2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 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)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 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)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
231 typedef struct r_qwskincache_s
233 char name[MAX_QPATH];
234 skinframe_t *skinframe;
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
250 extern void R_DrawModelShadows(void);
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
255 for (i = 0;i < verts;i++)
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
269 for (i = 0;i < verts;i++)
279 // FIXME: move this to client?
282 if (gamemode == GAME_NEHAHRA)
284 Cvar_Set("gl_fogenable", "0");
285 Cvar_Set("gl_fogdensity", "0.2");
286 Cvar_Set("gl_fogred", "0.3");
287 Cvar_Set("gl_foggreen", "0.3");
288 Cvar_Set("gl_fogblue", "0.3");
290 r_refdef.fog_density = 0;
291 r_refdef.fog_red = 0;
292 r_refdef.fog_green = 0;
293 r_refdef.fog_blue = 0;
294 r_refdef.fog_alpha = 1;
295 r_refdef.fog_start = 0;
296 r_refdef.fog_end = 16384;
297 r_refdef.fog_height = 1<<30;
298 r_refdef.fog_fadedepth = 128;
301 static void R_BuildBlankTextures(void)
303 unsigned char data[4];
304 data[2] = 128; // normal X
305 data[1] = 128; // normal Y
306 data[0] = 255; // normal Z
307 data[3] = 128; // height
308 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326 static void R_BuildNoTexture(void)
329 unsigned char pix[16][16][4];
330 // this makes a light grey/dark grey checkerboard texture
331 for (y = 0;y < 16;y++)
333 for (x = 0;x < 16;x++)
335 if ((y < 8) ^ (x < 8))
351 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
354 static void R_BuildWhiteCube(void)
356 unsigned char data[6*1*1*4];
357 memset(data, 255, sizeof(data));
358 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
361 static void R_BuildNormalizationCube(void)
365 vec_t s, t, intensity;
368 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369 for (side = 0;side < 6;side++)
371 for (y = 0;y < NORMSIZE;y++)
373 for (x = 0;x < NORMSIZE;x++)
375 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
411 intensity = 127.0f / sqrt(DotProduct(v, v));
412 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415 data[((side*64+y)*64+x)*4+3] = 255;
419 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
423 static void R_BuildFogTexture(void)
427 unsigned char data1[FOGWIDTH][4];
428 //unsigned char data2[FOGWIDTH][4];
431 r_refdef.fogmasktable_start = r_refdef.fog_start;
432 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433 r_refdef.fogmasktable_range = r_refdef.fogrange;
434 r_refdef.fogmasktable_density = r_refdef.fog_density;
436 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
439 d = (x * r - r_refdef.fogmasktable_start);
440 if(developer_extra.integer)
441 Con_DPrintf("%f ", d);
443 if (r_fog_exp2.integer)
444 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
446 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447 if(developer_extra.integer)
448 Con_DPrintf(" : %f ", alpha);
449 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450 if(developer_extra.integer)
451 Con_DPrintf(" = %f\n", alpha);
452 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
455 for (x = 0;x < FOGWIDTH;x++)
457 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462 //data2[x][0] = 255 - b;
463 //data2[x][1] = 255 - b;
464 //data2[x][2] = 255 - b;
467 if (r_texture_fogattenuation)
469 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
474 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
479 //=======================================================================================================================================================
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "# extension GL_ARB_texture_gather : enable\n"
507 "# ifdef GL_AMD_texture_texture4\n"
508 "# extension GL_AMD_texture_texture4 : enable\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
553 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
558 "#ifdef FRAGMENT_SHADER\n"
561 " gl_FragColor = gl_Color;\n"
564 "#else // !MODE_SHOWDEPTH\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
573 "#ifdef VERTEX_SHADER\n"
576 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
579 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
587 "uniform sampler2D Texture_Second;\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
607 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
609 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
611 "#ifdef USEVIEWTINT\n"
612 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// 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"
618 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
623 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
626 "#ifdef USESATURATION\n"
627 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
633 "#ifdef USEGAMMARAMPS\n"
634 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
640 "#else // !MODE_POSTPROCESS\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USESPECULAR\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
676 " gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
681 "#ifdef USESPECULAR\n"
682 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 " gl_FragColor *= tex2;\n"
687 " gl_FragColor += tex2;\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "#else // !MODE_GENERIC\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
705 " gl_FrontColor = gl_Color;\n"
706 " TexCoord = gl_MultiTexCoord0.xy;\n"
707 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
718 " vec2 tc = TexCoord;\n"
719 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 " tc += BloomBlur_Parameters.xy;\n"
721 " for (i = 1;i < SAMPLES;i++)\n"
723 " color += texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
726 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
738 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 " ModelViewProjectionPosition = gl_Position;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
759 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 " // FIXME temporary hack to detect the case that the reflection\n"
764 " // gets blackened at edges due to leaving the area that contains actual\n"
766 " // Remove this 'ack once we have a better way to stop this thing from\n"
768 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
776 "#else // !MODE_REFRACTION\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
791 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
816 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 " // FIXME temporary hack to detect the case that the reflection\n"
822 " // gets blackened at edges due to leaving the area that contains actual\n"
824 " // Remove this 'ack once we have a better way to stop this thing from\n"
826 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
840 "#else // !MODE_WATER\n"
845 "// common definitions between vertex shader and fragment shader:\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
891 "uniform vec4 FogPlane;\n"
897 "// 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"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
906 "uniform sampler2D Texture_Glow;\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
921 "uniform sampler2D Texture_FogMask;\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
952 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
958 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
960 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 " // 14 sample relief mapping: linear search and then binary search\n"
970 " // this basically steps forward a small amount repeatedly until it finds\n"
971 " // itself inside solid, then jitters forward and back using decreasing\n"
972 " // amounts to find the impact\n"
973 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 " vec3 RT = vec3(TexCoord, 1);\n"
977 " OffsetVector *= 0.1;\n"
978 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
988 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
989 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
990 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
991 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
994 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 " // this basically moves forward the full distance, and then backs up based\n"
996 " // on height of samples\n"
997 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 " TexCoord += OffsetVector;\n"
1001 " OffsetVector *= 0.333;\n"
1002 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 " return TexCoord;\n"
1008 "#endif // USEOFFSETMAPPING\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1051 " vec3 adir = abs(dir);\n"
1055 " if (adir.x > adir.y)\n"
1057 " if (adir.x > adir.z) // X\n"
1061 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1072 " if (adir.y > adir.z) // Y\n"
1076 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1082 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1086 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 " stc.z += ShadowMap_Parameters.z;\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1094 " vec3 adir = abs(dir);\n"
1095 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 " stc.z += ShadowMap_Parameters.z;\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1108 " vec3 adir = abs(dir);\n"
1109 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1116 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1118 "# ifdef USESHADOWSAMPLER\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 " 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"
1124 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1129 "# ifdef USESHADOWMAPPCF\n"
1130 "# if USESHADOWMAPPCF > 1\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 " 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"
1134 " 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"
1135 " 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"
1136 " 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"
1137 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1140 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 " vec2 offset = fract(shadowmaptc.xy);\n"
1142 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1144 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1145 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1149 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1160 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1163 "# ifdef USESHADOWSAMPLER\n"
1164 "# ifdef USESHADOWMAPPCF\n"
1165 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1166 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 " 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"
1169 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1172 "# ifdef USESHADOWMAPPCF\n"
1173 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "# ifdef GL_ARB_texture_gather\n"
1175 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1177 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1179 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 " center *= ShadowMap_TextureScale;\n"
1181 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1184 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1185 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1189 "# ifdef GL_EXT_gpu_shader4\n"
1190 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1192 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1194 "# if USESHADOWMAPPCF > 1\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " center *= ShadowMap_TextureScale;\n"
1197 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1198 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1199 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1200 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1201 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1204 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1207 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1208 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1213 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1223 " // apply depth texture cubemap as light filter\n"
1224 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1226 "# ifdef USESHADOWSAMPLER\n"
1227 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1229 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1249 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 " gl_FrontColor = gl_Color;\n"
1252 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1255 " // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1263 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1268 "#endif // VERTEX_SHADER\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 " // apply offsetmapping\n"
1275 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1279 "#ifdef USEALPHAKILL\n"
1280 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1295 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1299 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1312 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1315 "#endif // VERTEX_SHADER\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1330 " // calculate viewspace pixel position\n"
1331 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1333 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 " // decode viewspace pixel normal\n"
1336 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 " // surfacenormal = pixel normal in viewspace\n"
1339 " // LightVector = pixel to light in viewspace\n"
1340 " // CubeVector = position in lightspace\n"
1341 " // eyevector = pixel to view in viewspace\n"
1342 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 " // calculate diffuse shading\n"
1346 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1349 "#ifdef USESPECULAR\n"
1350 " // calculate directional shading\n"
1351 " vec3 eyevector = position * -1.0;\n"
1352 "# ifdef USEEXACTSPECULARMATH\n"
1353 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1355 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 " fade *= ShadowMapCompare(CubeVector);\n"
1364 "#ifdef USEDIFFUSE\n"
1365 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1367 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1369 "#ifdef USESPECULAR\n"
1370 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1372 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1375 "# ifdef USECUBEFILTER\n"
1376 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 " gl_FragData[0].rgb *= cubecolor;\n"
1378 " gl_FragData[1].rgb *= cubecolor;\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 " gl_FrontColor = gl_Color;\n"
1400 " // copy the surface texcoord\n"
1401 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1405 "#ifdef USELIGHTMAP\n"
1406 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 " // transform vertex position into light attenuation/cubemap space\n"
1411 " // (-1 to +1 across the light box)\n"
1412 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1414 "# ifdef USEDIFFUSE\n"
1415 " // transform unnormalized light direction into tangent space\n"
1416 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 " // normalize it per pixel)\n"
1418 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1431 " // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1440 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 " VectorS = gl_MultiTexCoord1.xyz;\n"
1446 " VectorT = gl_MultiTexCoord2.xyz;\n"
1447 " VectorR = gl_MultiTexCoord3.xyz;\n"
1450 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1453 "#ifdef USEREFLECTION\n"
1454 " ModelViewProjectionPosition = gl_Position;\n"
1457 "#endif // VERTEX_SHADER\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1473 "uniform myhalf3 Color_Glow;\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 " // apply offsetmapping\n"
1497 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1501 " // combine the diffuse textures (base, pants, shirt)\n"
1502 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 " if (color.a < 0.5)\n"
1507 " color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1517 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1520 " // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1524 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1527 " // get the material colors\n"
1528 " myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1533 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 " // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1557 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1560 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1563 " color.rgb = diffusetex * Color_Ambient;\n"
