7673 ent->animcache_vertexmesh = NULL;
7674 ent->animcache_vertexpositionbuffer = NULL;
7675 ent->animcache_vertexmeshbuffer = NULL;
7679 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7683 // identical memory layout, so no need to allocate...
7684 // this also provides the vertexposition structure to everything, e.g.
7685 // depth masked rendering currently uses it even if having separate
7687 // NOTE: get rid of this optimization if changing it to e.g. 4f
7688 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7691 // get rid of following uses of VERTEXPOSITION, change to the array:
7692 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7693 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7694 // R_DrawTextureSurfaceList_DepthOnly
7695 // R_Q1BSP_DrawShadowMap
7697 switch(vid.renderpath)
7699 case RENDERPATH_GL20:
7700 case RENDERPATH_CGGL:
7701 // need the meshbuffers if !gl_mesh_separatearrays.integer
7702 if (gl_mesh_separatearrays.integer)
7705 case RENDERPATH_D3D9:
7706 case RENDERPATH_D3D10:
7707 case RENDERPATH_D3D11:
7708 // always need the meshbuffers
7710 case RENDERPATH_GL13:
7711 case RENDERPATH_GL11:
7712 // never need the meshbuffers
7716 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7717 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7719 if (!ent->animcache_vertexposition)
7720 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7722 if (ent->animcache_vertexposition)
7725 for (i = 0;i < numvertices;i++)
7726 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7728 // TODO: upload vertex buffer?
7730 if (ent->animcache_vertexmesh)
7732 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7733 for (i = 0;i < numvertices;i++)
7734 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7735 if (ent->animcache_svector3f)
7736 for (i = 0;i < numvertices;i++)
7737 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7738 if (ent->animcache_tvector3f)
7739 for (i = 0;i < numvertices;i++)
7740 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7741 if (ent->animcache_normal3f)
7742 for (i = 0;i < numvertices;i++)
7743 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7744 // TODO: upload vertex buffer?
7748 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7750 dp_model_t *model = ent->model;
7752 // see if it's already cached this frame
7753 if (ent->animcache_vertex3f)
7755 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7756 if (wantnormals || wanttangents)
7758 if (ent->animcache_normal3f)
7759 wantnormals = false;
7760 if (ent->animcache_svector3f)
7761 wanttangents = false;
7762 if (wantnormals || wanttangents)
7764 numvertices = model->surfmesh.num_vertices;
7766 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7769 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7770 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7772 if (!r_framedata_failed)
7774 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7775 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7782 // see if this ent is worth caching
7783 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7785 // get some memory for this entity and generate mesh data
7786 numvertices = model->surfmesh.num_vertices;
7787 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7789 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7792 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7793 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7795 if (!r_framedata_failed)
7797 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7798 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7801 return !r_framedata_failed;
7804 void R_AnimCache_CacheVisibleEntities(void)
7807 qboolean wantnormals = true;
7808 qboolean wanttangents = !r_showsurfaces.integer;
7810 switch(vid.renderpath)
7812 case RENDERPATH_GL20:
7813 case RENDERPATH_CGGL:
7814 case RENDERPATH_D3D9:
7815 case RENDERPATH_D3D10:
7816 case RENDERPATH_D3D11:
7818 case RENDERPATH_GL13:
7819 case RENDERPATH_GL11:
7820 wanttangents = false;
7824 if (r_shownormals.integer)
7825 wanttangents = wantnormals = true;
7827 // TODO: thread this
7828 // NOTE: R_PrepareRTLights() also caches entities
7830 for (i = 0;i < r_refdef.scene.numentities;i++)
7831 if (r_refdef.viewcache.entityvisible[i])
7832 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7835 //==================================================================================
7837 static void R_View_UpdateEntityLighting (void)
7840 entity_render_t *ent;
7841 vec3_t tempdiffusenormal, avg;
7842 vec_t f, fa, fd, fdd;
7843 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7845 for (i = 0;i < r_refdef.scene.numentities;i++)
7847 ent = r_refdef.scene.entities[i];
7849 // skip unseen models
7850 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7854 if (ent->model && ent->model->brush.num_leafs)
7856 // TODO: use modellight for r_ambient settings on world?
7857 VectorSet(ent->modellight_ambient, 0, 0, 0);
7858 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7859 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7863 // fetch the lighting from the worldmodel data
7864 VectorClear(ent->modellight_ambient);
7865 VectorClear(ent->modellight_diffuse);
7866 VectorClear(tempdiffusenormal);
7867 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7870 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7871 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7872 if(ent->flags & RENDER_EQUALIZE)
7874 // first fix up ambient lighting...
7875 if(r_equalize_entities_minambient.value > 0)
7877 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7880 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7881 if(fa < r_equalize_entities_minambient.value * fd)
7884 // fa'/fd' = minambient
7885 // fa'+0.25*fd' = fa+0.25*fd
7887 // fa' = fd' * minambient
7888 // fd'*(0.25+minambient) = fa+0.25*fd
7890 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7891 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7893 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7894 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
7895 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7896 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7901 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7903 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7904 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7907 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7908 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7909 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7915 VectorSet(ent->modellight_ambient, 1, 1, 1);
7917 // move the light direction into modelspace coordinates for lighting code
7918 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7919 if(VectorLength2(ent->modellight_lightdir) == 0)
7920 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7921 VectorNormalize(ent->modellight_lightdir);
7925 #define MAX_LINEOFSIGHTTRACES 64
7927 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7930 vec3_t boxmins, boxmaxs;
7933 dp_model_t *model = r_refdef.scene.worldmodel;
7935 if (!model || !model->brush.TraceLineOfSight)
7938 // expand the box a little
7939 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7940 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7941 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7942 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7943 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7944 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7946 // return true if eye is inside enlarged box
7947 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7951 VectorCopy(eye, start);
7952 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7953 if (model->brush.TraceLineOfSight(model, start, end))
7956 // try various random positions
7957 for (i = 0;i < numsamples;i++)
7959 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7960 if (model->brush.TraceLineOfSight(model, start, end))
7968 static void R_View_UpdateEntityVisible (void)
7973 entity_render_t *ent;
7975 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7976 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7977 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7978 : RENDER_EXTERIORMODEL;
7979 if (!r_drawviewmodel.integer)
7980 renderimask |= RENDER_VIEWMODEL;
7981 if (!r_drawexteriormodel.integer)
7982 renderimask |= RENDER_EXTERIORMODEL;
7983 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7985 // worldmodel can check visibility
7986 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7987 for (i = 0;i < r_refdef.scene.numentities;i++)
7989 ent = r_refdef.scene.entities[i];
7990 if (!(ent->flags & renderimask))
7991 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7992 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))
7993 r_refdef.viewcache.entityvisible[i] = true;
7995 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7996 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7998 for (i = 0;i < r_refdef.scene.numentities;i++)
8000 ent = r_refdef.scene.entities[i];
8001 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8003 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8005 continue; // temp entities do pvs only
8006 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8007 ent->last_trace_visibility = realtime;
8008 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8009 r_refdef.viewcache.entityvisible[i] = 0;
8016 // no worldmodel or it can't check visibility
8017 for (i = 0;i < r_refdef.scene.numentities;i++)
8019 ent = r_refdef.scene.entities[i];
8020 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));
8025 /// only used if skyrendermasked, and normally returns false
8026 int R_DrawBrushModelsSky (void)
8029 entity_render_t *ent;
8032 for (i = 0;i < r_refdef.scene.numentities;i++)
8034 if (!r_refdef.viewcache.entityvisible[i])
8036 ent = r_refdef.scene.entities[i];
8037 if (!ent->model || !ent->model->DrawSky)
8039 ent->model->DrawSky(ent);
8045 static void R_DrawNoModel(entity_render_t *ent);
8046 static void R_DrawModels(void)
8049 entity_render_t *ent;
8051 for (i = 0;i < r_refdef.scene.numentities;i++)
8053 if (!r_refdef.viewcache.entityvisible[i])
8055 ent = r_refdef.scene.entities[i];
8056 r_refdef.stats.entities++;
8057 if (ent->model && ent->model->Draw != NULL)
8058 ent->model->Draw(ent);
8064 static void R_DrawModelsDepth(void)
8067 entity_render_t *ent;
8069 for (i = 0;i < r_refdef.scene.numentities;i++)
8071 if (!r_refdef.viewcache.entityvisible[i])
8073 ent = r_refdef.scene.entities[i];
8074 if (ent->model && ent->model->DrawDepth != NULL)
8075 ent->model->DrawDepth(ent);
8079 static void R_DrawModelsDebug(void)
8082 entity_render_t *ent;
8084 for (i = 0;i < r_refdef.scene.numentities;i++)
8086 if (!r_refdef.viewcache.entityvisible[i])
8088 ent = r_refdef.scene.entities[i];
8089 if (ent->model && ent->model->DrawDebug != NULL)
8090 ent->model->DrawDebug(ent);
8094 static void R_DrawModelsAddWaterPlanes(void)
8097 entity_render_t *ent;
8099 for (i = 0;i < r_refdef.scene.numentities;i++)
8101 if (!r_refdef.viewcache.entityvisible[i])
8103 ent = r_refdef.scene.entities[i];
8104 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8105 ent->model->DrawAddWaterPlanes(ent);
8109 static void R_View_SetFrustum(const int *scissor)
8112 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8113 vec3_t forward, left, up, origin, v;
8117 // flipped x coordinates (because x points left here)
8118 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8119 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8121 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8122 switch(vid.renderpath)
8124 case RENDERPATH_D3D9:
8125 case RENDERPATH_D3D10:
8126 case RENDERPATH_D3D11:
8127 // non-flipped y coordinates
8128 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8129 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8131 case RENDERPATH_GL11:
8132 case RENDERPATH_GL13:
8133 case RENDERPATH_GL20:
8134 case RENDERPATH_CGGL:
8135 // non-flipped y coordinates
8136 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8137 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8142 // we can't trust r_refdef.view.forward and friends in reflected scenes
8143 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8146 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8147 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8148 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8149 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8150 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8151 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8152 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8153 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8154 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8155 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8156 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8157 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8161 zNear = r_refdef.nearclip;
8162 nudge = 1.0 - 1.0 / (1<<23);
8163 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8164 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8165 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8166 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8167 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8168 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8169 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8170 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8176 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8177 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8178 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8179 r_refdef.view.frustum[0].dist = m[15] - m[12];
8181 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8182 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8183 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8184 r_refdef.view.frustum[1].dist = m[15] + m[12];
8186 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8187 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8188 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8189 r_refdef.view.frustum[2].dist = m[15] - m[13];
8191 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8192 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8193 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8194 r_refdef.view.frustum[3].dist = m[15] + m[13];
8196 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8197 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8198 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8199 r_refdef.view.frustum[4].dist = m[15] - m[14];
8201 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8202 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8203 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8204 r_refdef.view.frustum[5].dist = m[15] + m[14];
8207 if (r_refdef.view.useperspective)
8209 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8210 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8211 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8212 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8213 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8215 // then the normals from the corners relative to origin
8216 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8217 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8218 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8219 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8221 // in a NORMAL view, forward cross left == up
8222 // in a REFLECTED view, forward cross left == down
8223 // so our cross products above need to be adjusted for a left handed coordinate system
8224 CrossProduct(forward, left, v);
8225 if(DotProduct(v, up) < 0)
8227 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8228 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8229 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8230 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8233 // Leaving those out was a mistake, those were in the old code, and they
8234 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8235 // I couldn't reproduce it after adding those normalizations. --blub
8236 VectorNormalize(r_refdef.view.frustum[0].normal);
8237 VectorNormalize(r_refdef.view.frustum[1].normal);
8238 VectorNormalize(r_refdef.view.frustum[2].normal);
8239 VectorNormalize(r_refdef.view.frustum[3].normal);
8241 // make the corners absolute
8242 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8243 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8244 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8245 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8248 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8250 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8251 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8252 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8253 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8254 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8258 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8259 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8260 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8261 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8262 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8263 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8264 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8265 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8266 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8267 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8269 r_refdef.view.numfrustumplanes = 5;
8271 if (r_refdef.view.useclipplane)
8273 r_refdef.view.numfrustumplanes = 6;
8274 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8277 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8278 PlaneClassify(r_refdef.view.frustum + i);
8280 // LordHavoc: note to all quake engine coders, Quake had a special case
8281 // for 90 degrees which assumed a square view (wrong), so I removed it,
8282 // Quake2 has it disabled as well.
8284 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8285 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8286 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8287 //PlaneClassify(&frustum[0]);
8289 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8290 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8291 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8292 //PlaneClassify(&frustum[1]);
8294 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8295 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8296 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8297 //PlaneClassify(&frustum[2]);
8299 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8300 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8301 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8302 //PlaneClassify(&frustum[3]);
8305 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8306 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8307 //PlaneClassify(&frustum[4]);
8310 void R_View_UpdateWithScissor(const int *myscissor)
8312 R_Main_ResizeViewCache();
8313 R_View_SetFrustum(myscissor);
8314 R_View_WorldVisibility(r_refdef.view.useclipplane);
8315 R_View_UpdateEntityVisible();
8316 R_View_UpdateEntityLighting();
8319 void R_View_Update(void)
8321 R_Main_ResizeViewCache();
8322 R_View_SetFrustum(NULL);
8323 R_View_WorldVisibility(r_refdef.view.useclipplane);
8324 R_View_UpdateEntityVisible();
8325 R_View_UpdateEntityLighting();
8328 void R_SetupView(qboolean allowwaterclippingplane)
8330 const float *customclipplane = NULL;
8332 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8334 // LordHavoc: couldn't figure out how to make this approach the
8335 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8336 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8337 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8338 dist = r_refdef.view.clipplane.dist;
8339 plane[0] = r_refdef.view.clipplane.normal[0];
8340 plane[1] = r_refdef.view.clipplane.normal[1];
8341 plane[2] = r_refdef.view.clipplane.normal[2];
8343 customclipplane = plane;
8346 if (!r_refdef.view.useperspective)
8347 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);
8348 else if (vid.stencil && r_useinfinitefarclip.integer)
8349 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);
8351 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);
8352 R_SetViewport(&r_refdef.view.viewport);
8355 void R_EntityMatrix(const matrix4x4_t *matrix)
8357 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8359 gl_modelmatrixchanged = false;
8360 gl_modelmatrix = *matrix;
8361 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8362 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8363 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8364 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8366 switch(vid.renderpath)
8368 case RENDERPATH_D3D9:
8370 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8371 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8374 case RENDERPATH_D3D10:
8375 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8377 case RENDERPATH_D3D11:
8378 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8380 case RENDERPATH_GL20:
8381 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8382 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8383 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8385 case RENDERPATH_CGGL:
8388 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8389 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8390 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8393 case RENDERPATH_GL13:
8394 case RENDERPATH_GL11:
8395 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8401 void R_ResetViewRendering2D(void)
8403 r_viewport_t viewport;
8406 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8407 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);
8408 R_SetViewport(&viewport);
8409 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8410 GL_Color(1, 1, 1, 1);
8411 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8412 GL_BlendFunc(GL_ONE, GL_ZERO);
8413 GL_AlphaTest(false);
8414 GL_ScissorTest(false);
8415 GL_DepthMask(false);
8416 GL_DepthRange(0, 1);
8417 GL_DepthTest(false);
8418 GL_DepthFunc(GL_LEQUAL);
8419 R_EntityMatrix(&identitymatrix);
8420 R_Mesh_ResetTextureState();
8421 GL_PolygonOffset(0, 0);
8422 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8423 switch(vid.renderpath)
8425 case RENDERPATH_GL11:
8426 case RENDERPATH_GL13:
8427 case RENDERPATH_GL20:
8428 case RENDERPATH_CGGL:
8429 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8431 case RENDERPATH_D3D9:
8432 case RENDERPATH_D3D10:
8433 case RENDERPATH_D3D11:
8436 GL_CullFace(GL_NONE);
8439 void R_ResetViewRendering3D(void)
8444 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8445 GL_Color(1, 1, 1, 1);
8446 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8447 GL_BlendFunc(GL_ONE, GL_ZERO);
8448 GL_AlphaTest(false);
8449 GL_ScissorTest(true);
8451 GL_DepthRange(0, 1);
8453 GL_DepthFunc(GL_LEQUAL);
8454 R_EntityMatrix(&identitymatrix);
8455 R_Mesh_ResetTextureState();
8456 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8457 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8458 switch(vid.renderpath)
8460 case RENDERPATH_GL11:
8461 case RENDERPATH_GL13:
8462 case RENDERPATH_GL20:
8463 case RENDERPATH_CGGL:
8464 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8466 case RENDERPATH_D3D9:
8467 case RENDERPATH_D3D10:
8468 case RENDERPATH_D3D11:
8471 GL_CullFace(r_refdef.view.cullface_back);
8476 R_RenderView_UpdateViewVectors
8479 static void R_RenderView_UpdateViewVectors(void)
8481 // break apart the view matrix into vectors for various purposes
8482 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8483 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8484 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8485 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8486 // make an inverted copy of the view matrix for tracking sprites
8487 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8490 void R_RenderScene(void);
8491 void R_RenderWaterPlanes(void);
8493 static void R_Water_StartFrame(void)
8496 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8497 r_waterstate_waterplane_t *p;
8499 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8502 switch(vid.renderpath)
8504 case RENDERPATH_GL20:
8505 case RENDERPATH_CGGL:
8506 case RENDERPATH_D3D9:
8507 case RENDERPATH_D3D10:
8508 case RENDERPATH_D3D11:
8510 case RENDERPATH_GL13:
8511 case RENDERPATH_GL11:
8515 // set waterwidth and waterheight to the water resolution that will be
8516 // used (often less than the screen resolution for faster rendering)
8517 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8518 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8520 // calculate desired texture sizes
8521 // can't use water if the card does not support the texture size
8522 if (!r_water.integer || r_showsurfaces.integer)
8523 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8524 else if (vid.support.arb_texture_non_power_of_two)
8526 texturewidth = waterwidth;
8527 textureheight = waterheight;
8528 camerawidth = waterwidth;
8529 cameraheight = waterheight;
8533 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8534 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8535 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8536 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8539 // allocate textures as needed
8540 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8542 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8543 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8545 if (p->texture_refraction)
8546 R_FreeTexture(p->texture_refraction);
8547 p->texture_refraction = NULL;
8548 if (p->texture_reflection)
8549 R_FreeTexture(p->texture_reflection);
8550 p->texture_reflection = NULL;
8551 if (p->texture_camera)
8552 R_FreeTexture(p->texture_camera);
8553 p->texture_camera = NULL;
8555 memset(&r_waterstate, 0, sizeof(r_waterstate));
8556 r_waterstate.texturewidth = texturewidth;
8557 r_waterstate.textureheight = textureheight;
8558 r_waterstate.camerawidth = camerawidth;
8559 r_waterstate.cameraheight = cameraheight;
8562 if (r_waterstate.texturewidth)
8564 r_waterstate.enabled = true;
8566 // when doing a reduced render (HDR) we want to use a smaller area
8567 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8568 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8570 // set up variables that will be used in shader setup
8571 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8572 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8573 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8574 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8577 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8578 r_waterstate.numwaterplanes = 0;
8581 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8583 int triangleindex, planeindex;
8589 r_waterstate_waterplane_t *p;
8590 texture_t *t = R_GetCurrentTexture(surface->texture);
8592 // just use the first triangle with a valid normal for any decisions
8593 VectorClear(normal);
8594 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8596 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8597 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8598 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8599 TriangleNormal(vert[0], vert[1], vert[2], normal);
8600 if (VectorLength2(normal) >= 0.001)
8604 VectorCopy(normal, plane.normal);
8605 VectorNormalize(plane.normal);
8606 plane.dist = DotProduct(vert[0], plane.normal);
8607 PlaneClassify(&plane);
8608 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8610 // skip backfaces (except if nocullface is set)
8611 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8613 VectorNegate(plane.normal, plane.normal);
8615 PlaneClassify(&plane);
8619 // find a matching plane if there is one
8620 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8621 if(p->camera_entity == t->camera_entity)
8622 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8624 if (planeindex >= r_waterstate.maxwaterplanes)
8625 return; // nothing we can do, out of planes
8627 // if this triangle does not fit any known plane rendered this frame, add one
8628 if (planeindex >= r_waterstate.numwaterplanes)
8630 // store the new plane
8631 r_waterstate.numwaterplanes++;
8633 // clear materialflags and pvs
8634 p->materialflags = 0;
8635 p->pvsvalid = false;
8636 p->camera_entity = t->camera_entity;
8637 VectorCopy(surface->mins, p->mins);
8638 VectorCopy(surface->maxs, p->maxs);
8643 p->mins[0] = min(p->mins[0], surface->mins[0]);
8644 p->mins[1] = min(p->mins[1], surface->mins[1]);
8645 p->mins[2] = min(p->mins[2], surface->mins[2]);
8646 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8647 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8648 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8650 // merge this surface's materialflags into the waterplane
8651 p->materialflags |= t->currentmaterialflags;
8652 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8654 // merge this surface's PVS into the waterplane
8655 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8656 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8657 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8659 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8665 static void R_Water_ProcessPlanes(void)
8668 r_refdef_view_t originalview;
8669 r_refdef_view_t myview;
8671 r_waterstate_waterplane_t *p;
8674 originalview = r_refdef.view;
8676 // make sure enough textures are allocated
8677 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8679 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8681 if (!p->texture_refraction)
8682 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8683 if (!p->texture_refraction)
8686 else if (p->materialflags & MATERIALFLAG_CAMERA)
8688 if (!p->texture_camera)
8689 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8690 if (!p->texture_camera)
8694 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8696 if (!p->texture_reflection)
8697 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8698 if (!p->texture_reflection)
8704 r_refdef.view = originalview;
8705 r_refdef.view.showdebug = false;
8706 r_refdef.view.width = r_waterstate.waterwidth;
8707 r_refdef.view.height = r_waterstate.waterheight;
8708 r_refdef.view.useclipplane = true;
8709 myview = r_refdef.view;
8710 r_waterstate.renderingscene = true;
8711 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8713 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8715 r_refdef.view = myview;
8716 if(r_water_scissormode.integer)
8719 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8720 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8723 // render reflected scene and copy into texture
8724 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8725 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8726 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8727 r_refdef.view.clipplane = p->plane;
8729 // reverse the cullface settings for this render
8730 r_refdef.view.cullface_front = GL_FRONT;
8731 r_refdef.view.cullface_back = GL_BACK;
8732 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8734 r_refdef.view.usecustompvs = true;
8736 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8738 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8741 R_ResetViewRendering3D();
8742 R_ClearScreen(r_refdef.fogenabled);
8743 if(r_water_scissormode.integer & 2)
8744 R_View_UpdateWithScissor(myscissor);
8747 if(r_water_scissormode.integer & 1)
8748 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8751 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);
8754 // render the normal view scene and copy into texture
8755 // (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)
8756 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8758 r_refdef.view = myview;
8759 if(r_water_scissormode.integer)
8762 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8763 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8766 r_waterstate.renderingrefraction = true;
8768 r_refdef.view.clipplane = p->plane;
8769 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8770 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8772 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8774 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8775 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8776 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8777 R_RenderView_UpdateViewVectors();
8778 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8780 r_refdef.view.usecustompvs = true;
8781 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);
8785 PlaneClassify(&r_refdef.view.clipplane);
8787 R_ResetViewRendering3D();
8788 R_ClearScreen(r_refdef.fogenabled);
8789 if(r_water_scissormode.integer & 2)
8790 R_View_UpdateWithScissor(myscissor);
8793 if(r_water_scissormode.integer & 1)
8794 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8797 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);
8798 r_waterstate.renderingrefraction = false;
8800 else if (p->materialflags & MATERIALFLAG_CAMERA)
8802 r_refdef.view = myview;
8804 r_refdef.view.clipplane = p->plane;
8805 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8806 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8808 r_refdef.view.width = r_waterstate.camerawidth;
8809 r_refdef.view.height = r_waterstate.cameraheight;
8810 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8811 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8813 if(p->camera_entity)
8815 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8816 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8819 // note: all of the view is used for displaying... so
8820 // there is no use in scissoring
8822 // reverse the cullface settings for this render
8823 r_refdef.view.cullface_front = GL_FRONT;
8824 r_refdef.view.cullface_back = GL_BACK;
8825 // also reverse the view matrix
8826 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8827 R_RenderView_UpdateViewVectors();
8828 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8830 r_refdef.view.usecustompvs = true;
8831 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);
8834 // camera needs no clipplane
8835 r_refdef.view.useclipplane = false;
8837 PlaneClassify(&r_refdef.view.clipplane);
8839 R_ResetViewRendering3D();
8840 R_ClearScreen(r_refdef.fogenabled);
8844 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);
8845 r_waterstate.renderingrefraction = false;
8849 r_waterstate.renderingscene = false;
8850 r_refdef.view = originalview;
8851 R_ResetViewRendering3D();
8852 R_ClearScreen(r_refdef.fogenabled);
8856 r_refdef.view = originalview;
8857 r_waterstate.renderingscene = false;
8858 Cvar_SetValueQuick(&r_water, 0);
8859 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8863 void R_Bloom_StartFrame(void)
8865 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8867 switch(vid.renderpath)
8869 case RENDERPATH_GL20:
8870 case RENDERPATH_CGGL:
8871 case RENDERPATH_D3D9:
8872 case RENDERPATH_D3D10:
8873 case RENDERPATH_D3D11:
8875 case RENDERPATH_GL13:
8876 case RENDERPATH_GL11:
8880 // set bloomwidth and bloomheight to the bloom resolution that will be
8881 // used (often less than the screen resolution for faster rendering)
8882 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8883 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8884 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8885 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8886 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8888 // calculate desired texture sizes
8889 if (vid.support.arb_texture_non_power_of_two)
8891 screentexturewidth = r_refdef.view.width;
8892 screentextureheight = r_refdef.view.height;
8893 bloomtexturewidth = r_bloomstate.bloomwidth;
8894 bloomtextureheight = r_bloomstate.bloomheight;
8898 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8899 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8900 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8901 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8904 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))
8906 Cvar_SetValueQuick(&r_hdr, 0);
8907 Cvar_SetValueQuick(&r_bloom, 0);
8908 Cvar_SetValueQuick(&r_motionblur, 0);
8909 Cvar_SetValueQuick(&r_damageblur, 0);
8912 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)))
8913 screentexturewidth = screentextureheight = 0;
8914 if (!r_hdr.integer && !r_bloom.integer)
8915 bloomtexturewidth = bloomtextureheight = 0;
8917 // allocate textures as needed
8918 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8920 if (r_bloomstate.texture_screen)
8921 R_FreeTexture(r_bloomstate.texture_screen);
8922 r_bloomstate.texture_screen = NULL;
8923 r_bloomstate.screentexturewidth = screentexturewidth;
8924 r_bloomstate.screentextureheight = screentextureheight;
8925 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8926 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8928 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8930 if (r_bloomstate.texture_bloom)
8931 R_FreeTexture(r_bloomstate.texture_bloom);
8932 r_bloomstate.texture_bloom = NULL;
8933 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8934 r_bloomstate.bloomtextureheight = bloomtextureheight;
8935 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8936 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8939 // when doing a reduced render (HDR) we want to use a smaller area
8940 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8941 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8942 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8943 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8944 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8946 // set up a texcoord array for the full resolution screen image
8947 // (we have to keep this around to copy back during final render)
8948 r_bloomstate.screentexcoord2f[0] = 0;
8949 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8950 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8951 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8952 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8953 r_bloomstate.screentexcoord2f[5] = 0;
8954 r_bloomstate.screentexcoord2f[6] = 0;
8955 r_bloomstate.screentexcoord2f[7] = 0;
8957 // set up a texcoord array for the reduced resolution bloom image
8958 // (which will be additive blended over the screen image)
8959 r_bloomstate.bloomtexcoord2f[0] = 0;
8960 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8961 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8962 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8963 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8964 r_bloomstate.bloomtexcoord2f[5] = 0;
8965 r_bloomstate.bloomtexcoord2f[6] = 0;
8966 r_bloomstate.bloomtexcoord2f[7] = 0;
8968 switch(vid.renderpath)
8970 case RENDERPATH_GL11:
8971 case RENDERPATH_GL13:
8972 case RENDERPATH_GL20:
8973 case RENDERPATH_CGGL:
8975 case RENDERPATH_D3D9:
8976 case RENDERPATH_D3D10:
8977 case RENDERPATH_D3D11:
8980 for (i = 0;i < 4;i++)
8982 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8983 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8984 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8985 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8991 if (r_hdr.integer || r_bloom.integer)
8993 r_bloomstate.enabled = true;
8994 r_bloomstate.hdr = r_hdr.integer != 0;
8997 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);
9000 void R_Bloom_CopyBloomTexture(float colorscale)
9002 r_refdef.stats.bloom++;
9004 // scale down screen texture to the bloom texture size
9006 R_SetViewport(&r_bloomstate.viewport);
9007 GL_BlendFunc(GL_ONE, GL_ZERO);
9008 GL_Color(colorscale, colorscale, colorscale, 1);
9009 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9010 switch(vid.renderpath)
9012 case RENDERPATH_GL11:
9013 case RENDERPATH_GL13:
9014 case RENDERPATH_GL20:
9015 case RENDERPATH_CGGL:
9016 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9018 case RENDERPATH_D3D9:
9019 case RENDERPATH_D3D10:
9020 case RENDERPATH_D3D11:
9021 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9024 // TODO: do boxfilter scale-down in shader?
9025 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9026 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9027 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9029 // we now have a bloom image in the framebuffer
9030 // copy it into the bloom image texture for later processing
9031 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);
9032 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9035 void R_Bloom_CopyHDRTexture(void)
9037 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);
9038 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9041 void R_Bloom_MakeTexture(void)
9044 float xoffset, yoffset, r, brighten;
9046 r_refdef.stats.bloom++;
9048 R_ResetViewRendering2D();
9050 // we have a bloom image in the framebuffer
9052 R_SetViewport(&r_bloomstate.viewport);
9054 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9057 r = bound(0, r_bloom_colorexponent.value / x, 1);
9058 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9060 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9061 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9062 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9063 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9065 // copy the vertically blurred bloom view to a texture
9066 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);
9067 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9070 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9071 brighten = r_bloom_brighten.value;
9073 brighten *= r_hdr_range.value;
9074 brighten = sqrt(brighten);
9076 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9077 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9079 for (dir = 0;dir < 2;dir++)
9081 // blend on at multiple vertical offsets to achieve a vertical blur
9082 // TODO: do offset blends using GLSL
9083 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9084 GL_BlendFunc(GL_ONE, GL_ZERO);
9085 for (x = -range;x <= range;x++)
9087 if (!dir){xoffset = 0;yoffset = x;}
9088 else {xoffset = x;yoffset = 0;}
9089 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9090 yoffset /= (float)r_bloomstate.bloomtextureheight;
9091 // compute a texcoord array with the specified x and y offset
9092 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9093 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9094 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9095 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9096 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9097 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9098 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9099 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9100 // this r value looks like a 'dot' particle, fading sharply to
9101 // black at the edges
9102 // (probably not realistic but looks good enough)
9103 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9104 //r = brighten/(range*2+1);
9105 r = brighten / (range * 2 + 1);
9107 r *= (1 - x*x/(float)(range*range));
9108 GL_Color(r, r, r, 1);
9109 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9110 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9111 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9112 GL_BlendFunc(GL_ONE, GL_ONE);
9115 // copy the vertically blurred bloom view to a texture
9116 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);
9117 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9121 void R_HDR_RenderBloomTexture(void)
9123 int oldwidth, oldheight;
9124 float oldcolorscale;
9126 oldcolorscale = r_refdef.view.colorscale;
9127 oldwidth = r_refdef.view.width;
9128 oldheight = r_refdef.view.height;
9129 r_refdef.view.width = r_bloomstate.bloomwidth;
9130 r_refdef.view.height = r_bloomstate.bloomheight;
9132 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9133 // TODO: add exposure compensation features
9134 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9136 r_refdef.view.showdebug = false;
9137 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9139 R_ResetViewRendering3D();
9141 R_ClearScreen(r_refdef.fogenabled);
9142 if (r_timereport_active)
9143 R_TimeReport("HDRclear");
9146 if (r_timereport_active)
9147 R_TimeReport("visibility");
9149 // only do secondary renders with HDR if r_hdr is 2 or higher
9150 r_waterstate.numwaterplanes = 0;
9151 if (r_waterstate.enabled && r_hdr.integer >= 2)
9152 R_RenderWaterPlanes();
9154 r_refdef.view.showdebug = true;
9156 r_waterstate.numwaterplanes = 0;
9158 R_ResetViewRendering2D();
9160 R_Bloom_CopyHDRTexture();
9161 R_Bloom_MakeTexture();
9163 // restore the view settings
9164 r_refdef.view.width = oldwidth;
9165 r_refdef.view.height = oldheight;
9166 r_refdef.view.colorscale = oldcolorscale;
9168 R_ResetViewRendering3D();
9170 R_ClearScreen(r_refdef.fogenabled);
9171 if (r_timereport_active)
9172 R_TimeReport("viewclear");
9175 static void R_BlendView(void)
9177 unsigned int permutation;
9178 float uservecs[4][4];
9180 switch (vid.renderpath)
9182 case RENDERPATH_GL20:
9183 case RENDERPATH_CGGL:
9184 case RENDERPATH_D3D9:
9185 case RENDERPATH_D3D10:
9186 case RENDERPATH_D3D11:
9188 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9189 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9190 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9191 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9192 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9194 if (r_bloomstate.texture_screen)
9196 // make sure the buffer is available
9197 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9199 R_ResetViewRendering2D();
9201 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9203 // declare variables
9205 static float avgspeed;
9207 speed = VectorLength(cl.movement_velocity);
9209 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9210 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9212 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9213 speed = bound(0, speed, 1);
9214 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9216 // calculate values into a standard alpha
9217 cl.motionbluralpha = 1 - exp(-
9219 (r_motionblur.value * speed / 80)
9221 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9224 max(0.0001, cl.time - cl.oldtime) // fps independent
9227 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9228 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9230 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9232 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9233 GL_Color(1, 1, 1, cl.motionbluralpha);
9234 switch(vid.renderpath)
9236 case RENDERPATH_GL11:
9237 case RENDERPATH_GL13:
9238 case RENDERPATH_GL20:
9239 case RENDERPATH_CGGL:
9240 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9242 case RENDERPATH_D3D9:
9243 case RENDERPATH_D3D10:
9244 case RENDERPATH_D3D11:
9245 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9248 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9249 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9250 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9254 // copy view into the screen texture
9255 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);
9256 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9258 else if (!r_bloomstate.texture_bloom)
9260 // we may still have to do view tint...