1565 " color.rgb *= LightColor;\n"
1566 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1570 "# ifdef USECUBEFILTER\n"
1571 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1580 "#ifdef USEDIFFUSE\n"
1581 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1587 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 " // convert modelspace light vector to tangentspace\n"
1591 " myhalf3 lightnormal;\n"
1592 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1608 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 " color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1630 "# ifdef USEDIFFUSE\n"
1631 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "# ifdef USESPECULAR\n"
1633 "# ifdef USEEXACTSPECULARMATH\n"
1634 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1636 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1639 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1641 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1644 " color.rgb = diffusetex * Color_Ambient;\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1658 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 " color.rgb *= myhalf(FogVertex());\n"
1666 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1670 " // 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"
1671 "#ifdef USEREFLECTION\n"
1672 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 " // FIXME temporary hack to detect the case that the reflection\n"
1677 " // gets blackened at edges due to leaving the area that contains actual\n"
1679 " // Remove this 'ack once we have a better way to stop this thing from\n"
1681 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1689 " gl_FragColor = vec4(color);\n"
1691 "#endif // FRAGMENT_SHADER\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1705 =========================================================================================================================================================
1709 =========================================================================================================================================================
1713 =========================================================================================================================================================
1717 =========================================================================================================================================================
1721 =========================================================================================================================================================
1725 =========================================================================================================================================================
1729 =========================================================================================================================================================
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1756 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1774 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1786 " gl_FragColor = gl_FrontColor;\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1796 "#ifdef VERTEX_SHADER\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1811 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1823 "uniform sampler2D Texture_Second,\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1843 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1845 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1847 "#ifdef USEVIEWTINT\n"
1848 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1859 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1862 "#ifdef USESATURATION\n"
1863 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1876 "#else // !MODE_POSTPROCESS\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1896 " gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1900 "#ifdef USESPECULAR\n"
1901 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1903 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1920 "out float4 gl_FragColor : COLOR\n"
1923 " gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1928 "#ifdef USESPECULAR\n"
1929 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 " gl_FragColor *= tex2;\n"
1934 " gl_FragColor += tex2;\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1942 "#else // !MODE_GENERIC\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1958 " TexCoord = gl_MultiTexCoord0.xy;\n"
1959 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1974 " float2 tc = TexCoord;\n"
1975 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 " tc += BloomBlur_Parameters.xy;\n"
1977 " for (i = 1;i < SAMPLES;i++)\n"
1979 " color += tex2D(Texture_First, tc).rgb;\n"
1980 " tc += BloomBlur_Parameters.xy;\n"
1982 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2001 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 " ModelViewProjectionPosition = gl_Position;\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2023 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 " // FIXME temporary hack to detect the case that the reflection\n"
2028 " // gets blackened at edges due to leaving the area that contains actual\n"
2030 " // Remove this 'ack once we have a better way to stop this thing from\n"
2032 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2040 "#else // !MODE_REFRACTION\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2061 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 " ModelViewProjectionPosition = gl_Position;\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2090 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 " // FIXME temporary hack to detect the case that the reflection\n"
2095 " // gets blackened at edges due to leaving the area that contains actual\n"
2097 " // Remove this 'ack once we have a better way to stop this thing from\n"
2099 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2113 "#else // !MODE_WATER\n"
2118 "// 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"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2130 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2132 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 " // 14 sample relief mapping: linear search and then binary search\n"
2141 " // this basically steps forward a small amount repeatedly until it finds\n"
2142 " // itself inside solid, then jitters forward and back using decreasing\n"
2143 " // amounts to find the impact\n"
2144 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 RT = float3(TexCoord, 1);\n"
2148 " OffsetVector *= 0.1;\n"
2149 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2165 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 " // this basically moves forward the full distance, and then backs up based\n"
2167 " // on height of samples\n"
2168 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " TexCoord += OffsetVector;\n"
2172 " OffsetVector *= 0.333;\n"
2173 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " return TexCoord;\n"
2179 "#endif // USEOFFSETMAPPING\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2186 " float3 adir = abs(dir);\n"
2190 " if (adir.x > adir.y)\n"
2192 " if (adir.x > adir.z) // X\n"
2196 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2202 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2207 " if (adir.y > adir.z) // Y\n"
2211 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2217 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2221 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 " stc.z += ShadowMap_Parameters.z;\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2229 " float3 adir = abs(dir);\n"
2230 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 " stc.z += ShadowMap_Parameters.z;\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2243 " float3 adir = abs(dir);\n"
2244 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2258 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2261 "# ifdef USESHADOWSAMPLER\n"
2263 "# ifdef USESHADOWMAPPCF\n"
2264 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2267 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2272 "# ifdef USESHADOWMAPPCF\n"
2273 "# if USESHADOWMAPPCF > 1\n"
2274 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 " 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"
2277 " 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"
2278 " 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"
2279 " 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"
2280 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2283 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 " float2 offset = frac(shadowmaptc.xy);\n"
2285 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2287 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2288 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2292 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2310 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2314 "# ifdef USESHADOWSAMPLER\n"
2315 "# ifdef USESHADOWMAPPCF\n"
2316 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2317 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2320 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2323 "# ifdef USESHADOWMAPPCF\n"
2324 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "# ifdef GL_ARB_texture_gather\n"
2326 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2328 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2330 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 " center *= ShadowMap_TextureScale;\n"
2332 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2335 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2336 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2340 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2341 "# if USESHADOWMAPPCF > 1\n"
2342 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 " center *= ShadowMap_TextureScale;\n"
2344 " 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"
2345 " 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"
2346 " 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"
2347 " 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"
2348 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2351 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2354 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2355 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2360 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2370 " // apply depth texture cubemap as light filter\n"
2371 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2373 "# ifdef USESHADOWSAMPLER\n"
2374 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2376 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2419 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 " gl_FrontColor = gl_Color;\n"
2422 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2425 " // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2433 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2438 "#endif // VERTEX_SHADER\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2464 " float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 " // apply offsetmapping\n"
2467 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2471 "#ifdef USEALPHAKILL\n"
2472 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2487 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2491 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2510 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2513 "#endif // VERTEX_SHADER\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2571 " // calculate viewspace pixel position\n"
2572 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 " float3 position;\n"
2575 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 " // decode viewspace pixel normal\n"
2578 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 " // surfacenormal = pixel normal in viewspace\n"
2581 " // LightVector = pixel to light in viewspace\n"
2582 " // CubeVector = position in lightspace\n"
2583 " // eyevector = pixel to view in viewspace\n"
2584 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 " // calculate diffuse shading\n"
2588 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2591 "#ifdef USESPECULAR\n"
2592 " // calculate directional shading\n"
2593 " float3 eyevector = position * -1.0;\n"
2594 "# ifdef USEEXACTSPECULARMATH\n"
2595 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2597 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 " fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2620 "#ifdef USEDIFFUSE\n"
2621 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2623 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2625 "#ifdef USESPECULAR\n"
2626 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2628 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2631 "# ifdef USECUBEFILTER\n"
2632 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 " gl_FragData0.rgb *= cubecolor;\n"
2634 " gl_FragData1.rgb *= cubecolor;\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2643 "#ifdef VERTEX_SHADER\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2701 "out float4 gl_Position : POSITION\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 " gl_FrontColor = gl_Color;\n"
2707 " // copy the surface texcoord\n"
2708 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2712 "#ifdef USELIGHTMAP\n"
2713 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 " // transform vertex position into light attenuation/cubemap space\n"
2718 " // (-1 to +1 across the light box)\n"
2719 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2721 "# ifdef USEDIFFUSE\n"
2722 " // transform unnormalized light direction into tangent space\n"
2723 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 " // normalize it per pixel)\n"
2725 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2738 " // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2747 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 " VectorS = gl_MultiTexCoord1.xyz;\n"
2753 " VectorT = gl_MultiTexCoord2.xyz;\n"
2754 " VectorR = gl_MultiTexCoord3.xyz;\n"
2757 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2760 "#ifdef USEREFLECTION\n"
2761 " ModelViewProjectionPosition = gl_Position;\n"
2764 "#endif // VERTEX_SHADER\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2810 "uniform sampler2D Texture_Glow,\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2873 "uniform half3 Color_Glow,\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2932 "out float4 gl_FragColor : COLOR\n"
2935 " float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 " // apply offsetmapping\n"
2941 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2945 " // combine the diffuse textures (base, pants, shirt)\n"
2946 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 " if (color.a < 0.5)\n"
2951 " color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2961 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2964 " // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2968 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2971 " // get the material colors\n"
2972 " half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2977 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 " // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 " half3 lightnormal = half3(normalize(LightVector));\n"
2995 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3001 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3004 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3007 " color.rgb = diffusetex * Color_Ambient;\n"
3009 " color.rgb *= LightColor;\n"
3010 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3029 "# ifdef USECUBEFILTER\n"
3030 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3039 "#ifdef USEDIFFUSE\n"
3040 " half3 lightnormal = half3(normalize(LightVector));\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3046 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 " // convert modelspace light vector to tangentspace\n"
3050 " half3 lightnormal;\n"
3051 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3067 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 " color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3089 "# ifdef USEDIFFUSE\n"
3090 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "# ifdef USESPECULAR\n"
3092 "# ifdef USEEXACTSPECULARMATH\n"