9261 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9263 // apply a color tint to the whole view
9264 R_ResetViewRendering2D();
9265 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9266 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9267 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9268 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9269 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9271 break; // no screen processing, no bloom, skip it
9274 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9276 // render simple bloom effect
9277 // copy the screen and shrink it and darken it for the bloom process
9278 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9279 // make the bloom texture
9280 R_Bloom_MakeTexture();
9283 #if _MSC_VER >= 1400
9284 #define sscanf sscanf_s
9286 memset(uservecs, 0, sizeof(uservecs));
9287 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9288 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9289 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9290 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9292 R_ResetViewRendering2D();
9293 GL_Color(1, 1, 1, 1);
9294 GL_BlendFunc(GL_ONE, GL_ZERO);
9296 switch(vid.renderpath)
9298 case RENDERPATH_GL20:
9299 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9300 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9301 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9302 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9303 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9304 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]);
9305 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9306 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]);
9307 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]);
9308 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]);
9309 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]);
9310 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9311 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9312 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9314 case RENDERPATH_CGGL:
9316 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9317 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9318 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9319 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9320 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9321 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
9322 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9323 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
9324 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
9325 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
9326 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
9327 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9328 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9329 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9332 case RENDERPATH_D3D9:
9334 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9335 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9336 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9337 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9338 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9339 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9340 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9341 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9342 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9343 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9344 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9345 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9346 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9347 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9348 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9351 case RENDERPATH_D3D10:
9352 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9354 case RENDERPATH_D3D11:
9355 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9360 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9361 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9363 case RENDERPATH_GL13:
9364 case RENDERPATH_GL11:
9365 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9367 // apply a color tint to the whole view
9368 R_ResetViewRendering2D();
9369 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9370 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9371 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9372 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9373 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9379 matrix4x4_t r_waterscrollmatrix;
9381 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9383 if (r_refdef.fog_density)
9385 r_refdef.fogcolor[0] = r_refdef.fog_red;
9386 r_refdef.fogcolor[1] = r_refdef.fog_green;
9387 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9389 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9390 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9391 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9392 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9396 VectorCopy(r_refdef.fogcolor, fogvec);
9397 // color.rgb *= ContrastBoost * SceneBrightness;
9398 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9399 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9400 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9401 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9406 void R_UpdateVariables(void)
9410 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9412 r_refdef.farclip = r_farclip_base.value;
9413 if (r_refdef.scene.worldmodel)
9414 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9415 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9417 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9418 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9419 r_refdef.polygonfactor = 0;
9420 r_refdef.polygonoffset = 0;
9421 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9422 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9424 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9425 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9426 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9427 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9428 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9429 if (FAKELIGHT_ENABLED)
9431 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9433 if (r_showsurfaces.integer)
9435 r_refdef.scene.rtworld = false;
9436 r_refdef.scene.rtworldshadows = false;
9437 r_refdef.scene.rtdlight = false;
9438 r_refdef.scene.rtdlightshadows = false;
9439 r_refdef.lightmapintensity = 0;
9442 if (gamemode == GAME_NEHAHRA)
9444 if (gl_fogenable.integer)
9446 r_refdef.oldgl_fogenable = true;
9447 r_refdef.fog_density = gl_fogdensity.value;
9448 r_refdef.fog_red = gl_fogred.value;
9449 r_refdef.fog_green = gl_foggreen.value;
9450 r_refdef.fog_blue = gl_fogblue.value;
9451 r_refdef.fog_alpha = 1;
9452 r_refdef.fog_start = 0;
9453 r_refdef.fog_end = gl_skyclip.value;
9454 r_refdef.fog_height = 1<<30;
9455 r_refdef.fog_fadedepth = 128;
9457 else if (r_refdef.oldgl_fogenable)
9459 r_refdef.oldgl_fogenable = false;
9460 r_refdef.fog_density = 0;
9461 r_refdef.fog_red = 0;
9462 r_refdef.fog_green = 0;
9463 r_refdef.fog_blue = 0;
9464 r_refdef.fog_alpha = 0;
9465 r_refdef.fog_start = 0;
9466 r_refdef.fog_end = 0;
9467 r_refdef.fog_height = 1<<30;
9468 r_refdef.fog_fadedepth = 128;
9472 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9473 r_refdef.fog_start = max(0, r_refdef.fog_start);
9474 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9476 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9478 if (r_refdef.fog_density && r_drawfog.integer)
9480 r_refdef.fogenabled = true;
9481 // this is the point where the fog reaches 0.9986 alpha, which we
9482 // consider a good enough cutoff point for the texture
9483 // (0.9986 * 256 == 255.6)
9484 if (r_fog_exp2.integer)
9485 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9487 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9488 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9489 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9490 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9491 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9492 R_BuildFogHeightTexture();
9493 // fog color was already set
9494 // update the fog texture
9495 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)
9496 R_BuildFogTexture();
9497 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9498 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9501 r_refdef.fogenabled = false;
9503 switch(vid.renderpath)
9505 case RENDERPATH_GL20:
9506 case RENDERPATH_CGGL:
9507 case RENDERPATH_D3D9:
9508 case RENDERPATH_D3D10:
9509 case RENDERPATH_D3D11:
9510 if(v_glslgamma.integer && !vid_gammatables_trivial)
9512 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9514 // build GLSL gamma texture
9515 #define RAMPWIDTH 256
9516 unsigned short ramp[RAMPWIDTH * 3];
9517 unsigned char rampbgr[RAMPWIDTH][4];
9520 r_texture_gammaramps_serial = vid_gammatables_serial;
9522 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9523 for(i = 0; i < RAMPWIDTH; ++i)
9525 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9526 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9527 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9530 if (r_texture_gammaramps)
9532 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9536 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9542 // remove GLSL gamma texture
9545 case RENDERPATH_GL13:
9546 case RENDERPATH_GL11:
9551 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9552 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9558 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9559 if( scenetype != r_currentscenetype ) {
9560 // store the old scenetype
9561 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9562 r_currentscenetype = scenetype;
9563 // move in the new scene
9564 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9573 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9575 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9576 if( scenetype == r_currentscenetype ) {
9577 return &r_refdef.scene;
9579 return &r_scenes_store[ scenetype ];
9588 void R_RenderView(void)
9590 if (r_timereport_active)
9591 R_TimeReport("start");
9592 r_textureframe++; // used only by R_GetCurrentTexture
9593 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9595 if(R_CompileShader_CheckStaticParms())
9598 if (!r_drawentities.integer)
9599 r_refdef.scene.numentities = 0;
9601 R_AnimCache_ClearCache();
9602 R_FrameData_NewFrame();
9604 if (r_refdef.view.isoverlay)
9606 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9607 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9608 R_TimeReport("depthclear");
9610 r_refdef.view.showdebug = false;
9612 r_waterstate.enabled = false;
9613 r_waterstate.numwaterplanes = 0;
9621 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9622 return; //Host_Error ("R_RenderView: NULL worldmodel");
9624 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9626 R_RenderView_UpdateViewVectors();
9628 R_Shadow_UpdateWorldLightSelection();
9630 R_Bloom_StartFrame();
9631 R_Water_StartFrame();
9634 if (r_timereport_active)
9635 R_TimeReport("viewsetup");
9637 R_ResetViewRendering3D();
9639 if (r_refdef.view.clear || r_refdef.fogenabled)
9641 R_ClearScreen(r_refdef.fogenabled);
9642 if (r_timereport_active)
9643 R_TimeReport("viewclear");
9645 r_refdef.view.clear = true;
9647 // this produces a bloom texture to be used in R_BlendView() later
9648 if (r_hdr.integer && r_bloomstate.bloomwidth)
9650 R_HDR_RenderBloomTexture();
9651 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9652 r_textureframe++; // used only by R_GetCurrentTexture
9655 r_refdef.view.showdebug = true;
9658 if (r_timereport_active)
9659 R_TimeReport("visibility");
9661 r_waterstate.numwaterplanes = 0;
9662 if (r_waterstate.enabled)
9663 R_RenderWaterPlanes();
9666 r_waterstate.numwaterplanes = 0;
9669 if (r_timereport_active)
9670 R_TimeReport("blendview");
9672 GL_Scissor(0, 0, vid.width, vid.height);
9673 GL_ScissorTest(false);
9678 void R_RenderWaterPlanes(void)
9680 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9682 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9683 if (r_timereport_active)
9684 R_TimeReport("waterworld");
9687 // don't let sound skip if going slow
9688 if (r_refdef.scene.extraupdate)
9691 R_DrawModelsAddWaterPlanes();
9692 if (r_timereport_active)
9693 R_TimeReport("watermodels");
9695 if (r_waterstate.numwaterplanes)
9697 R_Water_ProcessPlanes();
9698 if (r_timereport_active)
9699 R_TimeReport("waterscenes");
9703 extern void R_DrawLightningBeams (void);
9704 extern void VM_CL_AddPolygonsToMeshQueue (void);
9705 extern void R_DrawPortals (void);
9706 extern cvar_t cl_locs_show;
9707 static void R_DrawLocs(void);
9708 static void R_DrawEntityBBoxes(void);
9709 static void R_DrawModelDecals(void);
9710 extern void R_DrawModelShadows(void);
9711 extern void R_DrawModelShadowMaps(void);
9712 extern cvar_t cl_decals_newsystem;
9713 extern qboolean r_shadow_usingdeferredprepass;
9714 void R_RenderScene(void)
9716 qboolean shadowmapping = false;
9718 if (r_timereport_active)
9719 R_TimeReport("beginscene");
9721 r_refdef.stats.renders++;
9725 // don't let sound skip if going slow
9726 if (r_refdef.scene.extraupdate)
9729 R_MeshQueue_BeginScene();
9733 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);
9735 if (r_timereport_active)
9736 R_TimeReport("skystartframe");
9738 if (cl.csqc_vidvars.drawworld)
9740 // don't let sound skip if going slow
9741 if (r_refdef.scene.extraupdate)
9744 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9746 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9747 if (r_timereport_active)
9748 R_TimeReport("worldsky");
9751 if (R_DrawBrushModelsSky() && r_timereport_active)
9752 R_TimeReport("bmodelsky");
9754 if (skyrendermasked && skyrenderlater)
9756 // we have to force off the water clipping plane while rendering sky
9760 if (r_timereport_active)
9761 R_TimeReport("sky");
9765 R_AnimCache_CacheVisibleEntities();
9766 if (r_timereport_active)
9767 R_TimeReport("animation");
9769 R_Shadow_PrepareLights();
9770 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9771 R_Shadow_PrepareModelShadows();
9772 if (r_timereport_active)
9773 R_TimeReport("preparelights");
9775 if (R_Shadow_ShadowMappingEnabled())
9776 shadowmapping = true;
9778 if (r_shadow_usingdeferredprepass)
9779 R_Shadow_DrawPrepass();
9781 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9783 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9784 if (r_timereport_active)
9785 R_TimeReport("worlddepth");
9787 if (r_depthfirst.integer >= 2)
9789 R_DrawModelsDepth();
9790 if (r_timereport_active)
9791 R_TimeReport("modeldepth");
9794 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9796 R_DrawModelShadowMaps();
9797 R_ResetViewRendering3D();
9798 // don't let sound skip if going slow
9799 if (r_refdef.scene.extraupdate)
9803 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9805 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9806 if (r_timereport_active)
9807 R_TimeReport("world");
9810 // don't let sound skip if going slow
9811 if (r_refdef.scene.extraupdate)
9815 if (r_timereport_active)
9816 R_TimeReport("models");
9818 // don't let sound skip if going slow
9819 if (r_refdef.scene.extraupdate)
9822 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9824 R_DrawModelShadows();
9825 R_ResetViewRendering3D();
9826 // don't let sound skip if going slow
9827 if (r_refdef.scene.extraupdate)
9831 if (!r_shadow_usingdeferredprepass)
9833 R_Shadow_DrawLights();
9834 if (r_timereport_active)
9835 R_TimeReport("rtlights");
9838 // don't let sound skip if going slow
9839 if (r_refdef.scene.extraupdate)
9842 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9844 R_DrawModelShadows();
9845 R_ResetViewRendering3D();
9846 // don't let sound skip if going slow
9847 if (r_refdef.scene.extraupdate)
9851 if (cl.csqc_vidvars.drawworld)
9853 if (cl_decals_newsystem.integer)
9855 R_DrawModelDecals();
9856 if (r_timereport_active)
9857 R_TimeReport("modeldecals");
9862 if (r_timereport_active)
9863 R_TimeReport("decals");
9867 if (r_timereport_active)
9868 R_TimeReport("particles");
9871 if (r_timereport_active)
9872 R_TimeReport("explosions");
9874 R_DrawLightningBeams();
9875 if (r_timereport_active)
9876 R_TimeReport("lightning");
9879 VM_CL_AddPolygonsToMeshQueue();
9881 if (r_refdef.view.showdebug)
9883 if (cl_locs_show.integer)
9886 if (r_timereport_active)
9887 R_TimeReport("showlocs");
9890 if (r_drawportals.integer)
9893 if (r_timereport_active)
9894 R_TimeReport("portals");
9897 if (r_showbboxes.value > 0)
9899 R_DrawEntityBBoxes();
9900 if (r_timereport_active)
9901 R_TimeReport("bboxes");
9905 R_MeshQueue_RenderTransparent();
9906 if (r_timereport_active)
9907 R_TimeReport("drawtrans");
9909 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))
9911 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9912 if (r_timereport_active)
9913 R_TimeReport("worlddebug");
9914 R_DrawModelsDebug();
9915 if (r_timereport_active)
9916 R_TimeReport("modeldebug");
9919 if (cl.csqc_vidvars.drawworld)
9921 R_Shadow_DrawCoronas();
9922 if (r_timereport_active)
9923 R_TimeReport("coronas");
9928 GL_DepthTest(false);
9929 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9930 GL_Color(1, 1, 1, 1);
9931 qglBegin(GL_POLYGON);
9932 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9933 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9934 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9935 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9937 qglBegin(GL_POLYGON);
9938 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9939 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9940 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9941 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9943 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9947 // don't let sound skip if going slow
9948 if (r_refdef.scene.extraupdate)
9951 R_ResetViewRendering2D();
9954 static const unsigned short bboxelements[36] =
9964 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9967 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9969 RSurf_ActiveWorldEntity();
9971 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9972 GL_DepthMask(false);
9973 GL_DepthRange(0, 1);
9974 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9975 R_Mesh_ResetTextureState();
9977 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9978 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9979 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9980 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9981 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9982 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9983 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9984 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9985 R_FillColors(color4f, 8, cr, cg, cb, ca);
9986 if (r_refdef.fogenabled)
9988 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9990 f1 = RSurf_FogVertex(v);
9992 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9993 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9994 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9997 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9998 R_Mesh_ResetTextureState();
9999 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10000 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10003 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10007 prvm_edict_t *edict;
10008 prvm_prog_t *prog_save = prog;
10010 // this function draws bounding boxes of server entities
10014 GL_CullFace(GL_NONE);
10015 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10019 for (i = 0;i < numsurfaces;i++)
10021 edict = PRVM_EDICT_NUM(surfacelist[i]);
10022 switch ((int)edict->fields.server->solid)
10024 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10025 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10026 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10027 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10028 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10029 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10031 color[3] *= r_showbboxes.value;
10032 color[3] = bound(0, color[3], 1);
10033 GL_DepthTest(!r_showdisabledepthtest.integer);
10034 GL_CullFace(r_refdef.view.cullface_front);
10035 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10041 static void R_DrawEntityBBoxes(void)
10044 prvm_edict_t *edict;
10046 prvm_prog_t *prog_save = prog;
10048 // this function draws bounding boxes of server entities
10054 for (i = 0;i < prog->num_edicts;i++)
10056 edict = PRVM_EDICT_NUM(i);
10057 if (edict->priv.server->free)
10059 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10060 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10062 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10064 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10065 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10071 static const int nomodelelement3i[24] =
10083 static const unsigned short nomodelelement3s[24] =
10095 static const float nomodelvertex3f[6*3] =
10105 static const float nomodelcolor4f[6*4] =
10107 0.0f, 0.0f, 0.5f, 1.0f,
10108 0.0f, 0.0f, 0.5f, 1.0f,
10109 0.0f, 0.5f, 0.0f, 1.0f,
10110 0.0f, 0.5f, 0.0f, 1.0f,
10111 0.5f, 0.0f, 0.0f, 1.0f,
10112 0.5f, 0.0f, 0.0f, 1.0f
10115 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10119 float color4f[6*4];
10121 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);
10123 // this is only called once per entity so numsurfaces is always 1, and
10124 // surfacelist is always {0}, so this code does not handle batches
10126 if (rsurface.ent_flags & RENDER_ADDITIVE)
10128 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10129 GL_DepthMask(false);
10131 else if (rsurface.colormod[3] < 1)
10133 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10134 GL_DepthMask(false);
10138 GL_BlendFunc(GL_ONE, GL_ZERO);
10139 GL_DepthMask(true);
10141 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10142 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10143 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10144 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10145 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10146 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10147 for (i = 0, c = color4f;i < 6;i++, c += 4)
10149 c[0] *= rsurface.colormod[0];
10150 c[1] *= rsurface.colormod[1];
10151 c[2] *= rsurface.colormod[2];
10152 c[3] *= rsurface.colormod[3];
10154 if (r_refdef.fogenabled)
10156 for (i = 0, c = color4f;i < 6;i++, c += 4)
10158 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10160 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10161 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10162 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10165 R_Mesh_ResetTextureState();
10166 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10167 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10170 void R_DrawNoModel(entity_render_t *ent)
10173 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10174 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10175 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10177 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10180 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10182 vec3_t right1, right2, diff, normal;
10184 VectorSubtract (org2, org1, normal);
10186 // calculate 'right' vector for start
10187 VectorSubtract (r_refdef.view.origin, org1, diff);
10188 CrossProduct (normal, diff, right1);
10189 VectorNormalize (right1);
10191 // calculate 'right' vector for end
10192 VectorSubtract (r_refdef.view.origin, org2, diff);
10193 CrossProduct (normal, diff, right2);
10194 VectorNormalize (right2);
10196 vert[ 0] = org1[0] + width * right1[0];
10197 vert[ 1] = org1[1] + width * right1[1];
10198 vert[ 2] = org1[2] + width * right1[2];
10199 vert[ 3] = org1[0] - width * right1[0];
10200 vert[ 4] = org1[1] - width * right1[1];
10201 vert[ 5] = org1[2] - width * right1[2];
10202 vert[ 6] = org2[0] - width * right2[0];
10203 vert[ 7] = org2[1] - width * right2[1];
10204 vert[ 8] = org2[2] - width * right2[2];
10205 vert[ 9] = org2[0] + width * right2[0];
10206 vert[10] = org2[1] + width * right2[1];
10207 vert[11] = org2[2] + width * right2[2];
10210 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)
10212 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10213 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10214 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10215 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10216 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10217 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10218 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10219 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10220 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10221 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10222 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10223 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10226 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10231 VectorSet(v, x, y, z);
10232 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10233 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10235 if (i == mesh->numvertices)
10237 if (mesh->numvertices < mesh->maxvertices)
10239 VectorCopy(v, vertex3f);
10240 mesh->numvertices++;
10242 return mesh->numvertices;
10248 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10251 int *e, element[3];
10252 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10253 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10254 e = mesh->element3i + mesh->numtriangles * 3;
10255 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10257 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10258 if (mesh->numtriangles < mesh->maxtriangles)
10263 mesh->numtriangles++;
10265 element[1] = element[2];
10269 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10272 int *e, element[3];
10273 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10274 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10275 e = mesh->element3i + mesh->numtriangles * 3;
10276 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10278 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10279 if (mesh->numtriangles < mesh->maxtriangles)
10284 mesh->numtriangles++;
10286 element[1] = element[2];
10290 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10291 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10293 int planenum, planenum2;
10296 mplane_t *plane, *plane2;
10298 double temppoints[2][256*3];
10299 // figure out how large a bounding box we need to properly compute this brush
10301 for (w = 0;w < numplanes;w++)
10302 maxdist = max(maxdist, fabs(planes[w].dist));
10303 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10304 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10305 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10309 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10310 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10312 if (planenum2 == planenum)
10314 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);
10317 if (tempnumpoints < 3)
10319 // generate elements forming a triangle fan for this polygon
10320 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10324 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)
10326 texturelayer_t *layer;
10327 layer = t->currentlayers + t->currentnumlayers++;
10328 layer->type = type;
10329 layer->depthmask = depthmask;
10330 layer->blendfunc1 = blendfunc1;
10331 layer->blendfunc2 = blendfunc2;
10332 layer->texture = texture;
10333 layer->texmatrix = *matrix;
10334 layer->color[0] = r;
10335 layer->color[1] = g;
10336 layer->color[2] = b;
10337 layer->color[3] = a;
10340 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10342 if(parms[0] == 0 && parms[1] == 0)
10344 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10345 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10350 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10353 index = parms[2] + r_refdef.scene.time * parms[3];
10354 index -= floor(index);
10355 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10358 case Q3WAVEFUNC_NONE:
10359 case Q3WAVEFUNC_NOISE:
10360 case Q3WAVEFUNC_COUNT:
10363 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10364 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10365 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10366 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10367 case Q3WAVEFUNC_TRIANGLE:
10369 f = index - floor(index);
10372 else if (index < 2)
10374 else if (index < 3)
10380 f = parms[0] + parms[1] * f;
10381 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10382 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10386 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10391 matrix4x4_t matrix, temp;
10392 switch(tcmod->tcmod)
10394 case Q3TCMOD_COUNT:
10396 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10397 matrix = r_waterscrollmatrix;
10399 matrix = identitymatrix;
10401 case Q3TCMOD_ENTITYTRANSLATE:
10402 // this is used in Q3 to allow the gamecode to control texcoord
10403 // scrolling on the entity, which is not supported in darkplaces yet.