3093 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3095 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3098 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3100 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3103 " color.rgb = diffusetex * Color_Ambient;\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3117 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3125 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3129 " // 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"
3130 "#ifdef USEREFLECTION\n"
3131 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 " // FIXME temporary hack to detect the case that the reflection\n"
3136 " // gets blackened at edges due to leaving the area that contains actual\n"
3138 " // Remove this 'ack once we have a better way to stop this thing from\n"
3140 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3148 " gl_FragColor = float4(color);\n"
3150 "#endif // FRAGMENT_SHADER\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3166 //=======================================================================================================================================================
3168 typedef struct shaderpermutationinfo_s
3170 const char *pretext;
3173 shaderpermutationinfo_t;
3175 typedef struct shadermodeinfo_s
3177 const char *vertexfilename;
3178 const char *geometryfilename;
3179 const char *fragmentfilename;
3180 const char *pretext;
3185 typedef enum shaderpermutation_e
3187 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3217 shaderpermutation_t;
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3222 {"#define USEDIFFUSE\n", " diffuse"},
3223 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224 {"#define USEVIEWTINT\n", " viewtint"},
3225 {"#define USECOLORMAPPING\n", " colormapping"},
3226 {"#define USESATURATION\n", " saturation"},
3227 {"#define USEFOGINSIDE\n", " foginside"},
3228 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229 {"#define USEGAMMARAMPS\n", " gammaramps"},
3230 {"#define USECUBEFILTER\n", " cubefilter"},
3231 {"#define USEGLOW\n", " glow"},
3232 {"#define USEBLOOM\n", " bloom"},
3233 {"#define USESPECULAR\n", " specular"},
3234 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236 {"#define USEREFLECTION\n", " reflection"},
3237 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247 {"#define USEALPHAKILL\n", " alphakill"},
3248 {"#define USEREFLECTCUBE\n", " reflectcube"},
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3254 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3276 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3296 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3317 /// hash lookup data
3318 struct r_glsl_permutation_s *hashnext;
3320 unsigned int permutation;
3322 /// indicates if we have tried compiling this permutation already
3324 /// 0 if compilation failed
3326 /// locations of detected uniforms in program object, or -1 if not found
3327 int loc_Texture_First;
3328 int loc_Texture_Second;
3329 int loc_Texture_GammaRamps;
3330 int loc_Texture_Normal;
3331 int loc_Texture_Color;
3332 int loc_Texture_Gloss;
3333 int loc_Texture_Glow;
3334 int loc_Texture_SecondaryNormal;
3335 int loc_Texture_SecondaryColor;
3336 int loc_Texture_SecondaryGloss;
3337 int loc_Texture_SecondaryGlow;
3338 int loc_Texture_Pants;
3339 int loc_Texture_Shirt;
3340 int loc_Texture_FogMask;
3341 int loc_Texture_Lightmap;
3342 int loc_Texture_Deluxemap;
3343 int loc_Texture_Attenuation;
3344 int loc_Texture_Cube;
3345 int loc_Texture_Refraction;
3346 int loc_Texture_Reflection;
3347 int loc_Texture_ShadowMapRect;
3348 int loc_Texture_ShadowMapCube;
3349 int loc_Texture_ShadowMap2D;
3350 int loc_Texture_CubeProjection;
3351 int loc_Texture_ScreenDepth;
3352 int loc_Texture_ScreenNormalMap;
3353 int loc_Texture_ScreenDiffuse;
3354 int loc_Texture_ScreenSpecular;
3355 int loc_Texture_ReflectMask;
3356 int loc_Texture_ReflectCube;
3358 int loc_BloomBlur_Parameters;
3360 int loc_Color_Ambient;
3361 int loc_Color_Diffuse;
3362 int loc_Color_Specular;
3364 int loc_Color_Pants;
3365 int loc_Color_Shirt;
3366 int loc_DeferredColor_Ambient;
3367 int loc_DeferredColor_Diffuse;
3368 int loc_DeferredColor_Specular;
3369 int loc_DeferredMod_Diffuse;
3370 int loc_DeferredMod_Specular;
3371 int loc_DistortScaleRefractReflect;
3372 int loc_EyePosition;
3374 int loc_FogHeightFade;
3376 int loc_FogPlaneViewDist;
3377 int loc_FogRangeRecip;
3380 int loc_LightPosition;
3381 int loc_OffsetMapping_Scale;
3383 int loc_ReflectColor;
3384 int loc_ReflectFactor;
3385 int loc_ReflectOffset;
3386 int loc_RefractColor;
3388 int loc_ScreenCenterRefractReflect;
3389 int loc_ScreenScaleRefractReflect;
3390 int loc_ScreenToDepth;
3391 int loc_ShadowMap_Parameters;
3392 int loc_ShadowMap_TextureScale;
3393 int loc_SpecularPower;
3398 int loc_ViewTintColor;
3399 int loc_ViewToLight;
3400 int loc_ModelToLight;
3402 int loc_BackgroundTexMatrix;
3403 int loc_ModelViewProjectionMatrix;
3404 int loc_ModelViewMatrix;
3405 int loc_PixelToScreenTexCoord;
3406 int loc_ModelToReflectCube;
3408 r_glsl_permutation_t;
3410 #define SHADERPERMUTATION_HASHSIZE 256
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3421 //unsigned int hashdepth = 0;
3422 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423 r_glsl_permutation_t *p;
3424 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3426 if (p->mode == mode && p->permutation == permutation)
3428 //if (hashdepth > 10)
3429 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3434 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3436 p->permutation = permutation;
3437 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438 r_glsl_permutationhash[mode][hashindex] = p;
3439 //if (hashdepth > 10)
3440 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3447 if (!filename || !filename[0])
3449 if (!strcmp(filename, "glsl/default.glsl"))
3451 if (!glslshaderstring)
3453 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454 if (glslshaderstring)
3455 Con_DPrintf("Loading shaders from file %s...\n", filename);
3457 glslshaderstring = (char *)builtinshaderstring;
3459 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461 return shaderstring;
3463 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3466 if (printfromdisknotice)
3467 Con_DPrintf("from disk %s... ", filename);
3468 return shaderstring;
3470 return shaderstring;
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3476 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477 int vertstrings_count = 0;
3478 int geomstrings_count = 0;
3479 int fragstrings_count = 0;
3480 char *vertexstring, *geometrystring, *fragmentstring;
3481 const char *vertstrings_list[32+3];
3482 const char *geomstrings_list[32+3];
3483 const char *fragstrings_list[32+3];
3484 char permutationname[256];
3491 permutationname[0] = 0;
3492 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3496 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3498 // the first pretext is which type of shader to compile as
3499 // (later these will all be bound together as a program object)
3500 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3504 // the second pretext is the mode (for example a light source)
3505 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3510 // now add all the permutation pretexts
3511 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3513 if (permutation & (1<<i))
3515 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3522 // keep line numbers correct
3523 vertstrings_list[vertstrings_count++] = "\n";
3524 geomstrings_list[geomstrings_count++] = "\n";
3525 fragstrings_list[fragstrings_count++] = "\n";
3529 // now append the shader text itself
3530 vertstrings_list[vertstrings_count++] = vertexstring;
3531 geomstrings_list[geomstrings_count++] = geometrystring;
3532 fragstrings_list[fragstrings_count++] = fragmentstring;
3534 // if any sources were NULL, clear the respective list
3536 vertstrings_count = 0;
3537 if (!geometrystring)
3538 geomstrings_count = 0;
3539 if (!fragmentstring)
3540 fragstrings_count = 0;
3542 // compile the shader program
3543 if (vertstrings_count + geomstrings_count + fragstrings_count)
3544 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3548 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549 // look up all the uniform variable names we care about, so we don't
3550 // have to look them up every time we set them
3552 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3553 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3554 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3557 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3583 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3585 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3588 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3589 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3590 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3598 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3599 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3601 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3604 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3605 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3606 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3608 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3609 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3612 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3613 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3619 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3620 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3621 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3622 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3623 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3625 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3626 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3627 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632 // initialize the samplers to refer to the texture units we use
3633 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3634 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3635 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3636 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3637 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3638 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3639 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3640 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3644 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3645 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3646 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3647 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3648 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3649 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3650 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3651 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3652 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3653 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3654 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3655 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3656 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3658 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3660 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3662 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3664 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3667 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3671 Mem_Free(vertexstring);
3673 Mem_Free(geometrystring);
3675 Mem_Free(fragmentstring);
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3680 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681 if (r_glsl_permutation != perm)
3683 r_glsl_permutation = perm;
3684 if (!r_glsl_permutation->program)
3686 if (!r_glsl_permutation->compiled)
3687 R_GLSL_CompilePermutation(perm, mode, permutation);
3688 if (!r_glsl_permutation->program)
3690 // remove features until we find a valid permutation
3692 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3694 // reduce i more quickly whenever it would not remove any bits
3695 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696 if (!(permutation & j))
3699 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700 if (!r_glsl_permutation->compiled)
3701 R_GLSL_CompilePermutation(perm, mode, permutation);
3702 if (r_glsl_permutation->program)
3705 if (i >= SHADERPERMUTATION_COUNT)
3707 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709 qglUseProgramObjectARB(0);CHECKGLERROR
3710 return; // no bit left to clear, entire mode is broken
3715 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3717 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3726 /// hash lookup data
3727 struct r_cg_permutation_s *hashnext;
3729 unsigned int permutation;
3731 /// indicates if we have tried compiling this permutation already
3733 /// 0 if compilation failed
3736 /// locations of detected parameters in programs, or NULL if not found
3737 CGparameter vp_EyePosition;
3738 CGparameter vp_FogPlane;
3739 CGparameter vp_LightDir;
3740 CGparameter vp_LightPosition;
3741 CGparameter vp_ModelToLight;
3742 CGparameter vp_TexMatrix;
3743 CGparameter vp_BackgroundTexMatrix;
3744 CGparameter vp_ModelViewProjectionMatrix;
3745 CGparameter vp_ModelViewMatrix;
3747 CGparameter fp_Texture_First;
3748 CGparameter fp_Texture_Second;
3749 CGparameter fp_Texture_GammaRamps;
3750 CGparameter fp_Texture_Normal;
3751 CGparameter fp_Texture_Color;
3752 CGparameter fp_Texture_Gloss;
3753 CGparameter fp_Texture_Glow;
3754 CGparameter fp_Texture_SecondaryNormal;
3755 CGparameter fp_Texture_SecondaryColor;
3756 CGparameter fp_Texture_SecondaryGloss;
3757 CGparameter fp_Texture_SecondaryGlow;
3758 CGparameter fp_Texture_Pants;
3759 CGparameter fp_Texture_Shirt;
3760 CGparameter fp_Texture_FogMask;
3761 CGparameter fp_Texture_Lightmap;
3762 CGparameter fp_Texture_Deluxemap;
3763 CGparameter fp_Texture_Attenuation;
3764 CGparameter fp_Texture_Cube;
3765 CGparameter fp_Texture_Refraction;
3766 CGparameter fp_Texture_Reflection;
3767 CGparameter fp_Texture_ShadowMapRect;
3768 CGparameter fp_Texture_ShadowMapCube;
3769 CGparameter fp_Texture_ShadowMap2D;
3770 CGparameter fp_Texture_CubeProjection;
3771 CGparameter fp_Texture_ScreenDepth;
3772 CGparameter fp_Texture_ScreenNormalMap;
3773 CGparameter fp_Texture_ScreenDiffuse;
3774 CGparameter fp_Texture_ScreenSpecular;
3775 CGparameter fp_Texture_ReflectMask;
3776 CGparameter fp_Texture_ReflectCube;
3777 CGparameter fp_Alpha;
3778 CGparameter fp_BloomBlur_Parameters;
3779 CGparameter fp_ClientTime;
3780 CGparameter fp_Color_Ambient;
3781 CGparameter fp_Color_Diffuse;
3782 CGparameter fp_Color_Specular;
3783 CGparameter fp_Color_Glow;
3784 CGparameter fp_Color_Pants;
3785 CGparameter fp_Color_Shirt;
3786 CGparameter fp_DeferredColor_Ambient;
3787 CGparameter fp_DeferredColor_Diffuse;
3788 CGparameter fp_DeferredColor_Specular;
3789 CGparameter fp_DeferredMod_Diffuse;
3790 CGparameter fp_DeferredMod_Specular;
3791 CGparameter fp_DistortScaleRefractReflect;
3792 CGparameter fp_EyePosition;
3793 CGparameter fp_FogColor;
3794 CGparameter fp_FogHeightFade;
3795 CGparameter fp_FogPlane;
3796 CGparameter fp_FogPlaneViewDist;
3797 CGparameter fp_FogRangeRecip;
3798 CGparameter fp_LightColor;
3799 CGparameter fp_LightDir;
3800 CGparameter fp_LightPosition;
3801 CGparameter fp_OffsetMapping_Scale;
3802 CGparameter fp_PixelSize;
3803 CGparameter fp_ReflectColor;
3804 CGparameter fp_ReflectFactor;
3805 CGparameter fp_ReflectOffset;
3806 CGparameter fp_RefractColor;
3807 CGparameter fp_Saturation;
3808 CGparameter fp_ScreenCenterRefractReflect;
3809 CGparameter fp_ScreenScaleRefractReflect;
3810 CGparameter fp_ScreenToDepth;
3811 CGparameter fp_ShadowMap_Parameters;
3812 CGparameter fp_ShadowMap_TextureScale;
3813 CGparameter fp_SpecularPower;
3814 CGparameter fp_UserVec1;
3815 CGparameter fp_UserVec2;
3816 CGparameter fp_UserVec3;
3817 CGparameter fp_UserVec4;
3818 CGparameter fp_ViewTintColor;
3819 CGparameter fp_ViewToLight;
3820 CGparameter fp_PixelToScreenTexCoord;
3821 CGparameter fp_ModelToReflectCube;
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3832 #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));}}
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3836 //unsigned int hashdepth = 0;
3837 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838 r_cg_permutation_t *p;
3839 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3841 if (p->mode == mode && p->permutation == permutation)
3843 //if (hashdepth > 10)
3844 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3849 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3851 p->permutation = permutation;