10404 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10406 case Q3TCMOD_ROTATE:
10407 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10408 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10409 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10411 case Q3TCMOD_SCALE:
10412 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10414 case Q3TCMOD_SCROLL:
10415 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10417 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10418 w = (int) tcmod->parms[0];
10419 h = (int) tcmod->parms[1];
10420 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10422 idx = (int) floor(f * w * h);
10423 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10425 case Q3TCMOD_STRETCH:
10426 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10427 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10429 case Q3TCMOD_TRANSFORM:
10430 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10431 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10432 VectorSet(tcmat + 6, 0 , 0 , 1);
10433 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10434 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10436 case Q3TCMOD_TURBULENT:
10437 // this is handled in the RSurf_PrepareVertices function
10438 matrix = identitymatrix;
10442 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10445 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10447 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10448 char name[MAX_QPATH];
10449 skinframe_t *skinframe;
10450 unsigned char pixels[296*194];
10451 strlcpy(cache->name, skinname, sizeof(cache->name));
10452 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10453 if (developer_loading.integer)
10454 Con_Printf("loading %s\n", name);
10455 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10456 if (!skinframe || !skinframe->base)
10459 fs_offset_t filesize;
10461 f = FS_LoadFile(name, tempmempool, true, &filesize);
10464 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10465 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10469 cache->skinframe = skinframe;
10472 texture_t *R_GetCurrentTexture(texture_t *t)
10475 const entity_render_t *ent = rsurface.entity;
10476 dp_model_t *model = ent->model;
10477 q3shaderinfo_layer_tcmod_t *tcmod;
10479 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10480 return t->currentframe;
10481 t->update_lastrenderframe = r_textureframe;
10482 t->update_lastrenderentity = (void *)ent;
10484 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10485 t->camera_entity = ent->entitynumber;
10487 t->camera_entity = 0;
10489 // switch to an alternate material if this is a q1bsp animated material
10491 texture_t *texture = t;
10492 int s = rsurface.ent_skinnum;
10493 if ((unsigned int)s >= (unsigned int)model->numskins)
10495 if (model->skinscenes)
10497 if (model->skinscenes[s].framecount > 1)
10498 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10500 s = model->skinscenes[s].firstframe;
10503 t = t + s * model->num_surfaces;
10506 // use an alternate animation if the entity's frame is not 0,
10507 // and only if the texture has an alternate animation
10508 if (rsurface.ent_alttextures && t->anim_total[1])
10509 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10511 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10513 texture->currentframe = t;
10516 // update currentskinframe to be a qw skin or animation frame
10517 if (rsurface.ent_qwskin >= 0)
10519 i = rsurface.ent_qwskin;
10520 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10522 r_qwskincache_size = cl.maxclients;
10524 Mem_Free(r_qwskincache);
10525 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10527 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10528 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10529 t->currentskinframe = r_qwskincache[i].skinframe;
10530 if (t->currentskinframe == NULL)
10531 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10533 else if (t->numskinframes >= 2)
10534 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10535 if (t->backgroundnumskinframes >= 2)
10536 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10538 t->currentmaterialflags = t->basematerialflags;
10539 t->currentalpha = rsurface.colormod[3];
10540 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10541 t->currentalpha *= r_wateralpha.value;
10542 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10543 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10544 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10545 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10546 if (!(rsurface.ent_flags & RENDER_LIGHT))
10547 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10548 else if (FAKELIGHT_ENABLED)
10550 // no modellight if using fakelight for the map
10552 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10554 // pick a model lighting mode
10555 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10556 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10558 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10560 if (rsurface.ent_flags & RENDER_ADDITIVE)
10561 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10562 else if (t->currentalpha < 1)
10563 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10564 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10565 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10566 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10567 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10568 if (t->backgroundnumskinframes)
10569 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10570 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10572 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10573 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10576 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10577 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10578 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10580 // there is no tcmod
10581 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10583 t->currenttexmatrix = r_waterscrollmatrix;
10584 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10586 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10588 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10589 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10592 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10593 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10594 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10595 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10597 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10598 if (t->currentskinframe->qpixels)
10599 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10600 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10601 if (!t->basetexture)
10602 t->basetexture = r_texture_notexture;
10603 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10604 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10605 t->nmaptexture = t->currentskinframe->nmap;
10606 if (!t->nmaptexture)
10607 t->nmaptexture = r_texture_blanknormalmap;
10608 t->glosstexture = r_texture_black;
10609 t->glowtexture = t->currentskinframe->glow;
10610 t->fogtexture = t->currentskinframe->fog;
10611 t->reflectmasktexture = t->currentskinframe->reflect;
10612 if (t->backgroundnumskinframes)
10614 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10615 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10616 t->backgroundglosstexture = r_texture_black;
10617 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10618 if (!t->backgroundnmaptexture)
10619 t->backgroundnmaptexture = r_texture_blanknormalmap;
10623 t->backgroundbasetexture = r_texture_white;
10624 t->backgroundnmaptexture = r_texture_blanknormalmap;
10625 t->backgroundglosstexture = r_texture_black;
10626 t->backgroundglowtexture = NULL;
10628 t->specularpower = r_shadow_glossexponent.value;
10629 // TODO: store reference values for these in the texture?
10630 t->specularscale = 0;
10631 if (r_shadow_gloss.integer > 0)
10633 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10635 if (r_shadow_glossintensity.value > 0)
10637 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10638 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10639 t->specularscale = r_shadow_glossintensity.value;
10642 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10644 t->glosstexture = r_texture_white;
10645 t->backgroundglosstexture = r_texture_white;
10646 t->specularscale = r_shadow_gloss2intensity.value;
10647 t->specularpower = r_shadow_gloss2exponent.value;
10650 t->specularscale *= t->specularscalemod;
10651 t->specularpower *= t->specularpowermod;
10653 // lightmaps mode looks bad with dlights using actual texturing, so turn
10654 // off the colormap and glossmap, but leave the normalmap on as it still
10655 // accurately represents the shading involved
10656 if (gl_lightmaps.integer)
10658 t->basetexture = r_texture_grey128;
10659 t->pantstexture = r_texture_black;
10660 t->shirttexture = r_texture_black;
10661 t->nmaptexture = r_texture_blanknormalmap;
10662 t->glosstexture = r_texture_black;
10663 t->glowtexture = NULL;
10664 t->fogtexture = NULL;
10665 t->reflectmasktexture = NULL;
10666 t->backgroundbasetexture = NULL;
10667 t->backgroundnmaptexture = r_texture_blanknormalmap;
10668 t->backgroundglosstexture = r_texture_black;
10669 t->backgroundglowtexture = NULL;
10670 t->specularscale = 0;
10671 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10674 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10675 VectorClear(t->dlightcolor);
10676 t->currentnumlayers = 0;
10677 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10679 int blendfunc1, blendfunc2;
10680 qboolean depthmask;
10681 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10683 blendfunc1 = GL_SRC_ALPHA;
10684 blendfunc2 = GL_ONE;
10686 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10688 blendfunc1 = GL_SRC_ALPHA;
10689 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10691 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10693 blendfunc1 = t->customblendfunc[0];
10694 blendfunc2 = t->customblendfunc[1];
10698 blendfunc1 = GL_ONE;
10699 blendfunc2 = GL_ZERO;
10701 // don't colormod evilblend textures
10702 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10703 VectorSet(t->lightmapcolor, 1, 1, 1);
10704 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10705 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10707 // fullbright is not affected by r_refdef.lightmapintensity
10708 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]);
10709 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10710 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]);
10711 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10712 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]);
10716 vec3_t ambientcolor;
10718 // set the color tint used for lights affecting this surface
10719 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10721 // q3bsp has no lightmap updates, so the lightstylevalue that
10722 // would normally be baked into the lightmap must be
10723 // applied to the color
10724 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10725 if (model->type == mod_brushq3)
10726 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10727 colorscale *= r_refdef.lightmapintensity;
10728 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10729 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10730 // basic lit geometry
10731 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]);
10732 // add pants/shirt if needed
10733 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10734 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]);
10735 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10736 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]);
10737 // now add ambient passes if needed
10738 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10740 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]);
10741 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10742 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]);
10743 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10744 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]);
10747 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10748 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]);
10749 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10751 // if this is opaque use alpha blend which will darken the earlier
10754 // if this is an alpha blended material, all the earlier passes
10755 // were darkened by fog already, so we only need to add the fog
10756 // color ontop through the fog mask texture
10758 // if this is an additive blended material, all the earlier passes
10759 // were darkened by fog already, and we should not add fog color
10760 // (because the background was not darkened, there is no fog color
10761 // that was lost behind it).
10762 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]);
10766 return t->currentframe;
10769 rsurfacestate_t rsurface;
10771 void R_Mesh_ResizeArrays(int newvertices)
10773 unsigned char *base;
10775 if (rsurface.array_size >= newvertices)
10777 if (rsurface.array_base)
10778 Mem_Free(rsurface.array_base);
10779 rsurface.array_size = (newvertices + 1023) & ~1023;
10781 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10782 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10783 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10784 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10785 size += rsurface.array_size * sizeof(float[3]);
10786 size += rsurface.array_size * sizeof(float[3]);
10787 size += rsurface.array_size * sizeof(float[3]);
10788 size += rsurface.array_size * sizeof(float[3]);
10789 size += rsurface.array_size * sizeof(float[3]);
10790 size += rsurface.array_size * sizeof(float[3]);
10791 size += rsurface.array_size * sizeof(float[3]);
10792 size += rsurface.array_size * sizeof(float[3]);
10793 size += rsurface.array_size * sizeof(float[4]);
10794 size += rsurface.array_size * sizeof(float[2]);
10795 size += rsurface.array_size * sizeof(float[2]);
10796 size += rsurface.array_size * sizeof(float[4]);
10797 size += rsurface.array_size * sizeof(int[3]);
10798 size += rsurface.array_size * sizeof(unsigned short[3]);
10799 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10800 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10801 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10802 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10803 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10804 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10805 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10806 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10807 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10808 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10809 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10810 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10811 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10812 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10813 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10814 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10815 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10816 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10817 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10820 void RSurf_ActiveWorldEntity(void)
10822 dp_model_t *model = r_refdef.scene.worldmodel;
10823 //if (rsurface.entity == r_refdef.scene.worldentity)
10825 rsurface.entity = r_refdef.scene.worldentity;
10826 rsurface.skeleton = NULL;
10827 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10828 rsurface.ent_skinnum = 0;
10829 rsurface.ent_qwskin = -1;
10830 rsurface.ent_shadertime = 0;
10831 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10832 R_Mesh_ResizeArrays(max(model->surfmesh.num_vertices, model->surfmesh.num_triangles));
10833 rsurface.matrix = identitymatrix;
10834 rsurface.inversematrix = identitymatrix;
10835 rsurface.matrixscale = 1;
10836 rsurface.inversematrixscale = 1;
10837 R_EntityMatrix(&identitymatrix);
10838 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10839 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10840 rsurface.fograngerecip = r_refdef.fograngerecip;
10841 rsurface.fogheightfade = r_refdef.fogheightfade;
10842 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10843 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10844 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10845 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10846 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10847 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10848 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10849 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10850 rsurface.colormod[3] = 1;
10851 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);
10852 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10853 rsurface.frameblend[0].lerp = 1;
10854 rsurface.ent_alttextures = false;
10855 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10856 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10857 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10858 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10859 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10860 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10861 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10862 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10863 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10864 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10865 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10866 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10867 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10868 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10869 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10870 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10871 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10872 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10873 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10874 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10875 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10876 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10877 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10878 rsurface.modelelement3i = model->surfmesh.data_element3i;
10879 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10880 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10881 rsurface.modelelement3s = model->surfmesh.data_element3s;
10882 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10883 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10884 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10885 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10886 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10887 rsurface.modelsurfaces = model->data_surfaces;
10888 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10889 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10890 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10891 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10892 rsurface.modelgeneratedvertex = false;
10893 rsurface.batchgeneratedvertex = false;
10894 rsurface.batchfirstvertex = 0;
10895 rsurface.batchnumvertices = 0;
10896 rsurface.batchfirsttriangle = 0;
10897 rsurface.batchnumtriangles = 0;
10898 rsurface.batchvertex3f = NULL;
10899 rsurface.batchvertex3f_vertexbuffer = NULL;
10900 rsurface.batchvertex3f_bufferoffset = 0;
10901 rsurface.batchsvector3f = NULL;
10902 rsurface.batchsvector3f_vertexbuffer = NULL;
10903 rsurface.batchsvector3f_bufferoffset = 0;
10904 rsurface.batchtvector3f = NULL;
10905 rsurface.batchtvector3f_vertexbuffer = NULL;
10906 rsurface.batchtvector3f_bufferoffset = 0;
10907 rsurface.batchnormal3f = NULL;
10908 rsurface.batchnormal3f_vertexbuffer = NULL;
10909 rsurface.batchnormal3f_bufferoffset = 0;
10910 rsurface.batchlightmapcolor4f = NULL;
10911 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10912 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10913 rsurface.batchtexcoordtexture2f = NULL;
10914 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10915 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10916 rsurface.batchtexcoordlightmap2f = NULL;
10917 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10918 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10919 rsurface.batchvertexmesh = NULL;
10920 rsurface.batchvertexmeshbuffer = NULL;
10921 rsurface.batchvertexposition = NULL;
10922 rsurface.batchvertexpositionbuffer = NULL;
10923 rsurface.batchelement3i = NULL;
10924 rsurface.batchelement3i_indexbuffer = NULL;
10925 rsurface.batchelement3i_bufferoffset = 0;
10926 rsurface.batchelement3s = NULL;
10927 rsurface.batchelement3s_indexbuffer = NULL;
10928 rsurface.batchelement3s_bufferoffset = 0;
10929 rsurface.passcolor4f = NULL;
10930 rsurface.passcolor4f_vertexbuffer = NULL;
10931 rsurface.passcolor4f_bufferoffset = 0;
10934 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10936 dp_model_t *model = ent->model;
10937 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10939 rsurface.entity = (entity_render_t *)ent;
10940 rsurface.skeleton = ent->skeleton;
10941 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10942 rsurface.ent_skinnum = ent->skinnum;
10943 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;
10944 rsurface.ent_shadertime = ent->shadertime;
10945 rsurface.ent_flags = ent->flags;
10946 R_Mesh_ResizeArrays(max(model->surfmesh.num_vertices, model->surfmesh.num_triangles));
10947 rsurface.matrix = ent->matrix;
10948 rsurface.inversematrix = ent->inversematrix;
10949 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10950 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10951 R_EntityMatrix(&rsurface.matrix);
10952 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10953 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10954 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10955 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10956 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10957 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10958 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10959 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10960 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10961 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10962 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10963 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10964 rsurface.colormod[3] = ent->alpha;
10965 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10966 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10967 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10968 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10969 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10970 if (ent->model->brush.submodel && !prepass)
10972 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10973 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10975 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10977 if (ent->animcache_vertex3f && !r_framedata_failed)
10979 rsurface.modelvertex3f = ent->animcache_vertex3f;
10980 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10981 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10982 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10983 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10984 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10985 rsurface.modelvertexposition = ent->animcache_vertexposition;
10986 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10988 else if (wanttangents)
10990 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10991 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10992 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10993 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10994 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10995 rsurface.modelvertexmesh = NULL;
10996 rsurface.modelvertexmeshbuffer = NULL;
10997 rsurface.modelvertexposition = NULL;
10998 rsurface.modelvertexpositionbuffer = NULL;
11000 else if (wantnormals)
11002 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11003 rsurface.modelsvector3f = NULL;
11004 rsurface.modeltvector3f = NULL;
11005 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11006 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11007 rsurface.modelvertexmesh = NULL;
11008 rsurface.modelvertexmeshbuffer = NULL;
11009 rsurface.modelvertexposition = NULL;
11010 rsurface.modelvertexpositionbuffer = NULL;
11014 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11015 rsurface.modelsvector3f = NULL;
11016 rsurface.modeltvector3f = NULL;
11017 rsurface.modelnormal3f = NULL;
11018 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11019 rsurface.modelvertexmesh = NULL;
11020 rsurface.modelvertexmeshbuffer = NULL;
11021 rsurface.modelvertexposition = NULL;
11022 rsurface.modelvertexpositionbuffer = NULL;
11024 rsurface.modelvertex3f_vertexbuffer = 0;
11025 rsurface.modelvertex3f_bufferoffset = 0;
11026 rsurface.modelsvector3f_vertexbuffer = 0;
11027 rsurface.modelsvector3f_bufferoffset = 0;
11028 rsurface.modeltvector3f_vertexbuffer = 0;
11029 rsurface.modeltvector3f_bufferoffset = 0;
11030 rsurface.modelnormal3f_vertexbuffer = 0;
11031 rsurface.modelnormal3f_bufferoffset = 0;
11032 rsurface.modelgeneratedvertex = true;
11036 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11037 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11038 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11039 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11040 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11041 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11042 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11043 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11044 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11045 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11046 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11047 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11048 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11049 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11050 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11051 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11052 rsurface.modelgeneratedvertex = false;
11054 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11055 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11056 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11057 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11058 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11059 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11060 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11061 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11062 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11063 rsurface.modelelement3i = model->surfmesh.data_element3i;
11064 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11065 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11066 rsurface.modelelement3s = model->surfmesh.data_element3s;
11067 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11068 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11069 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11070 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11071 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11072 rsurface.modelsurfaces = model->data_surfaces;
11073 rsurface.batchgeneratedvertex = false;
11074 rsurface.batchfirstvertex = 0;
11075 rsurface.batchnumvertices = 0;
11076 rsurface.batchfirsttriangle = 0;
11077 rsurface.batchnumtriangles = 0;
11078 rsurface.batchvertex3f = NULL;
11079 rsurface.batchvertex3f_vertexbuffer = NULL;
11080 rsurface.batchvertex3f_bufferoffset = 0;
11081 rsurface.batchsvector3f = NULL;
11082 rsurface.batchsvector3f_vertexbuffer = NULL;
11083 rsurface.batchsvector3f_bufferoffset = 0;
11084 rsurface.batchtvector3f = NULL;
11085 rsurface.batchtvector3f_vertexbuffer = NULL;
11086 rsurface.batchtvector3f_bufferoffset = 0;
11087 rsurface.batchnormal3f = NULL;
11088 rsurface.batchnormal3f_vertexbuffer = NULL;
11089 rsurface.batchnormal3f_bufferoffset = 0;
11090 rsurface.batchlightmapcolor4f = NULL;
11091 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11092 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11093 rsurface.batchtexcoordtexture2f = NULL;
11094 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11095 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11096 rsurface.batchtexcoordlightmap2f = NULL;
11097 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11098 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11099 rsurface.batchvertexmesh = NULL;
11100 rsurface.batchvertexmeshbuffer = NULL;
11101 rsurface.batchvertexposition = NULL;
11102 rsurface.batchvertexpositionbuffer = NULL;
11103 rsurface.batchelement3i = NULL;
11104 rsurface.batchelement3i_indexbuffer = NULL;
11105 rsurface.batchelement3i_bufferoffset = 0;
11106 rsurface.batchelement3s = NULL;
11107 rsurface.batchelement3s_indexbuffer = NULL;
11108 rsurface.batchelement3s_bufferoffset = 0;
11109 rsurface.passcolor4f = NULL;
11110 rsurface.passcolor4f_vertexbuffer = NULL;
11111 rsurface.passcolor4f_bufferoffset = 0;
11114 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)
11118 rsurface.entity = r_refdef.scene.worldentity;
11119 rsurface.skeleton = NULL;
11120 rsurface.ent_skinnum = 0;
11121 rsurface.ent_qwskin = -1;
11122 rsurface.ent_shadertime = shadertime;
11123 rsurface.ent_flags = entflags;
11124 rsurface.modelnumvertices = numvertices;
11125 rsurface.modelnumtriangles = numtriangles;
11126 R_Mesh_ResizeArrays(max(rsurface.modelnumvertices, rsurface.modelnumtriangles));
11127 rsurface.matrix = *matrix;
11128 rsurface.inversematrix = *inversematrix;
11129 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11130 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11131 R_EntityMatrix(&rsurface.matrix);
11132 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11133 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11134 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11135 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11136 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11137 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11138 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11139 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11140 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11141 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11142 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11143 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11144 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);
11145 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11146 rsurface.frameblend[0].lerp = 1;
11147 rsurface.ent_alttextures = false;
11148 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11149 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11152 rsurface.modelvertex3f = vertex3f;
11153 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11154 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11155 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11157 else if (wantnormals)
11159 rsurface.modelvertex3f = vertex3f;
11160 rsurface.modelsvector3f = NULL;
11161 rsurface.modeltvector3f = NULL;
11162 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11166 rsurface.modelvertex3f = vertex3f;
11167 rsurface.modelsvector3f = NULL;
11168 rsurface.modeltvector3f = NULL;
11169 rsurface.modelnormal3f = NULL;
11171 rsurface.modelvertexmesh = NULL;
11172 rsurface.modelvertexmeshbuffer = NULL;
11173 rsurface.modelvertexposition = NULL;
11174 rsurface.modelvertexpositionbuffer = NULL;
11175 rsurface.modelvertex3f_vertexbuffer = 0;
11176 rsurface.modelvertex3f_bufferoffset = 0;
11177 rsurface.modelsvector3f_vertexbuffer = 0;
11178 rsurface.modelsvector3f_bufferoffset = 0;
11179 rsurface.modeltvector3f_vertexbuffer = 0;
11180 rsurface.modeltvector3f_bufferoffset = 0;
11181 rsurface.modelnormal3f_vertexbuffer = 0;
11182 rsurface.modelnormal3f_bufferoffset = 0;
11183 rsurface.modelgeneratedvertex = true;
11184 rsurface.modellightmapcolor4f = color4f;
11185 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11186 rsurface.modellightmapcolor4f_bufferoffset = 0;
11187 rsurface.modeltexcoordtexture2f = texcoord2f;
11188 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11189 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11190 rsurface.modeltexcoordlightmap2f = NULL;
11191 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11192 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11193 rsurface.modelelement3i = element3i;
11194 rsurface.modelelement3i_indexbuffer = NULL;
11195 rsurface.modelelement3i_bufferoffset = 0;
11196 rsurface.modelelement3s = element3s;
11197 rsurface.modelelement3s_indexbuffer = NULL;
11198 rsurface.modelelement3s_bufferoffset = 0;
11199 rsurface.modellightmapoffsets = NULL;
11200 rsurface.modelsurfaces = NULL;
11201 rsurface.batchgeneratedvertex = false;
11202 rsurface.batchfirstvertex = 0;
11203 rsurface.batchnumvertices = 0;
11204 rsurface.batchfirsttriangle = 0;
11205 rsurface.batchnumtriangles = 0;
11206 rsurface.batchvertex3f = NULL;
11207 rsurface.batchvertex3f_vertexbuffer = NULL;
11208 rsurface.batchvertex3f_bufferoffset = 0;
11209 rsurface.batchsvector3f = NULL;
11210 rsurface.batchsvector3f_vertexbuffer = NULL;
11211 rsurface.batchsvector3f_bufferoffset = 0;
11212 rsurface.batchtvector3f = NULL;
11213 rsurface.batchtvector3f_vertexbuffer = NULL;
11214 rsurface.batchtvector3f_bufferoffset = 0;
11215 rsurface.batchnormal3f = NULL;
11216 rsurface.batchnormal3f_vertexbuffer = NULL;
11217 rsurface.batchnormal3f_bufferoffset = 0;
11218 rsurface.batchlightmapcolor4f = NULL;
11219 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11220 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11221 rsurface.batchtexcoordtexture2f = NULL;
11222 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11223 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11224 rsurface.batchtexcoordlightmap2f = NULL;
11225 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11226 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11227 rsurface.batchvertexmesh = NULL;
11228 rsurface.batchvertexmeshbuffer = NULL;
11229 rsurface.batchvertexposition = NULL;
11230 rsurface.batchvertexpositionbuffer = NULL;
11231 rsurface.batchelement3i = NULL;
11232 rsurface.batchelement3i_indexbuffer = NULL;
11233 rsurface.batchelement3i_bufferoffset = 0;
11234 rsurface.batchelement3s = NULL;
11235 rsurface.batchelement3s_indexbuffer = NULL;
11236 rsurface.batchelement3s_bufferoffset = 0;
11237 rsurface.passcolor4f = NULL;
11238 rsurface.passcolor4f_vertexbuffer = NULL;
11239 rsurface.passcolor4f_bufferoffset = 0;
11241 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11243 if ((wantnormals || wanttangents) && !normal3f)
11245 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11246 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11248 if (wanttangents && !svector3f)
11250 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11251 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11252 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11256 // now convert arrays into vertexmesh structs
11257 for (i = 0;i < numvertices;i++)
11259 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11260 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11261 if (rsurface.modelsvector3f)
11262 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11263 if (rsurface.modeltvector3f)
11264 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11265 if (rsurface.modelnormal3f)
11266 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11267 if (rsurface.modellightmapcolor4f)
11268 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11269 if (rsurface.modeltexcoordtexture2f)
11270 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11271 if (rsurface.modeltexcoordlightmap2f)
11272 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11276 float RSurf_FogPoint(const float *v)
11278 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11279 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11280 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11281 float FogHeightFade = r_refdef.fogheightfade;
11283 unsigned int fogmasktableindex;
11284 if (r_refdef.fogplaneviewabove)
11285 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11287 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11288 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11289 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11292 float RSurf_FogVertex(const float *v)
11294 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11295 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11296 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11297 float FogHeightFade = rsurface.fogheightfade;
11299 unsigned int fogmasktableindex;
11300 if (r_refdef.fogplaneviewabove)
11301 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11303 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11304 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11305 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11308 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11311 for (i = 0;i < numelements;i++)
11312 outelement3i[i] = inelement3i[i] + adjust;
11315 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11316 extern cvar_t gl_vbo;
11317 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11325 int surfacefirsttriangle;
11326 int surfacenumtriangles;
11327 int surfacefirstvertex;
11328 int surfaceendvertex;
11329 int surfacenumvertices;
11333 qboolean dynamicvertex;
11337 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11338 float waveparms[4];
11339 q3shaderinfo_deform_t *deform;
11340 const msurface_t *surface, *firstsurface;
11341 r_vertexposition_t *vertexposition;
11342 r_vertexmesh_t *vertexmesh;
11343 if (!texturenumsurfaces)
11345 // find vertex range of this surface batch
11347 firstsurface = texturesurfacelist[0];
11348 firsttriangle = firstsurface->num_firsttriangle;
11350 firstvertex = endvertex = firstsurface->num_firstvertex;
11351 for (i = 0;i < texturenumsurfaces;i++)
11353 surface = texturesurfacelist[i];
11354 if (surface != firstsurface + i)
11356 surfacefirstvertex = surface->num_firstvertex;
11357 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11358 surfacenumtriangles = surface->num_triangles;
11359 if (firstvertex > surfacefirstvertex)
11360 firstvertex = surfacefirstvertex;
11361 if (endvertex < surfaceendvertex)
11362 endvertex = surfaceendvertex;
11363 numtriangles += surfacenumtriangles;
11368 // we now know the vertex range used, and if there are any gaps in it
11369 rsurface.batchfirstvertex = firstvertex;
11370 rsurface.batchnumvertices = endvertex - firstvertex;
11371 rsurface.batchfirsttriangle = firsttriangle;
11372 rsurface.batchnumtriangles = numtriangles;
11374 // this variable holds flags for which properties have been updated that
11375 // may require regenerating vertexmesh or vertexposition arrays...
11378 // check if any dynamic vertex processing must occur
11379 dynamicvertex = false;
11381 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11382 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11383 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11385 switch (deform->deform)
11388 case Q3DEFORM_PROJECTIONSHADOW:
11389 case Q3DEFORM_TEXT0:
11390 case Q3DEFORM_TEXT1:
11391 case Q3DEFORM_TEXT2:
11392 case Q3DEFORM_TEXT3:
11393 case Q3DEFORM_TEXT4:
11394 case Q3DEFORM_TEXT5:
11395 case Q3DEFORM_TEXT6:
11396 case Q3DEFORM_TEXT7:
11397 case Q3DEFORM_NONE:
11399 case Q3DEFORM_AUTOSPRITE:
11400 dynamicvertex = true;
11401 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11402 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11404 case Q3DEFORM_AUTOSPRITE2:
11405 dynamicvertex = true;
11406 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11407 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11409 case Q3DEFORM_NORMAL:
11410 dynamicvertex = true;
11411 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11412 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11414 case Q3DEFORM_WAVE:
11415 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11416 break; // if wavefunc is a nop, ignore this transform
11417 dynamicvertex = true;
11418 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11419 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11421 case Q3DEFORM_BULGE:
11422 dynamicvertex = true;
11423 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11424 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11426 case Q3DEFORM_MOVE:
11427 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11428 break; // if wavefunc is a nop, ignore this transform
11429 dynamicvertex = true;
11430 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11431 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11435 switch(rsurface.texture->tcgen.tcgen)
11438 case Q3TCGEN_TEXTURE:
11440 case Q3TCGEN_LIGHTMAP:
11441 dynamicvertex = true;
11442 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11443 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11445 case Q3TCGEN_VECTOR:
11446 dynamicvertex = true;
11447 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11448 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11450 case Q3TCGEN_ENVIRONMENT:
11451 dynamicvertex = true;
11452 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11453 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11456 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11458 dynamicvertex = true;
11459 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11460 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11463 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11465 dynamicvertex = true;
11466 batchneed |= BATCHNEED_NOGAPS;
11467 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11470 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11472 dynamicvertex = true;
11473 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11474 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11477 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11479 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11480 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11481 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11482 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11483 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11484 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11485 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11488 // when the model data has no vertex buffer (dynamic mesh), we need to
11490 if (!rsurface.modelvertexmeshbuffer)
11491 batchneed |= BATCHNEED_NOGAPS;
11493 // if needsupdate, we have to do a dynamic vertex batch for sure
11494 if (needsupdate & batchneed)
11495 dynamicvertex = true;
11497 // see if we need to build vertexmesh from arrays
11498 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11499 dynamicvertex = true;
11501 // see if we need to build vertexposition from arrays
11502 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11503 dynamicvertex = true;
11505 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11506 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11507 dynamicvertex = true;
11509 // if there is a chance of animated vertex colors, it's a dynamic batch
11510 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11511 dynamicvertex = true;
11513 rsurface.batchvertex3f = rsurface.modelvertex3f;
11514 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11515 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11516 rsurface.batchsvector3f = rsurface.modelsvector3f;
11517 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11518 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11519 rsurface.batchtvector3f = rsurface.modeltvector3f;
11520 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11521 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11522 rsurface.batchnormal3f = rsurface.modelnormal3f;
11523 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11524 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11525 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11526 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11527 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11528 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11529 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11530 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11531 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11532 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11533 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11534 rsurface.batchvertexposition = rsurface.modelvertexposition;
11535 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11536 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11537 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11538 rsurface.batchelement3i = rsurface.modelelement3i;
11539 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11540 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11541 rsurface.batchelement3s = rsurface.modelelement3s;
11542 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11543 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11545 // if any dynamic vertex processing has to occur in software, we copy the
11546 // entire surface list together before processing to rebase the vertices
11547 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11549 // if any gaps exist and we do not have a static vertex buffer, we have to
11550 // copy the surface list together to avoid wasting upload bandwidth on the
11551 // vertices in the gaps.
11553 // if gaps exist and we have a static vertex buffer, we still have to
11554 // combine the index buffer ranges into one dynamic index buffer.
11556 // in all cases we end up with data that can be drawn in one call.
11558 if (!dynamicvertex)
11560 // static vertex data, just set pointers...
11561 rsurface.batchgeneratedvertex = false;
11562 // if there are gaps, we want to build a combined index buffer,
11563 // otherwise use the original static buffer with an appropriate offset
11568 for (i = 0;i < texturenumsurfaces;i++)
11570 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11571 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11572 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11573 numtriangles += surfacenumtriangles;
11575 rsurface.batchelement3i = rsurface.array_batchelement3i;
11576 rsurface.batchelement3i_indexbuffer = NULL;
11577 rsurface.batchelement3i_bufferoffset = 0;
11578 rsurface.batchelement3s = NULL;
11579 rsurface.batchelement3s_indexbuffer = NULL;
11580 rsurface.batchelement3s_bufferoffset = 0;
11581 if (endvertex <= 65536)
11583 rsurface.batchelement3s = rsurface.array_batchelement3s;
11584 for (i = 0;i < numtriangles*3;i++)
11585 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11587 rsurface.batchfirsttriangle = firsttriangle;
11588 rsurface.batchnumtriangles = numtriangles;
11593 // something needs software processing, do it for real...
11594 // we only directly handle interleaved array data in this case...
11595 rsurface.batchgeneratedvertex = true;
11597 // now copy the vertex data into a combined array and make an index array
11598 // (this is what Quake3 does all the time)
11599 //if (gaps || rsurface.batchfirstvertex)
11601 rsurface.batchvertexposition = NULL;
11602 rsurface.batchvertexpositionbuffer = NULL;
11603 rsurface.batchvertexmesh = NULL;
11604 rsurface.batchvertexmeshbuffer = NULL;
11605 rsurface.batchvertex3f = NULL;
11606 rsurface.batchvertex3f_vertexbuffer = NULL;
11607 rsurface.batchvertex3f_bufferoffset = 0;
11608 rsurface.batchsvector3f = NULL;
11609 rsurface.batchsvector3f_vertexbuffer = NULL;
11610 rsurface.batchsvector3f_bufferoffset = 0;
11611 rsurface.batchtvector3f = NULL;
11612 rsurface.batchtvector3f_vertexbuffer = NULL;
11613 rsurface.batchtvector3f_bufferoffset = 0;
11614 rsurface.batchnormal3f = NULL;
11615 rsurface.batchnormal3f_vertexbuffer = NULL;
11616 rsurface.batchnormal3f_bufferoffset = 0;
11617 rsurface.batchlightmapcolor4f = NULL;
11618 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11619 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11620 rsurface.batchtexcoordtexture2f = NULL;
11621 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11622 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11623 rsurface.batchtexcoordlightmap2f = NULL;
11624 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11625 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11626 rsurface.batchelement3i = rsurface.array_batchelement3i;
11627 rsurface.batchelement3i_indexbuffer = NULL;
11628 rsurface.batchelement3i_bufferoffset = 0;
11629 rsurface.batchelement3s = NULL;
11630 rsurface.batchelement3s_indexbuffer = NULL;
11631 rsurface.batchelement3s_bufferoffset = 0;
11632 // we'll only be setting up certain arrays as needed
11633 if (batchneed & BATCHNEED_VERTEXPOSITION)
11634 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11635 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11636 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11637 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11638 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11639 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11640 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11641 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11643 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11644 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11646 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11647 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11648 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11649 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11650 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11651 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11654 for (i = 0;i < texturenumsurfaces;i++)
11656 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11657 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11658 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11659 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11660 // copy only the data requested
11661 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11662 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11663 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11664 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11665 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11667 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11668 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11669 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11670 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11671 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11673 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11674 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11676 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11677 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11678 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11679 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11680 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11681 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11683 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11684 numvertices += surfacenumvertices;
11685 numtriangles += surfacenumtriangles;
11688 // generate a 16bit index array as well if possible
11689 // (in general, dynamic batches fit)
11690 if (numvertices <= 65536)
11692 rsurface.batchelement3s = rsurface.array_batchelement3s;
11693 for (i = 0;i < numtriangles*3;i++)
11694 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11697 // since we've copied everything, the batch now starts at 0
11698 rsurface.batchfirstvertex = 0;
11699 rsurface.batchnumvertices = numvertices;
11700 rsurface.batchfirsttriangle = 0;
11701 rsurface.batchnumtriangles = numtriangles;
11704 // q1bsp surfaces rendered in vertex color mode have to have colors
11705 // calculated based on lightstyles
11706 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11708 // generate color arrays for the surfaces in this list
11712 const int *offsets;
11713 const unsigned char *lm;
11715 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11716 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11717 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11718 for (i = 0;i < texturenumsurfaces;i++)
11720 surface = texturesurfacelist[i];
11721 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11722 surfacenumvertices = surface->num_vertices;
11723 if (surface->lightmapinfo->samples)
11725 for (j = 0;j < surfacenumvertices;j++)
11727 lm = surface->lightmapinfo->samples + offsets[j];
11728 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11729 VectorScale(lm, scale, c);
11730 if (surface->lightmapinfo->styles[1] != 255)
11732 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11734 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11735 VectorMA(c, scale, lm, c);
11736 if (surface->lightmapinfo->styles[2] != 255)
11739 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11740 VectorMA(c, scale, lm, c);
11741 if (surface->lightmapinfo->styles[3] != 255)
11744 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11745 VectorMA(c, scale, lm, c);
11752 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11758 for (j = 0;j < surfacenumvertices;j++)
11760 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11767 // if vertices are deformed (sprite flares and things in maps, possibly
11768 // water waves, bulges and other deformations), modify the copied vertices
11770 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11772 switch (deform->deform)
11775 case Q3DEFORM_PROJECTIONSHADOW:
11776 case Q3DEFORM_TEXT0:
11777 case Q3DEFORM_TEXT1:
11778 case Q3DEFORM_TEXT2:
11779 case Q3DEFORM_TEXT3:
11780 case Q3DEFORM_TEXT4:
11781 case Q3DEFORM_TEXT5:
11782 case Q3DEFORM_TEXT6:
11783 case Q3DEFORM_TEXT7:
11784 case Q3DEFORM_NONE:
11786 case Q3DEFORM_AUTOSPRITE:
11787 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11788 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11789 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11790 VectorNormalize(newforward);
11791 VectorNormalize(newright);
11792 VectorNormalize(newup);
11793 // a single autosprite surface can contain multiple sprites...
11794 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11796 VectorClear(center);
11797 for (i = 0;i < 4;i++)
11798 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11799 VectorScale(center, 0.25f, center);
11800 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11801 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11802 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11803 for (i = 0;i < 4;i++)
11805 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11806 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11809 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11810 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11811 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11812 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11813 rsurface.batchvertex3f_vertexbuffer = NULL;
11814 rsurface.batchvertex3f_bufferoffset = 0;
11815 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11816 rsurface.batchsvector3f_vertexbuffer = NULL;
11817 rsurface.batchsvector3f_bufferoffset = 0;
11818 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11819 rsurface.batchtvector3f_vertexbuffer = NULL;
11820 rsurface.batchtvector3f_bufferoffset = 0;
11821 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11822 rsurface.batchnormal3f_vertexbuffer = NULL;
11823 rsurface.batchnormal3f_bufferoffset = 0;
11825 case Q3DEFORM_AUTOSPRITE2:
11826 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11827 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11828 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11829 VectorNormalize(newforward);
11830 VectorNormalize(newright);
11831 VectorNormalize(newup);
11833 const float *v1, *v2;
11843 memset(shortest, 0, sizeof(shortest));
11844 // a single autosprite surface can contain multiple sprites...