3852 p->hashnext = r_cg_permutationhash[mode][hashindex];
3853 r_cg_permutationhash[mode][hashindex] = p;
3854 //if (hashdepth > 10)
3855 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3862 if (!filename || !filename[0])
3864 if (!strcmp(filename, "cg/default.cg"))
3866 if (!cgshaderstring)
3868 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3870 Con_DPrintf("Loading shaders from file %s...\n", filename);
3872 cgshaderstring = (char *)builtincgshaderstring;
3874 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876 return shaderstring;
3878 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3881 if (printfromdisknotice)
3882 Con_DPrintf("from disk %s... ", filename);
3883 return shaderstring;
3885 return shaderstring;
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3890 // TODO: load or create .fp and .vp shader files
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3896 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897 int vertstrings_count = 0, vertstring_length = 0;
3898 int geomstrings_count = 0, geomstring_length = 0;
3899 int fragstrings_count = 0, fragstring_length = 0;
3901 char *vertexstring, *geometrystring, *fragmentstring;
3902 char *vertstring, *geomstring, *fragstring;
3903 const char *vertstrings_list[32+3];
3904 const char *geomstrings_list[32+3];
3905 const char *fragstrings_list[32+3];
3906 char permutationname[256];
3907 char cachename[256];
3908 CGprofile vertexProfile;
3909 CGprofile fragmentProfile;
3917 permutationname[0] = 0;
3919 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3920 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3923 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924 strlcat(cachename, "cg/", sizeof(cachename));
3926 // the first pretext is which type of shader to compile as
3927 // (later these will all be bound together as a program object)
3928 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3932 // the second pretext is the mode (for example a light source)
3933 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937 strlcat(cachename, modeinfo->name, sizeof(cachename));
3939 // now add all the permutation pretexts
3940 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3942 if (permutation & (1<<i))
3944 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3952 // keep line numbers correct
3953 vertstrings_list[vertstrings_count++] = "\n";
3954 geomstrings_list[geomstrings_count++] = "\n";
3955 fragstrings_list[fragstrings_count++] = "\n";
3959 // replace spaces in the cachename with _ characters
3960 for (i = 0;cachename[i];i++)
3961 if (cachename[i] == ' ')
3964 // now append the shader text itself
3965 vertstrings_list[vertstrings_count++] = vertexstring;
3966 geomstrings_list[geomstrings_count++] = geometrystring;
3967 fragstrings_list[fragstrings_count++] = fragmentstring;
3969 // if any sources were NULL, clear the respective list
3971 vertstrings_count = 0;
3972 if (!geometrystring)
3973 geomstrings_count = 0;
3974 if (!fragmentstring)
3975 fragstrings_count = 0;
3977 vertstring_length = 0;
3978 for (i = 0;i < vertstrings_count;i++)
3979 vertstring_length += strlen(vertstrings_list[i]);
3980 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3984 geomstring_length = 0;
3985 for (i = 0;i < geomstrings_count;i++)
3986 geomstring_length += strlen(geomstrings_list[i]);
3987 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3991 fragstring_length = 0;
3992 for (i = 0;i < fragstrings_count;i++)
3993 fragstring_length += strlen(fragstrings_list[i]);
3994 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4000 //vertexProfile = CG_PROFILE_ARBVP1;
4001 //fragmentProfile = CG_PROFILE_ARBFP1;
4002 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4009 // try to load the cached shader, or generate one
4010 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4012 // if caching failed, do a dynamic compile for now
4014 if (vertstring[0] && !p->vprogram)
4015 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4017 if (fragstring[0] && !p->fprogram)
4018 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4021 // look up all the uniform variable names we care about, so we don't
4022 // have to look them up every time we set them
4026 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4029 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4030 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4031 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4032 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4042 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4045 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4075 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4077 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4090 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4091 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4093 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4096 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4097 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4098 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4100 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4104 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4105 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4112 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4113 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4114 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4115 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4122 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4125 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4129 Mem_Free(vertstring);
4131 Mem_Free(geomstring);
4133 Mem_Free(fragstring);
4135 Mem_Free(vertexstring);
4137 Mem_Free(geometrystring);
4139 Mem_Free(fragmentstring);
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4144 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4147 if (r_cg_permutation != perm)
4149 r_cg_permutation = perm;
4150 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4152 if (!r_cg_permutation->compiled)
4153 R_CG_CompilePermutation(perm, mode, permutation);
4154 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4156 // remove features until we find a valid permutation
4158 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4160 // reduce i more quickly whenever it would not remove any bits
4161 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162 if (!(permutation & j))
4165 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166 if (!r_cg_permutation->compiled)
4167 R_CG_CompilePermutation(perm, mode, permutation);
4168 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4171 if (i >= SHADERPERMUTATION_COUNT)
4173 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175 return; // no bit left to clear, entire mode is broken
4181 if (r_cg_permutation->vprogram)
4183 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4189 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4192 if (r_cg_permutation->fprogram)
4194 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4200 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4205 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4211 cgGLSetTextureParameter(param, R_GetTexture(tex));
4212 cgGLEnableTextureParameter(param);
4216 void R_GLSL_Restart_f(void)
4218 unsigned int i, limit;
4219 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220 Mem_Free(glslshaderstring);
4221 glslshaderstring = NULL;
4222 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223 Mem_Free(cgshaderstring);
4224 cgshaderstring = NULL;
4225 switch(vid.renderpath)
4227 case RENDERPATH_GL20:
4229 r_glsl_permutation_t *p;
4230 r_glsl_permutation = NULL;
4231 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232 for (i = 0;i < limit;i++)
4234 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4236 GL_Backend_FreeProgram(p->program);
4237 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4240 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4243 case RENDERPATH_CGGL:
4246 r_cg_permutation_t *p;
4247 r_cg_permutation = NULL;
4248 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253 for (i = 0;i < limit;i++)
4255 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4258 cgDestroyProgram(p->vprogram);
4260 cgDestroyProgram(p->fprogram);
4261 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4264 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4268 case RENDERPATH_GL13:
4269 case RENDERPATH_GL11:
4274 void R_GLSL_DumpShader_f(void)
4279 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4282 FS_Print(file, "/* The engine may define the following macros:\n");
4283 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284 for (i = 0;i < SHADERMODE_COUNT;i++)
4285 FS_Print(file, glslshadermodeinfo[i].pretext);
4286 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287 FS_Print(file, shaderpermutationinfo[i].pretext);
4288 FS_Print(file, "*/\n");
4289 FS_Print(file, builtinshaderstring);
4291 Con_Printf("glsl/default.glsl written\n");
4294 Con_Printf("failed to write to glsl/default.glsl\n");
4297 file = FS_OpenRealFile("cg/default.cg", "w", false);
4300 FS_Print(file, "/* The engine may define the following macros:\n");
4301 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302 for (i = 0;i < SHADERMODE_COUNT;i++)
4303 FS_Print(file, cgshadermodeinfo[i].pretext);
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305 FS_Print(file, shaderpermutationinfo[i].pretext);
4306 FS_Print(file, "*/\n");
4307 FS_Print(file, builtincgshaderstring);
4309 Con_Printf("cg/default.cg written\n");
4312 Con_Printf("failed to write to cg/default.cg\n");
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4319 texturemode = GL_MODULATE;
4320 switch (vid.renderpath)
4322 case RENDERPATH_GL20:
4323 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4324 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4327 case RENDERPATH_CGGL:
4330 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4331 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4335 case RENDERPATH_GL13:
4336 R_Mesh_TexBind(0, first );
4337 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338 R_Mesh_TexBind(1, second);
4340 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4342 case RENDERPATH_GL11:
4343 R_Mesh_TexBind(0, first );
4348 void R_SetupShader_DepthOrShadow(void)
4350 switch (vid.renderpath)
4352 case RENDERPATH_GL20:
4353 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4355 case RENDERPATH_CGGL:
4357 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4360 case RENDERPATH_GL13:
4361 R_Mesh_TexBind(0, 0);
4362 R_Mesh_TexBind(1, 0);
4364 case RENDERPATH_GL11:
4365 R_Mesh_TexBind(0, 0);
4370 void R_SetupShader_ShowDepth(void)
4372 switch (vid.renderpath)
4374 case RENDERPATH_GL20:
4375 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4377 case RENDERPATH_CGGL:
4379 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4382 case RENDERPATH_GL13:
4384 case RENDERPATH_GL11:
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4415 // select a permutation of the lighting shader appropriate to this
4416 // combination of texture, entity, light source, and fogging, only use the
4417 // minimum features necessary to avoid wasting rendering time in the
4418 // fragment shader on features that are not being used
4419 unsigned int permutation = 0;
4420 unsigned int mode = 0;
4422 if (rsurfacepass == RSURFPASS_BACKGROUND)
4424 // distorted background
4425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426 mode = SHADERMODE_WATER;
4428 mode = SHADERMODE_REFRACTION;
4429 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434 R_Mesh_ColorPointer(NULL, 0, 0);
4435 GL_AlphaTest(false);
4436 GL_BlendFunc(GL_ONE, GL_ZERO);
4438 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4440 if (r_glsl_offsetmapping.integer)
4442 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443 if (r_glsl_offsetmapping_reliefmapping.integer)
4444 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449 permutation |= SHADERPERMUTATION_ALPHAKILL;
4450 // normalmap (deferred prepass), may use alpha test on diffuse
4451 mode = SHADERMODE_DEFERREDGEOMETRY;
4452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4462 R_Mesh_ColorPointer(NULL, 0, 0);
4463 GL_AlphaTest(false);
4464 GL_BlendFunc(GL_ONE, GL_ZERO);
4466 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4468 if (r_glsl_offsetmapping.integer)
4470 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471 if (r_glsl_offsetmapping_reliefmapping.integer)
4472 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4477 mode = SHADERMODE_LIGHTSOURCE;
4478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481 permutation |= SHADERPERMUTATION_CUBEFILTER;
4482 if (diffusescale > 0)
4483 permutation |= SHADERPERMUTATION_DIFFUSE;
4484 if (specularscale > 0)
4486 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487 if (r_shadow_glossexact.integer)
4488 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4490 if (r_refdef.fogenabled)
4491 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492 if (rsurface.texture->colormapping)
4493 permutation |= SHADERPERMUTATION_COLORMAPPING;
4494 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4496 if (r_shadow_usingshadowmaprect)
4497 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498 if (r_shadow_usingshadowmap2d)
4499 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500 if (r_shadow_usingshadowmapcube)
4501 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502 else if(r_shadow_shadowmapvsdct)
4503 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4505 if (r_shadow_shadowmapsampler)
4506 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507 if (r_shadow_shadowmappcf > 1)
4508 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509 else if (r_shadow_shadowmappcf)
4510 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4512 if (rsurface.texture->reflectmasktexture)
4513 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4517 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4523 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4527 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4531 R_Mesh_ColorPointer(NULL, 0, 0);
4532 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4535 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4537 if (r_glsl_offsetmapping.integer)
4539 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540 if (r_glsl_offsetmapping_reliefmapping.integer)
4541 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4543 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545 // unshaded geometry (fullbright or ambient model lighting)
4546 mode = SHADERMODE_FLATCOLOR;
4547 ambientscale = diffusescale = specularscale = 0;
4548 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549 permutation |= SHADERPERMUTATION_GLOW;
4550 if (r_refdef.fogenabled)
4551 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552 if (rsurface.texture->colormapping)
4553 permutation |= SHADERPERMUTATION_COLORMAPPING;
4554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555 permutation |= SHADERPERMUTATION_REFLECTION;
4556 if (rsurface.texture->reflectmasktexture)
4557 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4561 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4567 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4571 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4575 R_Mesh_ColorPointer(NULL, 0, 0);
4576 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4579 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4581 if (r_glsl_offsetmapping.integer)
4583 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584 if (r_glsl_offsetmapping_reliefmapping.integer)
4585 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589 // directional model lighting
4590 mode = SHADERMODE_LIGHTDIRECTION;
4591 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592 permutation |= SHADERPERMUTATION_GLOW;
4593 permutation |= SHADERPERMUTATION_DIFFUSE;
4594 if (specularscale > 0)
4596 permutation |= SHADERPERMUTATION_SPECULAR;
4597 if (r_shadow_glossexact.integer)
4598 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4600 if (r_refdef.fogenabled)
4601 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602 if (rsurface.texture->colormapping)
4603 permutation |= SHADERPERMUTATION_COLORMAPPING;
4604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605 permutation |= SHADERPERMUTATION_REFLECTION;
4606 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608 if (rsurface.texture->reflectmasktexture)
4609 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4613 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4619 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4623 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624 R_Mesh_ColorPointer(NULL, 0, 0);
4625 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4628 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4630 if (r_glsl_offsetmapping.integer)
4632 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633 if (r_glsl_offsetmapping_reliefmapping.integer)
4634 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4636 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638 // ambient model lighting
4639 mode = SHADERMODE_LIGHTDIRECTION;
4640 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641 permutation |= SHADERPERMUTATION_GLOW;
4642 if (r_refdef.fogenabled)
4643 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644 if (rsurface.texture->colormapping)
4645 permutation |= SHADERPERMUTATION_COLORMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647 permutation |= SHADERPERMUTATION_REFLECTION;
4648 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650 if (rsurface.texture->reflectmasktexture)
4651 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4655 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4665 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666 R_Mesh_ColorPointer(NULL, 0, 0);
4667 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672 if (r_glsl_offsetmapping.integer)
4674 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675 if (r_glsl_offsetmapping_reliefmapping.integer)
4676 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4678 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4681 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682 permutation |= SHADERPERMUTATION_GLOW;
4683 if (r_refdef.fogenabled)
4684 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685 if (rsurface.texture->colormapping)
4686 permutation |= SHADERPERMUTATION_COLORMAPPING;
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688 permutation |= SHADERPERMUTATION_REFLECTION;
4689 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691 if (rsurface.texture->reflectmasktexture)
4692 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4695 // deluxemapping (light direction texture)
4696 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4699 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 if (specularscale > 0)
4703 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704 if (r_shadow_glossexact.integer)
4705 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4707 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4711 R_Mesh_ColorPointer(NULL, 0, 0);
4713 else if (r_glsl_deluxemapping.integer >= 2)
4715 // fake deluxemapping (uniform light direction in tangentspace)
4716 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717 permutation |= SHADERPERMUTATION_DIFFUSE;
4718 if (specularscale > 0)
4720 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721 if (r_shadow_glossexact.integer)
4722 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4724 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4728 R_Mesh_ColorPointer(NULL, 0, 0);
4730 else if (rsurface.uselightmaptexture)
4732 // ordinary lightmapping (q1bsp, q3bsp)
4733 mode = SHADERMODE_LIGHTMAP;
4734 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4742 // ordinary vertex coloring (q3bsp)
4743 mode = SHADERMODE_VERTEXCOLOR;
4744 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4747 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4750 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4756 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4760 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4763 switch(vid.renderpath)
4765 case RENDERPATH_GL20:
4766 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768 if (mode == SHADERMODE_LIGHTSOURCE)
4770 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4774 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4775 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);
4777 // additive passes are only darkened by fog, not tinted
4778 if (r_glsl_permutation->loc_FogColor >= 0)
4779 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780 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]);
4781 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]);
4782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4786 if (mode == SHADERMODE_FLATCOLOR)
4788 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4790 else if (mode == SHADERMODE_LIGHTDIRECTION)
4792 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4793 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4794 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);
4795 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4796 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);
4797 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]);
4798 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]);
4802 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4803 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]);
4804 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);
4805 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4806 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);
4808 // additive passes are only darkened by fog, not tinted
4809 if (r_glsl_permutation->loc_FogColor >= 0)
4811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4814 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4816 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);
4817 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]);
4818 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]);
4819 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4825 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830 if (r_glsl_permutation->loc_Color_Pants >= 0)
4832 if (rsurface.texture->pantstexture)
4833 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4835 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4837 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4839 if (rsurface.texture->shirttexture)
4840 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4842 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4844 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]);
4845 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849 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]);
4850 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4852 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4853 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4854 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4855 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4856 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4857 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4858 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4859 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4860 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4861 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4862 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4863 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4864 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4865 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4866 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4868 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4869 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4870 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4871 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4872 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4873 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4874 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4875 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4876 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4877 if (rsurface.rtlight)
4879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4880 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4881 if (r_shadow_usingshadowmapcube)
4882 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4884 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4888 case RENDERPATH_CGGL:
4890 R_SetupShader_SetPermutationCG(mode, permutation);
4891 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892 if (mode == SHADERMODE_LIGHTSOURCE)
4894 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4899 if (mode == SHADERMODE_LIGHTDIRECTION)
4901 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
4904 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907 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
4910 if (mode == SHADERMODE_LIGHTSOURCE)
4912 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
4915 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
4916 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
4918 // additive passes are only darkened by fog, not tinted
4919 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920 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
4921 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
4922 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4926 if (mode == SHADERMODE_FLATCOLOR)
4928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4930 else if (mode == SHADERMODE_LIGHTDIRECTION)
4932 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
4933 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4934 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
4935 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4936 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
4937 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
4938 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
4942 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
4943 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
4944 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
4945 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4946 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
4948 // additive passes are only darkened by fog, not tinted
4949 if (r_cg_permutation->fp_FogColor)
4951 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4954 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957 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
4958 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
4959 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
4960 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4966 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969 if (r_cg_permutation->fp_Color_Pants)
4971 if (rsurface.texture->pantstexture)
4972 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4974 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4977 if (r_cg_permutation->fp_Color_Shirt)
4979 if (rsurface.texture->shirttexture)
4980 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4982 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4985 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
4986 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990 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
4991 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4993 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4994 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4995 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4996 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5001 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5005 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5006 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5007 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
5008 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5009 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5010 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5011 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5012 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5013 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5014 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5015 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5016 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5017 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5018 if (rsurface.rtlight)
5020 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5021 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5022 if (r_shadow_usingshadowmapcube)
5023 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5025 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5031 case RENDERPATH_GL13:
5032 case RENDERPATH_GL11:
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5039 // select a permutation of the lighting shader appropriate to this
5040 // combination of texture, entity, light source, and fogging, only use the
5041 // minimum features necessary to avoid wasting rendering time in the
5042 // fragment shader on features that are not being used
5043 unsigned int permutation = 0;
5044 unsigned int mode = 0;
5045 const float *lightcolorbase = rtlight->currentcolor;
5046 float ambientscale = rtlight->ambientscale;
5047 float diffusescale = rtlight->diffusescale;
5048 float specularscale = rtlight->specularscale;
5049 // this is the location of the light in view space
5050 vec3_t viewlightorigin;
5051 // this transforms from view space (camera) to light space (cubemap)
5052 matrix4x4_t viewtolight;
5053 matrix4x4_t lighttoview;
5054 float viewtolight16f[16];
5055 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5057 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058 if (rtlight->currentcubemap != r_texture_whitecube)
5059 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060 if (diffusescale > 0)
5061 permutation |= SHADERPERMUTATION_DIFFUSE;
5062 if (specularscale > 0)
5064 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065 if (r_shadow_glossexact.integer)
5066 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5068 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5070 if (r_shadow_usingshadowmaprect)
5071 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072 if (r_shadow_usingshadowmap2d)
5073 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074 if (r_shadow_usingshadowmapcube)
5075 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076 else if(r_shadow_shadowmapvsdct)
5077 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5079 if (r_shadow_shadowmapsampler)
5080 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081 if (r_shadow_shadowmappcf > 1)
5082 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083 else if (r_shadow_shadowmappcf)
5084 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5086 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090 switch(vid.renderpath)
5092 case RENDERPATH_GL20:
5093 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5096 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);
5097 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);
5098 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);
5099 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]);
5100 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]);
5101 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5102 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]);
5103 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5105 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5106 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5107 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5108 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5109 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5110 if (r_shadow_usingshadowmapcube)
5111 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5113 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5115 case RENDERPATH_CGGL:
5117 R_SetupShader_SetPermutationCG(mode, permutation);
5118 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120 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
5121 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
5122 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
5123 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
5124 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
5125 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5126 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
5127 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5129 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5130 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5131 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5132 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5133 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5134 if (r_shadow_usingshadowmapcube)