11845 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11847 VectorClear(center);
11848 for (i = 0;i < 4;i++)
11849 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11850 VectorScale(center, 0.25f, center);
11851 // find the two shortest edges, then use them to define the
11852 // axis vectors for rotating around the central axis
11853 for (i = 0;i < 6;i++)
11855 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11856 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11857 l = VectorDistance2(v1, v2);
11858 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11859 if (v1[2] != v2[2])
11860 l += (1.0f / 1024.0f);
11861 if (shortest[0].length2 > l || i == 0)
11863 shortest[1] = shortest[0];
11864 shortest[0].length2 = l;
11865 shortest[0].v1 = v1;
11866 shortest[0].v2 = v2;
11868 else if (shortest[1].length2 > l || i == 1)
11870 shortest[1].length2 = l;
11871 shortest[1].v1 = v1;
11872 shortest[1].v2 = v2;
11875 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11876 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11877 // this calculates the right vector from the shortest edge
11878 // and the up vector from the edge midpoints
11879 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11880 VectorNormalize(right);
11881 VectorSubtract(end, start, up);
11882 VectorNormalize(up);
11883 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11884 VectorSubtract(rsurface.localvieworigin, center, forward);
11885 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11886 VectorNegate(forward, forward);
11887 VectorReflect(forward, 0, up, forward);
11888 VectorNormalize(forward);
11889 CrossProduct(up, forward, newright);
11890 VectorNormalize(newright);
11891 // rotate the quad around the up axis vector, this is made
11892 // especially easy by the fact we know the quad is flat,
11893 // so we only have to subtract the center position and
11894 // measure distance along the right vector, and then
11895 // multiply that by the newright vector and add back the
11897 // we also need to subtract the old position to undo the
11898 // displacement from the center, which we do with a
11899 // DotProduct, the subtraction/addition of center is also
11900 // optimized into DotProducts here
11901 l = DotProduct(right, center);
11902 for (i = 0;i < 4;i++)
11904 v1 = rsurface.batchvertex3f + 3*(j+i);
11905 f = DotProduct(right, v1) - l;
11906 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11910 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11911 rsurface.batchvertex3f_vertexbuffer = NULL;
11912 rsurface.batchvertex3f_bufferoffset = 0;
11913 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11915 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11916 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11917 rsurface.batchnormal3f_vertexbuffer = NULL;
11918 rsurface.batchnormal3f_bufferoffset = 0;
11920 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11922 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11923 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11924 rsurface.batchsvector3f_vertexbuffer = NULL;
11925 rsurface.batchsvector3f_bufferoffset = 0;
11926 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11927 rsurface.batchtvector3f_vertexbuffer = NULL;
11928 rsurface.batchtvector3f_bufferoffset = 0;
11931 case Q3DEFORM_NORMAL:
11932 // deform the normals to make reflections wavey
11933 for (j = 0;j < rsurface.batchnumvertices;j++)
11936 float *normal = rsurface.array_batchnormal3f + 3*j;
11937 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11938 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11939 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11940 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11941 VectorNormalize(normal);
11943 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11944 rsurface.batchnormal3f_vertexbuffer = NULL;
11945 rsurface.batchnormal3f_bufferoffset = 0;
11946 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11948 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11949 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11950 rsurface.batchsvector3f_vertexbuffer = NULL;
11951 rsurface.batchsvector3f_bufferoffset = 0;
11952 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11953 rsurface.batchtvector3f_vertexbuffer = NULL;
11954 rsurface.batchtvector3f_bufferoffset = 0;
11957 case Q3DEFORM_WAVE:
11958 // deform vertex array to make wavey water and flags and such
11959 waveparms[0] = deform->waveparms[0];
11960 waveparms[1] = deform->waveparms[1];
11961 waveparms[2] = deform->waveparms[2];
11962 waveparms[3] = deform->waveparms[3];
11963 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11964 break; // if wavefunc is a nop, don't make a dynamic vertex array
11965 // this is how a divisor of vertex influence on deformation
11966 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11967 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11968 for (j = 0;j < rsurface.batchnumvertices;j++)
11970 // if the wavefunc depends on time, evaluate it per-vertex
11973 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11974 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11976 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11978 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11979 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11980 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11981 rsurface.batchvertex3f_vertexbuffer = NULL;
11982 rsurface.batchvertex3f_bufferoffset = 0;
11983 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11984 rsurface.batchnormal3f_vertexbuffer = NULL;
11985 rsurface.batchnormal3f_bufferoffset = 0;
11986 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11988 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11989 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11990 rsurface.batchsvector3f_vertexbuffer = NULL;
11991 rsurface.batchsvector3f_bufferoffset = 0;
11992 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11993 rsurface.batchtvector3f_vertexbuffer = NULL;
11994 rsurface.batchtvector3f_bufferoffset = 0;
11997 case Q3DEFORM_BULGE:
11998 // deform vertex array to make the surface have moving bulges
11999 for (j = 0;j < rsurface.batchnumvertices;j++)
12001 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12002 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12004 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12005 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
12006 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12007 rsurface.batchvertex3f_vertexbuffer = NULL;
12008 rsurface.batchvertex3f_bufferoffset = 0;
12009 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12010 rsurface.batchnormal3f_vertexbuffer = NULL;
12011 rsurface.batchnormal3f_bufferoffset = 0;
12012 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12014 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
12015 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12016 rsurface.batchsvector3f_vertexbuffer = NULL;
12017 rsurface.batchsvector3f_bufferoffset = 0;
12018 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12019 rsurface.batchtvector3f_vertexbuffer = NULL;
12020 rsurface.batchtvector3f_bufferoffset = 0;
12023 case Q3DEFORM_MOVE:
12024 // deform vertex array
12025 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12026 break; // if wavefunc is a nop, don't make a dynamic vertex array
12027 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12028 VectorScale(deform->parms, scale, waveparms);
12029 for (j = 0;j < rsurface.batchnumvertices;j++)
12030 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12031 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12032 rsurface.batchvertex3f_vertexbuffer = NULL;
12033 rsurface.batchvertex3f_bufferoffset = 0;
12038 // generate texcoords based on the chosen texcoord source
12039 switch(rsurface.texture->tcgen.tcgen)
12042 case Q3TCGEN_TEXTURE:
12044 case Q3TCGEN_LIGHTMAP:
12045 if (rsurface.batchtexcoordlightmap2f)
12046 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12047 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12048 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12049 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12051 case Q3TCGEN_VECTOR:
12052 for (j = 0;j < rsurface.batchnumvertices;j++)
12054 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12055 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12057 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12058 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12059 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12061 case Q3TCGEN_ENVIRONMENT:
12062 // make environment reflections using a spheremap
12063 for (j = 0;j < rsurface.batchnumvertices;j++)
12065 // identical to Q3A's method, but executed in worldspace so
12066 // carried models can be shiny too
12068 float viewer[3], d, reflected[3], worldreflected[3];
12070 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12071 // VectorNormalize(viewer);
12073 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12075 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12076 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12077 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12078 // note: this is proportinal to viewer, so we can normalize later
12080 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12081 VectorNormalize(worldreflected);
12083 // note: this sphere map only uses world x and z!
12084 // so positive and negative y will LOOK THE SAME.
12085 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12086 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12088 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12089 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12090 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12093 // the only tcmod that needs software vertex processing is turbulent, so
12094 // check for it here and apply the changes if needed
12095 // and we only support that as the first one
12096 // (handling a mixture of turbulent and other tcmods would be problematic
12097 // without punting it entirely to a software path)
12098 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12100 amplitude = rsurface.texture->tcmods[0].parms[1];
12101 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12102 for (j = 0;j < rsurface.batchnumvertices;j++)
12104 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12105 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12107 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12108 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12109 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12112 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12114 // convert the modified arrays to vertex structs
12115 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12116 rsurface.batchvertexmeshbuffer = NULL;
12117 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12118 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12119 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12120 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12121 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12122 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12123 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12125 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12127 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12128 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12131 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12132 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12133 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12134 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12135 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12136 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12137 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12138 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12139 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12142 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12144 // convert the modified arrays to vertex structs
12145 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12146 rsurface.batchvertexpositionbuffer = NULL;
12147 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12148 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12150 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12151 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12155 void RSurf_DrawBatch(void)
12157 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12160 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12162 // pick the closest matching water plane
12163 int planeindex, vertexindex, bestplaneindex = -1;
12167 r_waterstate_waterplane_t *p;
12169 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12171 if(p->camera_entity != rsurface.texture->camera_entity)
12174 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12175 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12177 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12178 d += fabs(PlaneDiff(vert, &p->plane));
12180 if (bestd > d || bestplaneindex < 0)
12183 bestplaneindex = planeindex;
12186 return bestplaneindex;
12189 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12192 for (i = 0;i < rsurface.batchnumvertices;i++)
12193 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12194 rsurface.passcolor4f = rsurface.array_passcolor4f;
12195 rsurface.passcolor4f_vertexbuffer = 0;
12196 rsurface.passcolor4f_bufferoffset = 0;
12199 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12206 if (rsurface.passcolor4f)
12208 // generate color arrays
12209 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12211 f = RSurf_FogVertex(v);
12220 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12222 f = RSurf_FogVertex(v);
12229 rsurface.passcolor4f = rsurface.array_passcolor4f;
12230 rsurface.passcolor4f_vertexbuffer = 0;
12231 rsurface.passcolor4f_bufferoffset = 0;
12234 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12241 if (!rsurface.passcolor4f)
12243 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12245 f = RSurf_FogVertex(v);
12246 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12247 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12248 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12251 rsurface.passcolor4f = rsurface.array_passcolor4f;
12252 rsurface.passcolor4f_vertexbuffer = 0;
12253 rsurface.passcolor4f_bufferoffset = 0;
12256 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12261 if (!rsurface.passcolor4f)
12263 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12270 rsurface.passcolor4f = rsurface.array_passcolor4f;
12271 rsurface.passcolor4f_vertexbuffer = 0;
12272 rsurface.passcolor4f_bufferoffset = 0;
12275 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12280 if (!rsurface.passcolor4f)
12282 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12284 c2[0] = c[0] + r_refdef.scene.ambient;
12285 c2[1] = c[1] + r_refdef.scene.ambient;
12286 c2[2] = c[2] + r_refdef.scene.ambient;
12289 rsurface.passcolor4f = rsurface.array_passcolor4f;
12290 rsurface.passcolor4f_vertexbuffer = 0;
12291 rsurface.passcolor4f_bufferoffset = 0;
12294 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12297 rsurface.passcolor4f = NULL;
12298 rsurface.passcolor4f_vertexbuffer = 0;
12299 rsurface.passcolor4f_bufferoffset = 0;
12300 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12301 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12302 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12303 GL_Color(r, g, b, a);
12304 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12308 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12310 // TODO: optimize applyfog && applycolor case
12311 // just apply fog if necessary, and tint the fog color array if necessary
12312 rsurface.passcolor4f = NULL;
12313 rsurface.passcolor4f_vertexbuffer = 0;
12314 rsurface.passcolor4f_bufferoffset = 0;
12315 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12316 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12317 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12318 GL_Color(r, g, b, a);
12322 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12325 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12326 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12327 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12328 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12329 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12330 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12331 GL_Color(r, g, b, a);
12335 static void RSurf_DrawBatch_GL11_ClampColor(void)
12340 if (!rsurface.passcolor4f)
12342 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12344 c2[0] = bound(0.0f, c1[0], 1.0f);
12345 c2[1] = bound(0.0f, c1[1], 1.0f);
12346 c2[2] = bound(0.0f, c1[2], 1.0f);
12347 c2[3] = bound(0.0f, c1[3], 1.0f);
12351 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12361 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12363 f = -DotProduct(r_refdef.view.forward, n);
12365 f = f * 0.85 + 0.15; // work around so stuff won't get black
12366 f *= r_refdef.lightmapintensity;
12367 Vector4Set(c, f, f, f, 1);
12370 rsurface.passcolor4f = rsurface.array_passcolor4f;
12371 rsurface.passcolor4f_vertexbuffer = 0;
12372 rsurface.passcolor4f_bufferoffset = 0;
12375 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12377 RSurf_DrawBatch_GL11_ApplyFakeLight();
12378 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12379 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12380 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12381 GL_Color(r, g, b, a);
12385 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12393 vec3_t ambientcolor;
12394 vec3_t diffusecolor;
12398 VectorCopy(rsurface.modellight_lightdir, lightdir);
12399 f = 0.5f * r_refdef.lightmapintensity;
12400 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12401 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12402 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12403 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12404 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12405 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12407 if (VectorLength2(diffusecolor) > 0)
12409 // q3-style directional shading
12410 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12412 if ((f = DotProduct(n, lightdir)) > 0)
12413 VectorMA(ambientcolor, f, diffusecolor, c);
12415 VectorCopy(ambientcolor, c);
12422 rsurface.passcolor4f = rsurface.array_passcolor4f;
12423 rsurface.passcolor4f_vertexbuffer = 0;
12424 rsurface.passcolor4f_bufferoffset = 0;
12425 *applycolor = false;
12429 *r = ambientcolor[0];
12430 *g = ambientcolor[1];
12431 *b = ambientcolor[2];
12432 rsurface.passcolor4f = NULL;
12433 rsurface.passcolor4f_vertexbuffer = 0;
12434 rsurface.passcolor4f_bufferoffset = 0;
12438 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12440 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12441 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12442 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12443 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12444 GL_Color(r, g, b, a);
12448 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12454 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12456 f = 1 - RSurf_FogVertex(v);
12464 void RSurf_SetupDepthAndCulling(void)
12466 // submodels are biased to avoid z-fighting with world surfaces that they
12467 // may be exactly overlapping (avoids z-fighting artifacts on certain
12468 // doors and things in Quake maps)
12469 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12470 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12471 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12472 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12475 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12477 // transparent sky would be ridiculous
12478 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12480 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12481 skyrenderlater = true;
12482 RSurf_SetupDepthAndCulling();
12483 GL_DepthMask(true);
12484 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12485 // skymasking on them, and Quake3 never did sky masking (unlike
12486 // software Quake and software Quake2), so disable the sky masking
12487 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12488 // and skymasking also looks very bad when noclipping outside the
12489 // level, so don't use it then either.
12490 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12492 R_Mesh_ResetTextureState();
12493 if (skyrendermasked)
12495 R_SetupShader_DepthOrShadow();
12496 // depth-only (masking)
12497 GL_ColorMask(0,0,0,0);
12498 // just to make sure that braindead drivers don't draw
12499 // anything despite that colormask...