5135 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5137 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5140 case RENDERPATH_GL13:
5141 case RENDERPATH_GL11:
5146 #define SKINFRAME_HASH 1024
5150 int loadsequence; // incremented each level change
5151 memexpandablearray_t array;
5152 skinframe_t *hash[SKINFRAME_HASH];
5155 r_skinframe_t r_skinframe;
5157 void R_SkinFrame_PrepareForPurge(void)
5159 r_skinframe.loadsequence++;
5160 // wrap it without hitting zero
5161 if (r_skinframe.loadsequence >= 200)
5162 r_skinframe.loadsequence = 1;
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5169 // mark the skinframe as used for the purging code
5170 skinframe->loadsequence = r_skinframe.loadsequence;
5173 void R_SkinFrame_Purge(void)
5177 for (i = 0;i < SKINFRAME_HASH;i++)
5179 for (s = r_skinframe.hash[i];s;s = s->next)
5181 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5183 if (s->merged == s->base)
5185 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186 R_PurgeTexture(s->stain );s->stain = NULL;
5187 R_PurgeTexture(s->merged);s->merged = NULL;
5188 R_PurgeTexture(s->base );s->base = NULL;
5189 R_PurgeTexture(s->pants );s->pants = NULL;
5190 R_PurgeTexture(s->shirt );s->shirt = NULL;
5191 R_PurgeTexture(s->nmap );s->nmap = NULL;
5192 R_PurgeTexture(s->gloss );s->gloss = NULL;
5193 R_PurgeTexture(s->glow );s->glow = NULL;
5194 R_PurgeTexture(s->fog );s->fog = NULL;
5195 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196 s->loadsequence = 0;
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5204 char basename[MAX_QPATH];
5206 Image_StripImageExtension(name, basename, sizeof(basename));
5208 if( last == NULL ) {
5210 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211 item = r_skinframe.hash[hashindex];
5216 // linearly search through the hash bucket
5217 for( ; item ; item = item->next ) {
5218 if( !strcmp( item->basename, basename ) ) {
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5229 char basename[MAX_QPATH];
5231 Image_StripImageExtension(name, basename, sizeof(basename));
5233 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5239 rtexture_t *dyntexture;
5240 // check whether its a dynamic texture
5241 dyntexture = CL_GetDynTexture( basename );
5242 if (!add && !dyntexture)
5244 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245 memset(item, 0, sizeof(*item));
5246 strlcpy(item->basename, basename, sizeof(item->basename));
5247 item->base = dyntexture; // either NULL or dyntexture handle
5248 item->textureflags = textureflags;
5249 item->comparewidth = comparewidth;
5250 item->compareheight = compareheight;
5251 item->comparecrc = comparecrc;
5252 item->next = r_skinframe.hash[hashindex];
5253 r_skinframe.hash[hashindex] = item;
5255 else if( item->base == NULL )
5257 rtexture_t *dyntexture;
5258 // check whether its a dynamic texture
5259 // 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]
5260 dyntexture = CL_GetDynTexture( basename );
5261 item->base = dyntexture; // either NULL or dyntexture handle
5264 R_SkinFrame_MarkUsed(item);
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5270 unsigned long long avgcolor[5], wsum; \
5278 for(pix = 0; pix < cnt; ++pix) \
5281 for(comp = 0; comp < 3; ++comp) \
5283 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5286 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5288 for(comp = 0; comp < 3; ++comp) \
5289 avgcolor[comp] += getpixel * w; \
5292 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293 avgcolor[4] += getpixel; \
5295 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5297 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5306 unsigned char *pixels;
5307 unsigned char *bumppixels;
5308 unsigned char *basepixels = NULL;
5309 int basepixels_width = 0;
5310 int basepixels_height = 0;
5311 skinframe_t *skinframe;
5312 rtexture_t *ddsbase = NULL;
5313 qboolean ddshasalpha = false;
5314 float ddsavgcolor[4];
5315 char basename[MAX_QPATH];
5317 if (cls.state == ca_dedicated)
5320 // return an existing skinframe if already loaded
5321 // if loading of the first image fails, don't make a new skinframe as it
5322 // would cause all future lookups of this to be missing
5323 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324 if (skinframe && skinframe->base)
5327 Image_StripImageExtension(name, basename, sizeof(basename));
5329 // check for DDS texture file first
5330 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5332 basepixels = loadimagepixelsbgra(name, complain, true);
5333 if (basepixels == NULL)
5337 if (developer_loading.integer)
5338 Con_Printf("loading skin \"%s\"\n", name);
5340 // we've got some pixels to store, so really allocate this new texture now
5342 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343 skinframe->stain = NULL;
5344 skinframe->merged = NULL;
5345 skinframe->base = NULL;
5346 skinframe->pants = NULL;
5347 skinframe->shirt = NULL;
5348 skinframe->nmap = NULL;
5349 skinframe->gloss = NULL;
5350 skinframe->glow = NULL;
5351 skinframe->fog = NULL;
5352 skinframe->reflect = NULL;
5353 skinframe->hasalpha = false;
5357 skinframe->base = ddsbase;
5358 skinframe->hasalpha = ddshasalpha;
5359 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360 if (r_loadfog && skinframe->hasalpha)
5361 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362 //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]);
5366 basepixels_width = image_width;
5367 basepixels_height = image_height;
5368 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5369 if (textureflags & TEXF_ALPHA)
5371 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5373 if (basepixels[j] < 255)
5375 skinframe->hasalpha = true;
5379 if (r_loadfog && skinframe->hasalpha)
5381 // has transparent pixels
5382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383 for (j = 0;j < image_width * image_height * 4;j += 4)
5388 pixels[j+3] = basepixels[j+3];
5390 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5394 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395 //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]);
5396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5404 if (r_loadnormalmap)
5405 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5414 // _norm is the name used by tenebrae and has been adopted as standard
5415 if (r_loadnormalmap && skinframe->nmap == NULL)
5417 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5419 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5423 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5425 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5429 Mem_Free(bumppixels);
5431 else if (r_shadow_bumpscale_basetexture.value > 0)
5433 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5442 // _luma is supported only for tenebrae compatibility
5443 // _glow is the preferred name
5444 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5446 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449 Mem_Free(pixels);pixels = NULL;
5452 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5454 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5463 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5470 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5472 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5479 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5481 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5482 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5489 Mem_Free(basepixels);
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5498 unsigned char *temp1, *temp2;
5499 skinframe_t *skinframe;
5501 if (cls.state == ca_dedicated)
5504 // if already loaded just return it, otherwise make a new skinframe
5505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506 if (skinframe && skinframe->base)
5509 skinframe->stain = NULL;
5510 skinframe->merged = NULL;
5511 skinframe->base = NULL;
5512 skinframe->pants = NULL;
5513 skinframe->shirt = NULL;
5514 skinframe->nmap = NULL;
5515 skinframe->gloss = NULL;
5516 skinframe->glow = NULL;
5517 skinframe->fog = NULL;
5518 skinframe->reflect = NULL;
5519 skinframe->hasalpha = false;
5521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5525 if (developer_loading.integer)
5526 Con_Printf("loading 32bit skin \"%s\"\n", name);
5528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5530 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531 temp2 = temp1 + width * height * 4;
5532 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537 if (textureflags & TEXF_ALPHA)
5539 for (i = 3;i < width * height * 4;i += 4)
5541 if (skindata[i] < 255)
5543 skinframe->hasalpha = true;
5547 if (r_loadfog && skinframe->hasalpha)
5549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550 memcpy(fogpixels, skindata, width * height * 4);
5551 for (i = 0;i < width * height * 4;i += 4)
5552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554 Mem_Free(fogpixels);
5558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559 //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]);
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5568 skinframe_t *skinframe;
5570 if (cls.state == ca_dedicated)
5573 // if already loaded just return it, otherwise make a new skinframe
5574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575 if (skinframe && skinframe->base)
5578 skinframe->stain = NULL;
5579 skinframe->merged = NULL;
5580 skinframe->base = NULL;
5581 skinframe->pants = NULL;
5582 skinframe->shirt = NULL;
5583 skinframe->nmap = NULL;
5584 skinframe->gloss = NULL;
5585 skinframe->glow = NULL;
5586 skinframe->fog = NULL;
5587 skinframe->reflect = NULL;
5588 skinframe->hasalpha = false;
5590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5594 if (developer_loading.integer)
5595 Con_Printf("loading quake skin \"%s\"\n", name);
5597 // 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)
5598 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599 memcpy(skinframe->qpixels, skindata, width*height);
5600 skinframe->qwidth = width;
5601 skinframe->qheight = height;
5604 for (i = 0;i < width * height;i++)
5605 featuresmask |= palette_featureflags[skindata[i]];
5607 skinframe->hasalpha = false;
5608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610 skinframe->qgeneratemerged = true;
5611 skinframe->qgeneratebase = skinframe->qhascolormapping;
5612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615 //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]);
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5624 unsigned char *skindata;
5626 if (!skinframe->qpixels)
5629 if (!skinframe->qhascolormapping)
5630 colormapped = false;
5634 if (!skinframe->qgeneratebase)
5639 if (!skinframe->qgeneratemerged)
5643 width = skinframe->qwidth;
5644 height = skinframe->qheight;
5645 skindata = skinframe->qpixels;
5647 if (skinframe->qgeneratenmap)
5649 unsigned char *temp1, *temp2;
5650 skinframe->qgeneratenmap = false;
5651 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652 temp2 = temp1 + width * height * 4;
5653 // use either a custom palette or the quake palette
5654 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5660 if (skinframe->qgenerateglow)
5662 skinframe->qgenerateglow = false;
5663 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5668 skinframe->qgeneratebase = false;
5669 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5670 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5675 skinframe->qgeneratemerged = false;
5676 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5679 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5681 Mem_Free(skinframe->qpixels);
5682 skinframe->qpixels = NULL;
5686 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)
5689 skinframe_t *skinframe;
5691 if (cls.state == ca_dedicated)
5694 // if already loaded just return it, otherwise make a new skinframe
5695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696 if (skinframe && skinframe->base)
5699 skinframe->stain = NULL;
5700 skinframe->merged = NULL;
5701 skinframe->base = NULL;
5702 skinframe->pants = NULL;
5703 skinframe->shirt = NULL;
5704 skinframe->nmap = NULL;
5705 skinframe->gloss = NULL;
5706 skinframe->glow = NULL;
5707 skinframe->fog = NULL;
5708 skinframe->reflect = NULL;
5709 skinframe->hasalpha = false;
5711 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5715 if (developer_loading.integer)
5716 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5718 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719 if (textureflags & TEXF_ALPHA)
5721 for (i = 0;i < width * height;i++)
5723 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5725 skinframe->hasalpha = true;
5729 if (r_loadfog && skinframe->hasalpha)
5730 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5733 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734 //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]);
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5741 skinframe_t *skinframe;
5743 if (cls.state == ca_dedicated)
5746 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747 skinframe->stain = NULL;
5748 skinframe->merged = NULL;
5749 skinframe->base = NULL;
5750 skinframe->pants = NULL;
5751 skinframe->shirt = NULL;
5752 skinframe->nmap = NULL;
5753 skinframe->gloss = NULL;
5754 skinframe->glow = NULL;
5755 skinframe->fog = NULL;
5756 skinframe->reflect = NULL;
5757 skinframe->hasalpha = false;
5759 skinframe->avgcolor[0] = rand() / RAND_MAX;
5760 skinframe->avgcolor[1] = rand() / RAND_MAX;
5761 skinframe->avgcolor[2] = rand() / RAND_MAX;
5762 skinframe->avgcolor[3] = 1;
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5771 qboolean flipx, flipy, flipdiagonal;
5774 static suffixinfo_t suffix[3][6] =
5777 {"px", false, false, false},
5778 {"nx", false, false, false},
5779 {"py", false, false, false},
5780 {"ny", false, false, false},
5781 {"pz", false, false, false},
5782 {"nz", false, false, false}
5785 {"posx", false, false, false},
5786 {"negx", false, false, false},
5787 {"posy", false, false, false},
5788 {"negy", false, false, false},
5789 {"posz", false, false, false},
5790 {"negz", false, false, false}
5793 {"rt", true, false, true},
5794 {"lf", false, true, true},
5795 {"ft", true, true, false},
5796 {"bk", false, false, false},
5797 {"up", true, false, true},
5798 {"dn", true, false, true}
5802 static int componentorder[4] = {0, 1, 2, 3};
5804 rtexture_t *R_LoadCubemap(const char *basename)
5806 int i, j, cubemapsize;
5807 unsigned char *cubemappixels, *image_buffer;
5808 rtexture_t *cubemaptexture;
5810 // must start 0 so the first loadimagepixels has no requested width/height
5812 cubemappixels = NULL;
5813 cubemaptexture = NULL;
5814 // keep trying different suffix groups (posx, px, rt) until one loads
5815 for (j = 0;j < 3 && !cubemappixels;j++)
5817 // load the 6 images in the suffix group
5818 for (i = 0;i < 6;i++)
5820 // generate an image name based on the base and and suffix
5821 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5823 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5825 // an image loaded, make sure width and height are equal
5826 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5828 // if this is the first image to load successfully, allocate the cubemap memory
5829 if (!cubemappixels && image_width >= 1)
5831 cubemapsize = image_width;
5832 // note this clears to black, so unavailable sides are black
5833 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5835 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5837 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);
5840 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5842 Mem_Free(image_buffer);
5846 // if a cubemap loaded, upload it
5849 if (developer_loading.integer)
5850 Con_Printf("loading cubemap \"%s\"\n", basename);
5852 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853 Mem_Free(cubemappixels);
5857 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858 if (developer_loading.integer)
5860 Con_Printf("(tried tried images ");
5861 for (j = 0;j < 3;j++)
5862 for (i = 0;i < 6;i++)
5863 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864 Con_Print(" and was unable to find any of them).\n");
5867 return cubemaptexture;
5870 rtexture_t *R_GetCubemap(const char *basename)
5873 for (i = 0;i < r_texture_numcubemaps;i++)
5874 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876 if (i >= MAX_CUBEMAPS)
5877 return r_texture_whitecube;
5878 r_texture_numcubemaps++;
5879 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881 return r_texture_cubemaps[i].texture;