12500 GL_BlendFunc(GL_ZERO, GL_ONE);
12501 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12502 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12506 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12508 GL_BlendFunc(GL_ONE, GL_ZERO);
12509 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12510 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12511 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12514 if (skyrendermasked)
12515 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12517 R_Mesh_ResetTextureState();
12518 GL_Color(1, 1, 1, 1);
12521 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12522 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12523 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12525 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12529 // render screenspace normalmap to texture
12530 GL_DepthMask(true);
12531 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12536 // bind lightmap texture
12538 // water/refraction/reflection/camera surfaces have to be handled specially
12539 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12541 int start, end, startplaneindex;
12542 for (start = 0;start < texturenumsurfaces;start = end)
12544 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12545 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12547 // now that we have a batch using the same planeindex, render it
12548 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12550 // render water or distortion background
12551 GL_DepthMask(true);
12552 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12554 // blend surface on top
12555 GL_DepthMask(false);
12556 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12559 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12561 // render surface with reflection texture as input
12562 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12563 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12570 // render surface batch normally
12571 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12572 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12576 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12578 // OpenGL 1.3 path - anything not completely ancient
12579 qboolean applycolor;
12582 const texturelayer_t *layer;
12583 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12584 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12586 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12589 int layertexrgbscale;
12590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12592 if (layerindex == 0)
12593 GL_AlphaTest(true);
12596 GL_AlphaTest(false);
12597 GL_DepthFunc(GL_EQUAL);
12600 GL_DepthMask(layer->depthmask && writedepth);
12601 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12602 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12604 layertexrgbscale = 4;
12605 VectorScale(layer->color, 0.25f, layercolor);
12607 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12609 layertexrgbscale = 2;
12610 VectorScale(layer->color, 0.5f, layercolor);
12614 layertexrgbscale = 1;
12615 VectorScale(layer->color, 1.0f, layercolor);
12617 layercolor[3] = layer->color[3];
12618 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12619 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12620 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12621 switch (layer->type)
12623 case TEXTURELAYERTYPE_LITTEXTURE:
12624 // single-pass lightmapped texture with 2x rgbscale
12625 R_Mesh_TexBind(0, r_texture_white);
12626 R_Mesh_TexMatrix(0, NULL);
12627 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12628 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12629 R_Mesh_TexBind(1, layer->texture);
12630 R_Mesh_TexMatrix(1, &layer->texmatrix);
12631 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12632 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12634 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12635 else if (FAKELIGHT_ENABLED)
12636 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12637 else if (rsurface.uselightmaptexture)
12638 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12640 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12642 case TEXTURELAYERTYPE_TEXTURE:
12643 // singletexture unlit texture with transparency support
12644 R_Mesh_TexBind(0, layer->texture);
12645 R_Mesh_TexMatrix(0, &layer->texmatrix);
12646 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12647 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12648 R_Mesh_TexBind(1, 0);
12649 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12650 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12652 case TEXTURELAYERTYPE_FOG:
12653 // singletexture fogging
12654 if (layer->texture)
12656 R_Mesh_TexBind(0, layer->texture);
12657 R_Mesh_TexMatrix(0, &layer->texmatrix);
12658 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12659 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12663 R_Mesh_TexBind(0, 0);
12664 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12666 R_Mesh_TexBind(1, 0);
12667 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12668 // generate a color array for the fog pass
12669 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12670 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12674 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12677 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12679 GL_DepthFunc(GL_LEQUAL);
12680 GL_AlphaTest(false);
12684 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12686 // OpenGL 1.1 - crusty old voodoo path
12689 const texturelayer_t *layer;
12690 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12691 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12693 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12695 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12697 if (layerindex == 0)
12698 GL_AlphaTest(true);
12701 GL_AlphaTest(false);
12702 GL_DepthFunc(GL_EQUAL);
12705 GL_DepthMask(layer->depthmask && writedepth);
12706 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12707 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12708 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12709 switch (layer->type)
12711 case TEXTURELAYERTYPE_LITTEXTURE:
12712 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12714 // two-pass lit texture with 2x rgbscale
12715 // first the lightmap pass
12716 R_Mesh_TexBind(0, r_texture_white);
12717 R_Mesh_TexMatrix(0, NULL);
12718 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12719 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12720 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12721 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12722 else if (FAKELIGHT_ENABLED)
12723 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12724 else if (rsurface.uselightmaptexture)
12725 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12727 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12728 // then apply the texture to it
12729 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12730 R_Mesh_TexBind(0, layer->texture);
12731 R_Mesh_TexMatrix(0, &layer->texmatrix);
12732 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12733 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12734 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12738 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12739 R_Mesh_TexBind(0, layer->texture);
12740 R_Mesh_TexMatrix(0, &layer->texmatrix);
12741 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12742 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12743 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12744 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12746 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12749 case TEXTURELAYERTYPE_TEXTURE:
12750 // singletexture unlit texture with transparency support
12751 R_Mesh_TexBind(0, layer->texture);
12752 R_Mesh_TexMatrix(0, &layer->texmatrix);
12753 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12754 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12755 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12757 case TEXTURELAYERTYPE_FOG:
12758 // singletexture fogging
12759 if (layer->texture)
12761 R_Mesh_TexBind(0, layer->texture);
12762 R_Mesh_TexMatrix(0, &layer->texmatrix);
12763 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12764 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12768 R_Mesh_TexBind(0, 0);
12769 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12771 // generate a color array for the fog pass
12772 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12773 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12777 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12780 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12782 GL_DepthFunc(GL_LEQUAL);
12783 GL_AlphaTest(false);
12787 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12791 r_vertexgeneric_t *batchvertex;
12794 GL_AlphaTest(false);
12795 R_Mesh_ResetTextureState();
12796 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12798 if(rsurface.texture && rsurface.texture->currentskinframe)
12800 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12801 c[3] *= rsurface.texture->currentalpha;
12811 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12813 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12814 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12815 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12818 // brighten it up (as texture value 127 means "unlit")
12819 c[0] *= 2 * r_refdef.view.colorscale;
12820 c[1] *= 2 * r_refdef.view.colorscale;
12821 c[2] *= 2 * r_refdef.view.colorscale;
12823 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12824 c[3] *= r_wateralpha.value;
12826 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12828 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12829 GL_DepthMask(false);
12831 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12833 GL_BlendFunc(GL_ONE, GL_ONE);
12834 GL_DepthMask(false);
12836 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12838 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12839 GL_DepthMask(false);
12841 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12843 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12844 GL_DepthMask(false);
12848 GL_BlendFunc(GL_ONE, GL_ZERO);
12849 GL_DepthMask(writedepth);
12852 if (r_showsurfaces.integer == 3)
12854 rsurface.passcolor4f = NULL;
12856 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12858 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12860 rsurface.passcolor4f = NULL;
12861 rsurface.passcolor4f_vertexbuffer = 0;
12862 rsurface.passcolor4f_bufferoffset = 0;
12864 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12866 qboolean applycolor = true;
12869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12871 r_refdef.lightmapintensity = 1;
12872 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12873 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12875 else if (FAKELIGHT_ENABLED)
12877 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12879 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12880 RSurf_DrawBatch_GL11_ApplyFakeLight();
12881 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12885 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12887 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12888 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12889 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12892 if(!rsurface.passcolor4f)
12893 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12895 RSurf_DrawBatch_GL11_ApplyAmbient();
12896 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12897 if(r_refdef.fogenabled)
12898 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12899 RSurf_DrawBatch_GL11_ClampColor();
12901 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12902 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12905 else if (!r_refdef.view.showdebug)
12907 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12908 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12909 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12911 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12912 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12914 R_Mesh_PrepareVertices_Generic_Unlock();
12917 else if (r_showsurfaces.integer == 4)
12919 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12920 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12921 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12923 unsigned char c = vi << 3;
12924 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12925 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12927 R_Mesh_PrepareVertices_Generic_Unlock();
12930 else if (r_showsurfaces.integer == 2)
12933 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12934 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12935 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12937 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12938 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12939 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12940 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12941 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12942 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12943 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12945 R_Mesh_PrepareVertices_Generic_Unlock();
12946 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12950 int texturesurfaceindex;
12952 const msurface_t *surface;
12953 unsigned char surfacecolor4ub[4];
12954 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12955 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12957 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12959 surface = texturesurfacelist[texturesurfaceindex];
12960 k = (int)(((size_t)surface) / sizeof(msurface_t));
12961 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12962 for (j = 0;j < surface->num_vertices;j++)
12964 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12965 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12969 R_Mesh_PrepareVertices_Generic_Unlock();
12974 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12977 RSurf_SetupDepthAndCulling();
12978 if (r_showsurfaces.integer)
12980 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12983 switch (vid.renderpath)
12985 case RENDERPATH_GL20:
12986 case RENDERPATH_CGGL:
12987 case RENDERPATH_D3D9:
12988 case RENDERPATH_D3D10:
12989 case RENDERPATH_D3D11:
12990 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12992 case RENDERPATH_GL13:
12993 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12995 case RENDERPATH_GL11:
12996 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13002 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13005 RSurf_SetupDepthAndCulling();
13006 if (r_showsurfaces.integer)
13008 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13011 switch (vid.renderpath)
13013 case RENDERPATH_GL20:
13014 case RENDERPATH_CGGL:
13015 case RENDERPATH_D3D9:
13016 case RENDERPATH_D3D10:
13017 case RENDERPATH_D3D11:
13018 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13020 case RENDERPATH_GL13:
13021 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13023 case RENDERPATH_GL11:
13024 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13030 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13033 int texturenumsurfaces, endsurface;
13034 texture_t *texture;
13035 const msurface_t *surface;
13036 #define MAXBATCH_TRANSPARENTSURFACES 256
13037 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13039 // if the model is static it doesn't matter what value we give for
13040 // wantnormals and wanttangents, so this logic uses only rules applicable
13041 // to a model, knowing that they are meaningless otherwise
13042 if (ent == r_refdef.scene.worldentity)
13043 RSurf_ActiveWorldEntity();
13044 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13045 RSurf_ActiveModelEntity(ent, false, false, false);
13048 switch (vid.renderpath)
13050 case RENDERPATH_GL20:
13051 case RENDERPATH_CGGL:
13052 case RENDERPATH_D3D9:
13053 case RENDERPATH_D3D10:
13054 case RENDERPATH_D3D11:
13055 RSurf_ActiveModelEntity(ent, true, true, false);
13057 case RENDERPATH_GL13:
13058 case RENDERPATH_GL11:
13059 RSurf_ActiveModelEntity(ent, true, false, false);
13064 if (r_transparentdepthmasking.integer)
13066 qboolean setup = false;
13067 for (i = 0;i < numsurfaces;i = j)
13070 surface = rsurface.modelsurfaces + surfacelist[i];
13071 texture = surface->texture;
13072 rsurface.texture = R_GetCurrentTexture(texture);
13073 rsurface.lightmaptexture = NULL;
13074 rsurface.deluxemaptexture = NULL;
13075 rsurface.uselightmaptexture = false;
13076 // scan ahead until we find a different texture
13077 endsurface = min(i + 1024, numsurfaces);
13078 texturenumsurfaces = 0;
13079 texturesurfacelist[texturenumsurfaces++] = surface;
13080 for (;j < endsurface;j++)
13082 surface = rsurface.modelsurfaces + surfacelist[j];
13083 if (texture != surface->texture)
13085 texturesurfacelist[texturenumsurfaces++] = surface;
13087 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13089 // render the range of surfaces as depth
13093 GL_ColorMask(0,0,0,0);
13095 GL_DepthTest(true);
13096 GL_BlendFunc(GL_ONE, GL_ZERO);
13097 GL_DepthMask(true);
13098 GL_AlphaTest(false);
13099 R_Mesh_ResetTextureState();
13100 R_SetupShader_DepthOrShadow();
13102 RSurf_SetupDepthAndCulling();
13103 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13104 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13108 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13111 for (i = 0;i < numsurfaces;i = j)
13114 surface = rsurface.modelsurfaces + surfacelist[i];
13115 texture = surface->texture;
13116 rsurface.texture = R_GetCurrentTexture(texture);
13117 // scan ahead until we find a different texture
13118 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13119 texturenumsurfaces = 0;
13120 texturesurfacelist[texturenumsurfaces++] = surface;
13121 if(FAKELIGHT_ENABLED)
13123 rsurface.lightmaptexture = NULL;
13124 rsurface.deluxemaptexture = NULL;
13125 rsurface.uselightmaptexture = false;
13126 for (;j < endsurface;j++)
13128 surface = rsurface.modelsurfaces + surfacelist[j];
13129 if (texture != surface->texture)
13131 texturesurfacelist[texturenumsurfaces++] = surface;
13136 rsurface.lightmaptexture = surface->lightmaptexture;
13137 rsurface.deluxemaptexture = surface->deluxemaptexture;
13138 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13139 for (;j < endsurface;j++)
13141 surface = rsurface.modelsurfaces + surfacelist[j];
13142 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13144 texturesurfacelist[texturenumsurfaces++] = surface;
13147 // render the range of surfaces
13148 if (ent == r_refdef.scene.worldentity)
13149 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13151 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13153 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13154 GL_AlphaTest(false);
13157 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13159 // transparent surfaces get pushed off into the transparent queue
13160 int surfacelistindex;
13161 const msurface_t *surface;
13162 vec3_t tempcenter, center;
13163 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13165 surface = texturesurfacelist[surfacelistindex];
13166 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13167 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13168 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13169 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13170 if (queueentity->transparent_offset) // transparent offset
13172 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13173 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13174 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13176 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13180 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13182 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13184 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13186 RSurf_SetupDepthAndCulling();
13187 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13188 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13192 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13194 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13197 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13200 if (!rsurface.texture->currentnumlayers)
13202 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13203 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13205 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13207 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13208 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13209 else if (!rsurface.texture->currentnumlayers)
13211 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13213 // in the deferred case, transparent surfaces were queued during prepass
13214 if (!r_shadow_usingdeferredprepass)
13215 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13219 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13220 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13225 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13228 texture_t *texture;
13229 // break the surface list down into batches by texture and use of lightmapping
13230 for (i = 0;i < numsurfaces;i = j)
13233 // texture is the base texture pointer, rsurface.texture is the
13234 // current frame/skin the texture is directing us to use (for example
13235 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13236 // use skin 1 instead)
13237 texture = surfacelist[i]->texture;
13238 rsurface.texture = R_GetCurrentTexture(texture);
13239 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13241 // if this texture is not the kind we want, skip ahead to the next one
13242 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13246 if(FAKELIGHT_ENABLED || depthonly || prepass)
13248 rsurface.lightmaptexture = NULL;
13249 rsurface.deluxemaptexture = NULL;
13250 rsurface.uselightmaptexture = false;
13251 // simply scan ahead until we find a different texture or lightmap state
13252 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13257 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13258 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13259 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13260 // simply scan ahead until we find a different texture or lightmap state
13261 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13264 // render the range of surfaces
13265 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13269 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13273 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13276 if (!rsurface.texture->currentnumlayers)
13278 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13279 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13281 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13283 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13284 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13285 else if (!rsurface.texture->currentnumlayers)
13287 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13289 // in the deferred case, transparent surfaces were queued during prepass
13290 if (!r_shadow_usingdeferredprepass)
13291 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13295 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13296 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13301 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13304 texture_t *texture;
13305 // break the surface list down into batches by texture and use of lightmapping
13306 for (i = 0;i < numsurfaces;i = j)
13309 // texture is the base texture pointer, rsurface.texture is the
13310 // current frame/skin the texture is directing us to use (for example
13311 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13312 // use skin 1 instead)
13313 texture = surfacelist[i]->texture;
13314 rsurface.texture = R_GetCurrentTexture(texture);
13315 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13317 // if this texture is not the kind we want, skip ahead to the next one
13318 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13322 if(FAKELIGHT_ENABLED || depthonly || prepass)
13324 rsurface.lightmaptexture = NULL;
13325 rsurface.deluxemaptexture = NULL;
13326 rsurface.uselightmaptexture = false;
13327 // simply scan ahead until we find a different texture or lightmap state
13328 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13333 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13334 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13335 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13336 // simply scan ahead until we find a different texture or lightmap state
13337 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13340 // render the range of surfaces
13341 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13345 float locboxvertex3f[6*4*3] =
13347 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13348 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13349 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13350 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13351 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13352 1,0,0, 0,0,0, 0,1,0, 1,1,0
13355 unsigned short locboxelements[6*2*3] =
13360 12,13,14, 12,14,15,
13361 16,17,18, 16,18,19,
13365 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13368 cl_locnode_t *loc = (cl_locnode_t *)ent;
13370 float vertex3f[6*4*3];
13372 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13373 GL_DepthMask(false);
13374 GL_DepthRange(0, 1);
13375 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13376 GL_DepthTest(true);
13377 GL_CullFace(GL_NONE);
13378 R_EntityMatrix(&identitymatrix);
13380 R_Mesh_ResetTextureState();
13382 i = surfacelist[0];
13383 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13384 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13385 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13386 surfacelist[0] < 0 ? 0.5f : 0.125f);
13388 if (VectorCompare(loc->mins, loc->maxs))
13390 VectorSet(size, 2, 2, 2);
13391 VectorMA(loc->mins, -0.5f, size, mins);
13395 VectorCopy(loc->mins, mins);
13396 VectorSubtract(loc->maxs, loc->mins, size);
13399 for (i = 0;i < 6*4*3;)
13400 for (j = 0;j < 3;j++, i++)
13401 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13403 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13404 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13405 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13408 void R_DrawLocs(void)
13411 cl_locnode_t *loc, *nearestloc;
13413 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13414 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13416 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13417 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13421 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13423 if (decalsystem->decals)
13424 Mem_Free(decalsystem->decals);
13425 memset(decalsystem, 0, sizeof(*decalsystem));
13428 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)
13431 tridecal_t *decals;
13434 // expand or initialize the system
13435 if (decalsystem->maxdecals <= decalsystem->numdecals)
13437 decalsystem_t old = *decalsystem;
13438 qboolean useshortelements;
13439 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13440 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13441 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13442 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13443 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13444 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13445 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13446 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13447 if (decalsystem->numdecals)
13448 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13450 Mem_Free(old.decals);
13451 for (i = 0;i < decalsystem->maxdecals*3;i++)
13452 decalsystem->element3i[i] = i;
13453 if (useshortelements)
13454 for (i = 0;i < decalsystem->maxdecals*3;i++)
13455 decalsystem->element3s[i] = i;
13458 // grab a decal and search for another free slot for the next one
13459 decals = decalsystem->decals;
13460 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13461 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13463 decalsystem->freedecal = i;
13464 if (decalsystem->numdecals <= i)
13465 decalsystem->numdecals = i + 1;
13467 // initialize the decal
13469 decal->triangleindex = triangleindex;
13470 decal->surfaceindex = surfaceindex;
13471 decal->decalsequence = decalsequence;
13472 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13473 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13474 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13475 decal->color4ub[0][3] = 255;
13476 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13477 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13478 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13479 decal->color4ub[1][3] = 255;
13480 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13481 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13482 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13483 decal->color4ub[2][3] = 255;
13484 decal->vertex3f[0][0] = v0[0];
13485 decal->vertex3f[0][1] = v0[1];
13486 decal->vertex3f[0][2] = v0[2];
13487 decal->vertex3f[1][0] = v1[0];
13488 decal->vertex3f[1][1] = v1[1];
13489 decal->vertex3f[1][2] = v1[2];
13490 decal->vertex3f[2][0] = v2[0];
13491 decal->vertex3f[2][1] = v2[1];
13492 decal->vertex3f[2][2] = v2[2];
13493 decal->texcoord2f[0][0] = t0[0];
13494 decal->texcoord2f[0][1] = t0[1];
13495 decal->texcoord2f[1][0] = t1[0];
13496 decal->texcoord2f[1][1] = t1[1];
13497 decal->texcoord2f[2][0] = t2[0];
13498 decal->texcoord2f[2][1] = t2[1];
13501 extern cvar_t cl_decals_bias;
13502 extern cvar_t cl_decals_models;
13503 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13504 // baseparms, parms, temps
13505 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13510 const float *vertex3f;
13512 float points[2][9][3];
13519 e = rsurface.modelelement3i + 3*triangleindex;
13521 vertex3f = rsurface.modelvertex3f;
13523 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13525 index = 3*e[cornerindex];
13526 VectorCopy(vertex3f + index, v[cornerindex]);
13529 //TriangleNormal(v[0], v[1], v[2], normal);
13530 //if (DotProduct(normal, localnormal) < 0.0f)
13532 // clip by each of the box planes formed from the projection matrix
13533 // if anything survives, we emit the decal
13534 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]);
13537 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]);
13540 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]);
13543 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]);
13546 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]);
13549 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]);
13552 // some part of the triangle survived, so we have to accept it...