5884 void R_FreeCubemaps(void)
5887 for (i = 0;i < r_texture_numcubemaps;i++)
5889 if (developer_loading.integer)
5890 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891 if (r_texture_cubemaps[i].texture)
5892 R_FreeTexture(r_texture_cubemaps[i].texture);
5894 r_texture_numcubemaps = 0;
5897 void R_Main_FreeViewCache(void)
5899 if (r_refdef.viewcache.entityvisible)
5900 Mem_Free(r_refdef.viewcache.entityvisible);
5901 if (r_refdef.viewcache.world_pvsbits)
5902 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903 if (r_refdef.viewcache.world_leafvisible)
5904 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905 if (r_refdef.viewcache.world_surfacevisible)
5906 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5910 void R_Main_ResizeViewCache(void)
5912 int numentities = r_refdef.scene.numentities;
5913 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917 if (r_refdef.viewcache.maxentities < numentities)
5919 r_refdef.viewcache.maxentities = numentities;
5920 if (r_refdef.viewcache.entityvisible)
5921 Mem_Free(r_refdef.viewcache.entityvisible);
5922 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5924 if (r_refdef.viewcache.world_numclusters != numclusters)
5926 r_refdef.viewcache.world_numclusters = numclusters;
5927 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928 if (r_refdef.viewcache.world_pvsbits)
5929 Mem_Free(r_refdef.viewcache.world_pvsbits);
5930 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5932 if (r_refdef.viewcache.world_numleafs != numleafs)
5934 r_refdef.viewcache.world_numleafs = numleafs;
5935 if (r_refdef.viewcache.world_leafvisible)
5936 Mem_Free(r_refdef.viewcache.world_leafvisible);
5937 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5939 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5941 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942 if (r_refdef.viewcache.world_surfacevisible)
5943 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5951 loadingscreentexture = NULL;
5952 r_texture_blanknormalmap = NULL;
5953 r_texture_white = NULL;
5954 r_texture_grey128 = NULL;
5955 r_texture_black = NULL;
5956 r_texture_whitecube = NULL;
5957 r_texture_normalizationcube = NULL;
5958 r_texture_fogattenuation = NULL;
5959 r_texture_gammaramps = NULL;
5960 r_texture_numcubemaps = 0;
5962 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5965 switch(vid.renderpath)
5967 case RENDERPATH_GL20:
5968 case RENDERPATH_CGGL:
5969 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970 Cvar_SetValueQuick(&gl_combine, 1);
5971 Cvar_SetValueQuick(&r_glsl, 1);
5972 r_loadnormalmap = true;
5976 case RENDERPATH_GL13:
5977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978 Cvar_SetValueQuick(&gl_combine, 1);
5979 Cvar_SetValueQuick(&r_glsl, 0);
5980 r_loadnormalmap = false;
5981 r_loadgloss = false;
5984 case RENDERPATH_GL11:
5985 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986 Cvar_SetValueQuick(&gl_combine, 0);
5987 Cvar_SetValueQuick(&r_glsl, 0);
5988 r_loadnormalmap = false;
5989 r_loadgloss = false;
5995 R_FrameData_Reset();
5999 memset(r_queries, 0, sizeof(r_queries));
6001 r_qwskincache = NULL;
6002 r_qwskincache_size = 0;
6004 // set up r_skinframe loading system for textures
6005 memset(&r_skinframe, 0, sizeof(r_skinframe));
6006 r_skinframe.loadsequence = 1;
6007 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6009 r_main_texturepool = R_AllocTexturePool();
6010 R_BuildBlankTextures();
6012 if (vid.support.arb_texture_cube_map)
6015 R_BuildNormalizationCube();
6017 r_texture_fogattenuation = NULL;
6018 r_texture_gammaramps = NULL;
6019 //r_texture_fogintensity = NULL;
6020 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021 memset(&r_waterstate, 0, sizeof(r_waterstate));
6022 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024 glslshaderstring = NULL;
6026 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028 cgshaderstring = NULL;
6030 memset(&r_svbsp, 0, sizeof (r_svbsp));
6032 r_refdef.fogmasktable_density = 0;
6035 void gl_main_shutdown(void)
6038 R_FrameData_Reset();
6040 R_Main_FreeViewCache();
6043 qglDeleteQueriesARB(r_maxqueries, r_queries);
6047 memset(r_queries, 0, sizeof(r_queries));
6049 r_qwskincache = NULL;
6050 r_qwskincache_size = 0;
6052 // clear out the r_skinframe state
6053 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054 memset(&r_skinframe, 0, sizeof(r_skinframe));
6057 Mem_Free(r_svbsp.nodes);
6058 memset(&r_svbsp, 0, sizeof (r_svbsp));
6059 R_FreeTexturePool(&r_main_texturepool);
6060 loadingscreentexture = NULL;
6061 r_texture_blanknormalmap = NULL;
6062 r_texture_white = NULL;
6063 r_texture_grey128 = NULL;
6064 r_texture_black = NULL;
6065 r_texture_whitecube = NULL;
6066 r_texture_normalizationcube = NULL;
6067 r_texture_fogattenuation = NULL;
6068 r_texture_gammaramps = NULL;
6069 r_texture_numcubemaps = 0;
6070 //r_texture_fogintensity = NULL;
6071 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072 memset(&r_waterstate, 0, sizeof(r_waterstate));
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6079 // FIXME: move this code to client
6081 char *entities, entname[MAX_QPATH];
6083 Mem_Free(r_qwskincache);
6084 r_qwskincache = NULL;
6085 r_qwskincache_size = 0;
6088 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089 l = (int)strlen(entname) - 4;
6090 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6092 memcpy(entname + l, ".ent", 5);
6093 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6095 CL_ParseEntityLump(entities);
6100 if (cl.worldmodel->brush.entities)
6101 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6103 R_Main_FreeViewCache();
6105 R_FrameData_Reset();
6108 void GL_Main_Init(void)
6110 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6112 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115 if (gamemode == GAME_NEHAHRA)
6117 Cvar_RegisterVariable (&gl_fogenable);
6118 Cvar_RegisterVariable (&gl_fogdensity);
6119 Cvar_RegisterVariable (&gl_fogred);
6120 Cvar_RegisterVariable (&gl_foggreen);
6121 Cvar_RegisterVariable (&gl_fogblue);
6122 Cvar_RegisterVariable (&gl_fogstart);
6123 Cvar_RegisterVariable (&gl_fogend);
6124 Cvar_RegisterVariable (&gl_skyclip);
6126 Cvar_RegisterVariable(&r_motionblur);
6127 Cvar_RegisterVariable(&r_motionblur_maxblur);
6128 Cvar_RegisterVariable(&r_motionblur_bmin);
6129 Cvar_RegisterVariable(&r_motionblur_vmin);
6130 Cvar_RegisterVariable(&r_motionblur_vmax);
6131 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132 Cvar_RegisterVariable(&r_motionblur_randomize);
6133 Cvar_RegisterVariable(&r_damageblur);
6134 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136 Cvar_RegisterVariable(&r_equalize_entities_by);
6137 Cvar_RegisterVariable(&r_equalize_entities_to);
6138 Cvar_RegisterVariable(&r_depthfirst);
6139 Cvar_RegisterVariable(&r_useinfinitefarclip);
6140 Cvar_RegisterVariable(&r_farclip_base);
6141 Cvar_RegisterVariable(&r_farclip_world);
6142 Cvar_RegisterVariable(&r_nearclip);
6143 Cvar_RegisterVariable(&r_showbboxes);
6144 Cvar_RegisterVariable(&r_showsurfaces);
6145 Cvar_RegisterVariable(&r_showtris);
6146 Cvar_RegisterVariable(&r_shownormals);
6147 Cvar_RegisterVariable(&r_showlighting);
6148 Cvar_RegisterVariable(&r_showshadowvolumes);
6149 Cvar_RegisterVariable(&r_showcollisionbrushes);
6150 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152 Cvar_RegisterVariable(&r_showdisabledepthtest);
6153 Cvar_RegisterVariable(&r_drawportals);
6154 Cvar_RegisterVariable(&r_drawentities);
6155 Cvar_RegisterVariable(&r_cullentities_trace);
6156 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160 Cvar_RegisterVariable(&r_drawviewmodel);
6161 Cvar_RegisterVariable(&r_speeds);
6162 Cvar_RegisterVariable(&r_fullbrights);
6163 Cvar_RegisterVariable(&r_wateralpha);
6164 Cvar_RegisterVariable(&r_dynamic);
6165 Cvar_RegisterVariable(&r_fullbright);
6166 Cvar_RegisterVariable(&r_shadows);
6167 Cvar_RegisterVariable(&r_shadows_darken);
6168 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170 Cvar_RegisterVariable(&r_shadows_throwdistance);
6171 Cvar_RegisterVariable(&r_shadows_throwdirection);
6172 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177 Cvar_RegisterVariable(&r_fog_exp2);
6178 Cvar_RegisterVariable(&r_drawfog);
6179 Cvar_RegisterVariable(&r_transparentdepthmasking);
6180 Cvar_RegisterVariable(&r_texture_dds_load);
6181 Cvar_RegisterVariable(&r_texture_dds_save);
6182 Cvar_RegisterVariable(&r_textureunits);
6183 Cvar_RegisterVariable(&gl_combine);
6184 Cvar_RegisterVariable(&r_glsl);
6185 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189 Cvar_RegisterVariable(&r_glsl_postprocess);
6190 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194 Cvar_RegisterVariable(&r_water);
6195 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196 Cvar_RegisterVariable(&r_water_clippingplanebias);
6197 Cvar_RegisterVariable(&r_water_refractdistort);
6198 Cvar_RegisterVariable(&r_water_reflectdistort);
6199 Cvar_RegisterVariable(&r_lerpsprites);
6200 Cvar_RegisterVariable(&r_lerpmodels);
6201 Cvar_RegisterVariable(&r_lerplightstyles);
6202 Cvar_RegisterVariable(&r_waterscroll);
6203 Cvar_RegisterVariable(&r_bloom);
6204 Cvar_RegisterVariable(&r_bloom_colorscale);
6205 Cvar_RegisterVariable(&r_bloom_brighten);
6206 Cvar_RegisterVariable(&r_bloom_blur);
6207 Cvar_RegisterVariable(&r_bloom_resolution);
6208 Cvar_RegisterVariable(&r_bloom_colorexponent);
6209 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210 Cvar_RegisterVariable(&r_hdr);
6211 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212 Cvar_RegisterVariable(&r_hdr_glowintensity);
6213 Cvar_RegisterVariable(&r_hdr_range);
6214 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215 Cvar_RegisterVariable(&developer_texturelogging);
6216 Cvar_RegisterVariable(&gl_lightmaps);
6217 Cvar_RegisterVariable(&r_test);
6218 Cvar_RegisterVariable(&r_batchmode);
6219 Cvar_RegisterVariable(&r_glsl_saturation);
6220 Cvar_RegisterVariable(&r_framedatasize);
6221 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222 Cvar_SetValue("r_fullbrights", 0);
6223 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6225 Cvar_RegisterVariable(&r_track_sprites);
6226 Cvar_RegisterVariable(&r_track_sprites_flags);
6227 Cvar_RegisterVariable(&r_track_sprites_scalew);
6228 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6247 void Render_Init(void)
6260 R_LightningBeams_Init();
6269 extern char *ENGINE_EXTENSIONS;
6272 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274 gl_version = (const char *)qglGetString(GL_VERSION);
6275 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6279 if (!gl_platformextensions)
6280 gl_platformextensions = "";
6282 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284 Con_Printf("GL_VERSION: %s\n", gl_version);
6285 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6288 VID_CheckExtensions();
6290 // LordHavoc: report supported extensions
6291 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6293 // clear to black (loading plaque will be seen over this)
6295 qglClearColor(0,0,0,1);CHECKGLERROR
6296 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6303 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6305 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6308 p = r_refdef.view.frustum + i;
6313 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6317 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6321 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6325 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6329 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6333 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6337 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6341 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6353 for (i = 0;i < numplanes;i++)
6360 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6364 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6368 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6372 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6376 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6380 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6384 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6388 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6396 //==================================================================================
6398 // LordHavoc: this stores temporary data used within the same frame
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6405 void R_FrameData_Reset(void)
6407 if (r_framedata_base)
6408 Mem_Free(r_framedata_base);
6409 r_framedata_base = NULL;
6410 r_framedata_size = 0;
6411 r_framedata_current = 0;
6412 r_framedata_failed = false;
6415 void R_FrameData_NewFrame(void)
6418 if (r_framedata_failed)
6419 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422 if (r_framedata_size != wantedsize)
6424 r_framedata_size = wantedsize;
6425 if (r_framedata_base)
6426 Mem_Free(r_framedata_base);
6427 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6429 r_framedata_current = 0;
6430 r_framedata_failed = false;
6433 void *R_FrameData_Alloc(size_t size)
6437 // align to 16 byte boundary
6438 size = (size + 15) & ~15;
6439 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440 r_framedata_current += size;
6443 if (r_framedata_current > r_framedata_size)
6444 r_framedata_failed = true;
6446 // return NULL on everything after a failure
6447 if (r_framedata_failed)
6453 void *R_FrameData_Store(size_t size, void *data)
6455 void *d = R_FrameData_Alloc(size);
6457 memcpy(d, data, size);
6461 //==================================================================================
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6466 * Animation cache prevents re-generating mesh data for an animated model
6467 * multiple times in one frame for lighting, shadowing, reflections, etc.
6470 void R_AnimCache_Free(void)
6474 void R_AnimCache_ClearCache(void)
6477 entity_render_t *ent;
6479 for (i = 0;i < r_refdef.scene.numentities;i++)
6481 ent = r_refdef.scene.entities[i];
6482 ent->animcache_vertex3f = NULL;
6483 ent->animcache_normal3f = NULL;
6484 ent->animcache_svector3f = NULL;
6485 ent->animcache_tvector3f = NULL;
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6491 dp_model_t *model = ent->model;
6493 // see if it's already cached this frame
6494 if (ent->animcache_vertex3f)
6496 // add normals/tangents if needed
6497 if (wantnormals || wanttangents)
6499 if (ent->animcache_normal3f)
6500 wantnormals = false;
6501 if (ent->animcache_svector3f)
6502 wanttangents = false;
6503 if (wantnormals || wanttangents)
6505 numvertices = model->surfmesh.num_vertices;
6507 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6510 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6513 if (!r_framedata_failed)
6514 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6520 // see if this ent is worth caching
6521 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6523 // get some memory for this entity and generate mesh data
6524 numvertices = model->surfmesh.num_vertices;
6525 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6527 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6530 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6533 if (!r_framedata_failed)
6534 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6536 return !r_framedata_failed;
6539 void R_AnimCache_CacheVisibleEntities(void)
6542 qboolean wantnormals = !r_showsurfaces.integer;
6543 qboolean wanttangents = !r_showsurfaces.integer;
6545 switch(vid.renderpath)
6547 case RENDERPATH_GL20:
6548 case RENDERPATH_CGGL:
6550 case RENDERPATH_GL13:
6551 case RENDERPATH_GL11:
6552 wanttangents = false;
6556 // TODO: thread this
6557 // NOTE: R_PrepareRTLights() also caches entities
6559 for (i = 0;i < r_refdef.scene.numentities;i++)
6560 if (r_refdef.viewcache.entityvisible[i])
6561 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6563 if (r_shadows.integer)
6564 for (i = 0;i < r_refdef.scene.numentities;i++)
6565 if (!r_refdef.viewcache.entityvisible[i])
6566 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6569 //==================================================================================
6571 static void R_View_UpdateEntityLighting (void)
6574 entity_render_t *ent;
6575 vec3_t tempdiffusenormal, avg;
6576 vec_t f, fa, fd, fdd;
6578 for (i = 0;i < r_refdef.scene.numentities;i++)
6580 ent = r_refdef.scene.entities[i];
6582 // skip unseen models
6583 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6587 if (ent->model && ent->model->brush.num_leafs)
6589 // TODO: use modellight for r_ambient settings on world?