13555 // dynamic always uses the original triangle
13557 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13559 index = 3*e[cornerindex];
13560 VectorCopy(vertex3f + index, v[cornerindex]);
13563 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13565 // convert vertex positions to texcoords
13566 Matrix4x4_Transform(projection, v[cornerindex], temp);
13567 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13568 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13569 // calculate distance fade from the projection origin
13570 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13571 f = bound(0.0f, f, 1.0f);
13572 c[cornerindex][0] = r * f;
13573 c[cornerindex][1] = g * f;
13574 c[cornerindex][2] = b * f;
13575 c[cornerindex][3] = 1.0f;
13576 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13579 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13581 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13582 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);
13584 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)
13586 matrix4x4_t projection;
13587 decalsystem_t *decalsystem;
13590 const msurface_t *surface;
13591 const msurface_t *surfaces;
13592 const int *surfacelist;
13593 const texture_t *texture;
13595 int numsurfacelist;
13596 int surfacelistindex;
13599 float localorigin[3];
13600 float localnormal[3];
13601 float localmins[3];
13602 float localmaxs[3];
13605 float planes[6][4];
13608 int bih_triangles_count;
13609 int bih_triangles[256];
13610 int bih_surfaces[256];
13612 decalsystem = &ent->decalsystem;
13613 model = ent->model;
13614 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13616 R_DecalSystem_Reset(&ent->decalsystem);
13620 if (!model->brush.data_leafs && !cl_decals_models.integer)
13622 if (decalsystem->model)
13623 R_DecalSystem_Reset(decalsystem);
13627 if (decalsystem->model != model)
13628 R_DecalSystem_Reset(decalsystem);
13629 decalsystem->model = model;
13631 RSurf_ActiveModelEntity(ent, false, false, false);
13633 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13634 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13635 VectorNormalize(localnormal);
13636 localsize = worldsize*rsurface.inversematrixscale;
13637 localmins[0] = localorigin[0] - localsize;
13638 localmins[1] = localorigin[1] - localsize;
13639 localmins[2] = localorigin[2] - localsize;
13640 localmaxs[0] = localorigin[0] + localsize;
13641 localmaxs[1] = localorigin[1] + localsize;
13642 localmaxs[2] = localorigin[2] + localsize;
13644 //VectorCopy(localnormal, planes[4]);
13645 //VectorVectors(planes[4], planes[2], planes[0]);
13646 AnglesFromVectors(angles, localnormal, NULL, false);
13647 AngleVectors(angles, planes[0], planes[2], planes[4]);
13648 VectorNegate(planes[0], planes[1]);
13649 VectorNegate(planes[2], planes[3]);
13650 VectorNegate(planes[4], planes[5]);
13651 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13652 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13653 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13654 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13655 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13656 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13661 matrix4x4_t forwardprojection;
13662 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13663 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13668 float projectionvector[4][3];
13669 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13670 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13671 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13672 projectionvector[0][0] = planes[0][0] * ilocalsize;
13673 projectionvector[0][1] = planes[1][0] * ilocalsize;
13674 projectionvector[0][2] = planes[2][0] * ilocalsize;
13675 projectionvector[1][0] = planes[0][1] * ilocalsize;
13676 projectionvector[1][1] = planes[1][1] * ilocalsize;
13677 projectionvector[1][2] = planes[2][1] * ilocalsize;
13678 projectionvector[2][0] = planes[0][2] * ilocalsize;
13679 projectionvector[2][1] = planes[1][2] * ilocalsize;
13680 projectionvector[2][2] = planes[2][2] * ilocalsize;
13681 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13682 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13683 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13684 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13688 dynamic = model->surfmesh.isanimated;
13689 numsurfacelist = model->nummodelsurfaces;
13690 surfacelist = model->sortedmodelsurfaces;
13691 surfaces = model->data_surfaces;
13694 bih_triangles_count = -1;
13697 if(model->render_bih.numleafs)
13698 bih = &model->render_bih;
13699 else if(model->collision_bih.numleafs)
13700 bih = &model->collision_bih;
13703 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13704 if(bih_triangles_count == 0)
13706 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13708 if(bih_triangles_count > 0)
13710 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13712 surfaceindex = bih_surfaces[triangleindex];
13713 surface = surfaces + surfaceindex;
13714 texture = surface->texture;
13715 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13717 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13719 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13724 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13726 surfaceindex = surfacelist[surfacelistindex];
13727 surface = surfaces + surfaceindex;
13728 // check cull box first because it rejects more than any other check
13729 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13731 // skip transparent surfaces
13732 texture = surface->texture;
13733 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13735 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13737 numtriangles = surface->num_triangles;
13738 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13739 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13744 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13745 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)
13747 int renderentityindex;
13748 float worldmins[3];
13749 float worldmaxs[3];
13750 entity_render_t *ent;
13752 if (!cl_decals_newsystem.integer)
13755 worldmins[0] = worldorigin[0] - worldsize;
13756 worldmins[1] = worldorigin[1] - worldsize;
13757 worldmins[2] = worldorigin[2] - worldsize;
13758 worldmaxs[0] = worldorigin[0] + worldsize;
13759 worldmaxs[1] = worldorigin[1] + worldsize;
13760 worldmaxs[2] = worldorigin[2] + worldsize;
13762 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13764 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13766 ent = r_refdef.scene.entities[renderentityindex];
13767 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13770 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13774 typedef struct r_decalsystem_splatqueue_s
13776 vec3_t worldorigin;
13777 vec3_t worldnormal;
13783 r_decalsystem_splatqueue_t;
13785 int r_decalsystem_numqueued = 0;
13786 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13788 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)
13790 r_decalsystem_splatqueue_t *queue;
13792 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13795 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13796 VectorCopy(worldorigin, queue->worldorigin);
13797 VectorCopy(worldnormal, queue->worldnormal);
13798 Vector4Set(queue->color, r, g, b, a);
13799 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13800 queue->worldsize = worldsize;
13801 queue->decalsequence = cl.decalsequence++;
13804 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13807 r_decalsystem_splatqueue_t *queue;
13809 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13810 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);
13811 r_decalsystem_numqueued = 0;
13814 extern cvar_t cl_decals_max;
13815 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13818 decalsystem_t *decalsystem = &ent->decalsystem;
13825 if (!decalsystem->numdecals)
13828 if (r_showsurfaces.integer)
13831 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13833 R_DecalSystem_Reset(decalsystem);
13837 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13838 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13840 if (decalsystem->lastupdatetime)
13841 frametime = (cl.time - decalsystem->lastupdatetime);
13844 decalsystem->lastupdatetime = cl.time;
13845 decal = decalsystem->decals;
13846 numdecals = decalsystem->numdecals;
13848 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13850 if (decal->color4ub[0][3])
13852 decal->lived += frametime;
13853 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13855 memset(decal, 0, sizeof(*decal));
13856 if (decalsystem->freedecal > i)
13857 decalsystem->freedecal = i;
13861 decal = decalsystem->decals;
13862 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13865 // collapse the array by shuffling the tail decals into the gaps
13868 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13869 decalsystem->freedecal++;
13870 if (decalsystem->freedecal == numdecals)
13872 decal[decalsystem->freedecal] = decal[--numdecals];
13875 decalsystem->numdecals = numdecals;
13877 if (numdecals <= 0)
13879 // if there are no decals left, reset decalsystem
13880 R_DecalSystem_Reset(decalsystem);
13884 extern skinframe_t *decalskinframe;
13885 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13888 decalsystem_t *decalsystem = &ent->decalsystem;
13897 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13900 numdecals = decalsystem->numdecals;
13904 if (r_showsurfaces.integer)
13907 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13909 R_DecalSystem_Reset(decalsystem);
13913 // if the model is static it doesn't matter what value we give for
13914 // wantnormals and wanttangents, so this logic uses only rules applicable
13915 // to a model, knowing that they are meaningless otherwise
13916 if (ent == r_refdef.scene.worldentity)
13917 RSurf_ActiveWorldEntity();
13919 RSurf_ActiveModelEntity(ent, false, false, false);
13921 decalsystem->lastupdatetime = cl.time;
13922 decal = decalsystem->decals;
13924 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13926 // update vertex positions for animated models
13927 v3f = decalsystem->vertex3f;
13928 c4f = decalsystem->color4f;
13929 t2f = decalsystem->texcoord2f;
13930 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13932 if (!decal->color4ub[0][3])
13935 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13938 // update color values for fading decals
13939 if (decal->lived >= cl_decals_time.value)
13941 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13942 alpha *= (1.0f/255.0f);
13945 alpha = 1.0f/255.0f;
13947 c4f[ 0] = decal->color4ub[0][0] * alpha;
13948 c4f[ 1] = decal->color4ub[0][1] * alpha;
13949 c4f[ 2] = decal->color4ub[0][2] * alpha;
13951 c4f[ 4] = decal->color4ub[1][0] * alpha;
13952 c4f[ 5] = decal->color4ub[1][1] * alpha;
13953 c4f[ 6] = decal->color4ub[1][2] * alpha;
13955 c4f[ 8] = decal->color4ub[2][0] * alpha;
13956 c4f[ 9] = decal->color4ub[2][1] * alpha;
13957 c4f[10] = decal->color4ub[2][2] * alpha;
13960 t2f[0] = decal->texcoord2f[0][0];
13961 t2f[1] = decal->texcoord2f[0][1];
13962 t2f[2] = decal->texcoord2f[1][0];
13963 t2f[3] = decal->texcoord2f[1][1];
13964 t2f[4] = decal->texcoord2f[2][0];
13965 t2f[5] = decal->texcoord2f[2][1];
13967 // update vertex positions for animated models
13968 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13970 e = rsurface.modelelement3i + 3*decal->triangleindex;
13971 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13972 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13973 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13977 VectorCopy(decal->vertex3f[0], v3f);
13978 VectorCopy(decal->vertex3f[1], v3f + 3);
13979 VectorCopy(decal->vertex3f[2], v3f + 6);
13982 if (r_refdef.fogenabled)
13984 alpha = RSurf_FogVertex(v3f);
13985 VectorScale(c4f, alpha, c4f);
13986 alpha = RSurf_FogVertex(v3f + 3);
13987 VectorScale(c4f + 4, alpha, c4f + 4);
13988 alpha = RSurf_FogVertex(v3f + 6);
13989 VectorScale(c4f + 8, alpha, c4f + 8);
14000 r_refdef.stats.drawndecals += numtris;
14002 // now render the decals all at once
14003 // (this assumes they all use one particle font texture!)
14004 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);
14005 R_Mesh_ResetTextureState();
14006 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14007 GL_DepthMask(false);
14008 GL_DepthRange(0, 1);
14009 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14010 GL_DepthTest(true);
14011 GL_CullFace(GL_NONE);
14012 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14013 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14014 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14018 static void R_DrawModelDecals(void)
14022 // fade faster when there are too many decals
14023 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14024 for (i = 0;i < r_refdef.scene.numentities;i++)
14025 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14027 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14028 for (i = 0;i < r_refdef.scene.numentities;i++)
14029 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14030 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14032 R_DecalSystem_ApplySplatEntitiesQueue();
14034 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14035 for (i = 0;i < r_refdef.scene.numentities;i++)
14036 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14038 r_refdef.stats.totaldecals += numdecals;
14040 if (r_showsurfaces.integer)
14043 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14045 for (i = 0;i < r_refdef.scene.numentities;i++)
14047 if (!r_refdef.viewcache.entityvisible[i])
14049 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14050 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14054 extern cvar_t mod_collision_bih;
14055 void R_DrawDebugModel(void)
14057 entity_render_t *ent = rsurface.entity;
14058 int i, j, k, l, flagsmask;
14059 const msurface_t *surface;
14060 dp_model_t *model = ent->model;
14063 switch(vid.renderpath)
14065 case RENDERPATH_GL11:
14066 case RENDERPATH_GL13:
14067 case RENDERPATH_GL20:
14068 case RENDERPATH_CGGL:
14070 case RENDERPATH_D3D9:
14071 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14073 case RENDERPATH_D3D10:
14074 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14076 case RENDERPATH_D3D11:
14077 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14081 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14083 R_Mesh_ResetTextureState();
14084 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14085 GL_DepthRange(0, 1);
14086 GL_DepthTest(!r_showdisabledepthtest.integer);
14087 GL_DepthMask(false);
14088 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14090 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14094 qboolean cullbox = ent == r_refdef.scene.worldentity;
14095 const q3mbrush_t *brush;
14096 const bih_t *bih = &model->collision_bih;
14097 const bih_leaf_t *bihleaf;
14098 float vertex3f[3][3];
14099 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14101 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14103 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14105 switch (bihleaf->type)
14108 brush = model->brush.data_brushes + bihleaf->itemindex;
14109 if (brush->colbrushf && brush->colbrushf->numtriangles)
14111 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);
14112 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14113 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14116 case BIH_COLLISIONTRIANGLE:
14117 triangleindex = bihleaf->itemindex;
14118 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14119 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14120 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14121 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);
14122 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14123 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14125 case BIH_RENDERTRIANGLE:
14126 triangleindex = bihleaf->itemindex;
14127 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14128 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14129 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14130 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);
14131 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14132 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14138 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14140 if (r_showtris.integer || r_shownormals.integer)
14142 if (r_showdisabledepthtest.integer)
14144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14145 GL_DepthMask(false);
14149 GL_BlendFunc(GL_ONE, GL_ZERO);
14150 GL_DepthMask(true);
14152 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14154 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14156 rsurface.texture = R_GetCurrentTexture(surface->texture);
14157 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14159 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14160 if (r_showtris.value > 0)
14162 if (!rsurface.texture->currentlayers->depthmask)
14163 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14164 else if (ent == r_refdef.scene.worldentity)
14165 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14167 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14168 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14169 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14171 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14174 if (r_shownormals.value < 0)
14176 qglBegin(GL_LINES);
14177 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14179 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14180 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14181 qglVertex3f(v[0], v[1], v[2]);
14182 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14183 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14184 qglVertex3f(v[0], v[1], v[2]);
14189 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14191 qglBegin(GL_LINES);
14192 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14194 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14195 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14196 qglVertex3f(v[0], v[1], v[2]);
14197 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14198 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14199 qglVertex3f(v[0], v[1], v[2]);
14203 qglBegin(GL_LINES);
14204 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14206 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14207 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14208 qglVertex3f(v[0], v[1], v[2]);
14209 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14210 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14211 qglVertex3f(v[0], v[1], v[2]);
14215 qglBegin(GL_LINES);
14216 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14218 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14219 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14220 qglVertex3f(v[0], v[1], v[2]);
14221 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14222 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14223 qglVertex3f(v[0], v[1], v[2]);
14230 rsurface.texture = NULL;
14234 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14235 int r_maxsurfacelist = 0;
14236 const msurface_t **r_surfacelist = NULL;
14237 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14239 int i, j, endj, flagsmask;
14240 dp_model_t *model = r_refdef.scene.worldmodel;
14241 msurface_t *surfaces;
14242 unsigned char *update;
14243 int numsurfacelist = 0;
14247 if (r_maxsurfacelist < model->num_surfaces)
14249 r_maxsurfacelist = model->num_surfaces;
14251 Mem_Free((msurface_t**)r_surfacelist);
14252 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14255 RSurf_ActiveWorldEntity();
14257 surfaces = model->data_surfaces;
14258 update = model->brushq1.lightmapupdateflags;
14260 // update light styles on this submodel
14261 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14263 model_brush_lightstyleinfo_t *style;
14264 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14266 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14268 int *list = style->surfacelist;
14269 style->value = r_refdef.scene.lightstylevalue[style->style];
14270 for (j = 0;j < style->numsurfaces;j++)
14271 update[list[j]] = true;
14276 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14280 R_DrawDebugModel();
14281 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14285 rsurface.lightmaptexture = NULL;
14286 rsurface.deluxemaptexture = NULL;
14287 rsurface.uselightmaptexture = false;
14288 rsurface.texture = NULL;
14289 rsurface.rtlight = NULL;
14290 numsurfacelist = 0;
14291 // add visible surfaces to draw list
14292 for (i = 0;i < model->nummodelsurfaces;i++)
14294 j = model->sortedmodelsurfaces[i];
14295 if (r_refdef.viewcache.world_surfacevisible[j])
14296 r_surfacelist[numsurfacelist++] = surfaces + j;
14298 // update lightmaps if needed
14299 if (model->brushq1.firstrender)
14301 model->brushq1.firstrender = false;
14302 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14304 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14308 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14309 if (r_refdef.viewcache.world_surfacevisible[j])
14311 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14313 // don't do anything if there were no surfaces
14314 if (!numsurfacelist)
14316 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14319 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14320 GL_AlphaTest(false);
14322 // add to stats if desired
14323 if (r_speeds.integer && !skysurfaces && !depthonly)
14325 r_refdef.stats.world_surfaces += numsurfacelist;
14326 for (j = 0;j < numsurfacelist;j++)
14327 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14330 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14333 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14335 int i, j, endj, flagsmask;
14336 dp_model_t *model = ent->model;
14337 msurface_t *surfaces;
14338 unsigned char *update;
14339 int numsurfacelist = 0;
14343 if (r_maxsurfacelist < model->num_surfaces)
14345 r_maxsurfacelist = model->num_surfaces;
14347 Mem_Free((msurface_t **)r_surfacelist);
14348 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14351 // if the model is static it doesn't matter what value we give for
14352 // wantnormals and wanttangents, so this logic uses only rules applicable
14353 // to a model, knowing that they are meaningless otherwise
14354 if (ent == r_refdef.scene.worldentity)
14355 RSurf_ActiveWorldEntity();
14356 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14357 RSurf_ActiveModelEntity(ent, false, false, false);
14359 RSurf_ActiveModelEntity(ent, true, true, true);
14360 else if (depthonly)
14362 switch (vid.renderpath)
14364 case RENDERPATH_GL20:
14365 case RENDERPATH_CGGL:
14366 case RENDERPATH_D3D9:
14367 case RENDERPATH_D3D10:
14368 case RENDERPATH_D3D11:
14369 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14371 case RENDERPATH_GL13:
14372 case RENDERPATH_GL11:
14373 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14379 switch (vid.renderpath)
14381 case RENDERPATH_GL20:
14382 case RENDERPATH_CGGL:
14383 case RENDERPATH_D3D9:
14384 case RENDERPATH_D3D10:
14385 case RENDERPATH_D3D11:
14386 RSurf_ActiveModelEntity(ent, true, true, false);
14388 case RENDERPATH_GL13:
14389 case RENDERPATH_GL11:
14390 RSurf_ActiveModelEntity(ent, true, false, false);
14395 surfaces = model->data_surfaces;
14396 update = model->brushq1.lightmapupdateflags;
14398 // update light styles
14399 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14401 model_brush_lightstyleinfo_t *style;
14402 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14404 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14406 int *list = style->surfacelist;
14407 style->value = r_refdef.scene.lightstylevalue[style->style];
14408 for (j = 0;j < style->numsurfaces;j++)
14409 update[list[j]] = true;
14414 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14418 R_DrawDebugModel();
14419 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14423 rsurface.lightmaptexture = NULL;
14424 rsurface.deluxemaptexture = NULL;
14425 rsurface.uselightmaptexture = false;
14426 rsurface.texture = NULL;
14427 rsurface.rtlight = NULL;
14428 numsurfacelist = 0;
14429 // add visible surfaces to draw list
14430 for (i = 0;i < model->nummodelsurfaces;i++)
14431 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14432 // don't do anything if there were no surfaces
14433 if (!numsurfacelist)
14435 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14438 // update lightmaps if needed
14442 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14447 R_BuildLightMap(ent, surfaces + j);
14452 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14454 R_BuildLightMap(ent, surfaces + j);
14455 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14456 GL_AlphaTest(false);
14458 // add to stats if desired
14459 if (r_speeds.integer && !skysurfaces && !depthonly)
14461 r_refdef.stats.entities_surfaces += numsurfacelist;
14462 for (j = 0;j < numsurfacelist;j++)
14463 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14466 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14469 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14471 static texture_t texture;
14472 static msurface_t surface;
14473 const msurface_t *surfacelist = &surface;
14475 // fake enough texture and surface state to render this geometry
14477 texture.update_lastrenderframe = -1; // regenerate this texture
14478 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14479 texture.currentskinframe = skinframe;
14480 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14481 texture.offsetmapping = OFFSETMAPPING_OFF;
14482 texture.offsetscale = 1;
14483 texture.specularscalemod = 1;
14484 texture.specularpowermod = 1;
14486 surface.texture = &texture;
14487 surface.num_triangles = numtriangles;
14488 surface.num_firsttriangle = firsttriangle;
14489 surface.num_vertices = numvertices;
14490 surface.num_firstvertex = firstvertex;
14493 rsurface.texture = R_GetCurrentTexture(surface.texture);
14494 rsurface.lightmaptexture = NULL;
14495 rsurface.deluxemaptexture = NULL;
14496 rsurface.uselightmaptexture = false;
14497 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14500 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)
14502 static msurface_t surface;
14503 const msurface_t *surfacelist = &surface;
14505 // fake enough texture and surface state to render this geometry
14507 surface.texture = texture;
14508 surface.num_triangles = numtriangles;
14509 surface.num_firsttriangle = firsttriangle;
14510 surface.num_vertices = numvertices;
14511 surface.num_firstvertex = firstvertex;
14514 rsurface.texture = R_GetCurrentTexture(surface.texture);
14515 rsurface.lightmaptexture = NULL;
14516 rsurface.deluxemaptexture = NULL;
14517 rsurface.uselightmaptexture = false;
14518 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);