6590 VectorSet(ent->modellight_ambient, 0, 0, 0);
6591 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6596 // fetch the lighting from the worldmodel data
6597 VectorClear(ent->modellight_ambient);
6598 VectorClear(ent->modellight_diffuse);
6599 VectorClear(tempdiffusenormal);
6600 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6603 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605 if(ent->flags & RENDER_EQUALIZE)
6607 // first fix up ambient lighting...
6608 if(r_equalize_entities_minambient.value > 0)
6610 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6613 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614 if(fa < r_equalize_entities_minambient.value * fd)
6617 // fa'/fd' = minambient
6618 // fa'+0.25*fd' = fa+0.25*fd
6620 // fa' = fd' * minambient
6621 // fd'*(0.25+minambient) = fa+0.25*fd
6623 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6626 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627 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
6628 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6634 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6636 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6640 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6648 VectorSet(ent->modellight_ambient, 1, 1, 1);
6650 // move the light direction into modelspace coordinates for lighting code
6651 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652 if(VectorLength2(ent->modellight_lightdir) == 0)
6653 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654 VectorNormalize(ent->modellight_lightdir);
6658 #define MAX_LINEOFSIGHTTRACES 64
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6663 vec3_t boxmins, boxmaxs;
6666 dp_model_t *model = r_refdef.scene.worldmodel;
6668 if (!model || !model->brush.TraceLineOfSight)
6671 // expand the box a little
6672 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6680 VectorCopy(eye, start);
6681 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682 if (model->brush.TraceLineOfSight(model, start, end))
6685 // try various random positions
6686 for (i = 0;i < numsamples;i++)
6688 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689 if (model->brush.TraceLineOfSight(model, start, end))
6697 static void R_View_UpdateEntityVisible (void)
6702 entity_render_t *ent;
6704 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6707 // worldmodel can check visibility
6708 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6709 for (i = 0;i < r_refdef.scene.numentities;i++)
6711 ent = r_refdef.scene.entities[i];
6712 if (!(ent->flags & renderimask))
6713 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6714 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))
6715 r_refdef.viewcache.entityvisible[i] = true;
6717 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6719 for (i = 0;i < r_refdef.scene.numentities;i++)
6721 ent = r_refdef.scene.entities[i];
6722 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6724 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6726 continue; // temp entities do pvs only
6727 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6728 ent->last_trace_visibility = realtime;
6729 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6730 r_refdef.viewcache.entityvisible[i] = 0;
6737 // no worldmodel or it can't check visibility
6738 for (i = 0;i < r_refdef.scene.numentities;i++)
6740 ent = r_refdef.scene.entities[i];
6741 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));
6746 /// only used if skyrendermasked, and normally returns false
6747 int R_DrawBrushModelsSky (void)
6750 entity_render_t *ent;
6753 for (i = 0;i < r_refdef.scene.numentities;i++)
6755 if (!r_refdef.viewcache.entityvisible[i])
6757 ent = r_refdef.scene.entities[i];
6758 if (!ent->model || !ent->model->DrawSky)
6760 ent->model->DrawSky(ent);
6766 static void R_DrawNoModel(entity_render_t *ent);
6767 static void R_DrawModels(void)
6770 entity_render_t *ent;
6772 for (i = 0;i < r_refdef.scene.numentities;i++)
6774 if (!r_refdef.viewcache.entityvisible[i])
6776 ent = r_refdef.scene.entities[i];
6777 r_refdef.stats.entities++;
6778 if (ent->model && ent->model->Draw != NULL)
6779 ent->model->Draw(ent);
6785 static void R_DrawModelsDepth(void)
6788 entity_render_t *ent;
6790 for (i = 0;i < r_refdef.scene.numentities;i++)
6792 if (!r_refdef.viewcache.entityvisible[i])
6794 ent = r_refdef.scene.entities[i];
6795 if (ent->model && ent->model->DrawDepth != NULL)
6796 ent->model->DrawDepth(ent);
6800 static void R_DrawModelsDebug(void)
6803 entity_render_t *ent;
6805 for (i = 0;i < r_refdef.scene.numentities;i++)
6807 if (!r_refdef.viewcache.entityvisible[i])
6809 ent = r_refdef.scene.entities[i];
6810 if (ent->model && ent->model->DrawDebug != NULL)
6811 ent->model->DrawDebug(ent);
6815 static void R_DrawModelsAddWaterPlanes(void)
6818 entity_render_t *ent;
6820 for (i = 0;i < r_refdef.scene.numentities;i++)
6822 if (!r_refdef.viewcache.entityvisible[i])
6824 ent = r_refdef.scene.entities[i];
6825 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6826 ent->model->DrawAddWaterPlanes(ent);
6830 static void R_View_SetFrustum(void)
6833 double slopex, slopey;
6834 vec3_t forward, left, up, origin;
6836 // we can't trust r_refdef.view.forward and friends in reflected scenes
6837 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6840 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6841 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6842 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6843 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6844 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6845 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6846 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6847 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6848 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6849 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6850 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6851 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6855 zNear = r_refdef.nearclip;
6856 nudge = 1.0 - 1.0 / (1<<23);
6857 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6858 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6859 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6860 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6861 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6862 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6863 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6864 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6870 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6871 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6872 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6873 r_refdef.view.frustum[0].dist = m[15] - m[12];
6875 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6876 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6877 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6878 r_refdef.view.frustum[1].dist = m[15] + m[12];
6880 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6881 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6882 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6883 r_refdef.view.frustum[2].dist = m[15] - m[13];
6885 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6886 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6887 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6888 r_refdef.view.frustum[3].dist = m[15] + m[13];
6890 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6891 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6892 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6893 r_refdef.view.frustum[4].dist = m[15] - m[14];
6895 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6896 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6897 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6898 r_refdef.view.frustum[5].dist = m[15] + m[14];
6901 if (r_refdef.view.useperspective)
6903 slopex = 1.0 / r_refdef.view.frustum_x;
6904 slopey = 1.0 / r_refdef.view.frustum_y;
6905 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6906 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6907 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6908 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6909 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6911 // Leaving those out was a mistake, those were in the old code, and they
6912 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6913 // I couldn't reproduce it after adding those normalizations. --blub
6914 VectorNormalize(r_refdef.view.frustum[0].normal);
6915 VectorNormalize(r_refdef.view.frustum[1].normal);
6916 VectorNormalize(r_refdef.view.frustum[2].normal);
6917 VectorNormalize(r_refdef.view.frustum[3].normal);
6919 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6920 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
6921 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
6922 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
6923 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
6925 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6926 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6927 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6928 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6929 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6933 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6934 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6935 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6936 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6937 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6938 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6939 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6940 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6941 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6942 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6944 r_refdef.view.numfrustumplanes = 5;
6946 if (r_refdef.view.useclipplane)
6948 r_refdef.view.numfrustumplanes = 6;
6949 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6952 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6953 PlaneClassify(r_refdef.view.frustum + i);
6955 // LordHavoc: note to all quake engine coders, Quake had a special case
6956 // for 90 degrees which assumed a square view (wrong), so I removed it,
6957 // Quake2 has it disabled as well.
6959 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6960 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6961 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6962 //PlaneClassify(&frustum[0]);
6964 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6965 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6966 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6967 //PlaneClassify(&frustum[1]);
6969 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6970 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6971 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6972 //PlaneClassify(&frustum[2]);
6974 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6975 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6976 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6977 //PlaneClassify(&frustum[3]);
6980 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6981 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6982 //PlaneClassify(&frustum[4]);
6985 void R_View_Update(void)
6987 R_Main_ResizeViewCache();
6988 R_View_SetFrustum();
6989 R_View_WorldVisibility(r_refdef.view.useclipplane);
6990 R_View_UpdateEntityVisible();
6991 R_View_UpdateEntityLighting();
6994 void R_SetupView(qboolean allowwaterclippingplane)
6996 const float *customclipplane = NULL;
6998 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7000 // LordHavoc: couldn't figure out how to make this approach the
7001 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7002 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7003 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7004 dist = r_refdef.view.clipplane.dist;
7005 plane[0] = r_refdef.view.clipplane.normal[0];
7006 plane[1] = r_refdef.view.clipplane.normal[1];
7007 plane[2] = r_refdef.view.clipplane.normal[2];
7009 customclipplane = plane;
7012 if (!r_refdef.view.useperspective)
7013 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);
7014 else if (vid.stencil && r_useinfinitefarclip.integer)
7015 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);
7017 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);
7018 R_SetViewport(&r_refdef.view.viewport);
7021 void R_EntityMatrix(const matrix4x4_t *matrix)
7023 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7025 gl_modelmatrixchanged = false;
7026 gl_modelmatrix = *matrix;
7027 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7028 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7029 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7030 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7032 switch(vid.renderpath)
7034 case RENDERPATH_GL20:
7035 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7036 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7037 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7039 case RENDERPATH_CGGL:
7042 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7043 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7044 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7047 case RENDERPATH_GL13:
7048 case RENDERPATH_GL11:
7049 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7055 void R_ResetViewRendering2D(void)
7057 r_viewport_t viewport;
7060 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7061 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);
7062 R_SetViewport(&viewport);
7063 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7064 GL_Color(1, 1, 1, 1);
7065 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7066 GL_BlendFunc(GL_ONE, GL_ZERO);
7067 GL_AlphaTest(false);
7068 GL_ScissorTest(false);
7069 GL_DepthMask(false);
7070 GL_DepthRange(0, 1);
7071 GL_DepthTest(false);
7072 R_EntityMatrix(&identitymatrix);
7073 R_Mesh_ResetTextureState();
7074 GL_PolygonOffset(0, 0);
7075 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7076 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7077 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7078 qglStencilMask(~0);CHECKGLERROR
7079 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7080 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7081 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7084 void R_ResetViewRendering3D(void)
7089 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7090 GL_Color(1, 1, 1, 1);
7091 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7092 GL_BlendFunc(GL_ONE, GL_ZERO);
7093 GL_AlphaTest(false);
7094 GL_ScissorTest(true);
7096 GL_DepthRange(0, 1);
7098 R_EntityMatrix(&identitymatrix);
7099 R_Mesh_ResetTextureState();
7100 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7101 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7102 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7103 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7104 qglStencilMask(~0);CHECKGLERROR
7105 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7106 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7107 GL_CullFace(r_refdef.view.cullface_back);
7110 void R_RenderScene(void);
7111 void R_RenderWaterPlanes(void);
7113 static void R_Water_StartFrame(void)
7116 int waterwidth, waterheight, texturewidth, textureheight;
7117 r_waterstate_waterplane_t *p;
7119 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7122 switch(vid.renderpath)
7124 case RENDERPATH_GL20:
7125 case RENDERPATH_CGGL:
7127 case RENDERPATH_GL13:
7128 case RENDERPATH_GL11:
7132 // set waterwidth and waterheight to the water resolution that will be
7133 // used (often less than the screen resolution for faster rendering)
7134 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7135 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7137 // calculate desired texture sizes
7138 // can't use water if the card does not support the texture size
7139 if (!r_water.integer || r_showsurfaces.integer)
7140 texturewidth = textureheight = waterwidth = waterheight = 0;
7141 else if (vid.support.arb_texture_non_power_of_two)
7143 texturewidth = waterwidth;
7144 textureheight = waterheight;
7148 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7149 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7152 // allocate textures as needed
7153 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7155 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7156 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7158 if (p->texture_refraction)
7159 R_FreeTexture(p->texture_refraction);
7160 p->texture_refraction = NULL;
7161 if (p->texture_reflection)
7162 R_FreeTexture(p->texture_reflection);
7163 p->texture_reflection = NULL;
7165 memset(&r_waterstate, 0, sizeof(r_waterstate));
7166 r_waterstate.texturewidth = texturewidth;
7167 r_waterstate.textureheight = textureheight;
7170 if (r_waterstate.texturewidth)
7172 r_waterstate.enabled = true;
7174 // when doing a reduced render (HDR) we want to use a smaller area
7175 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7176 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7178 // set up variables that will be used in shader setup
7179 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7180 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7181 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7182 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7185 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7186 r_waterstate.numwaterplanes = 0;
7189 void R_Water_AddWaterPlane(msurface_t *surface)
7191 int triangleindex, planeindex;
7197 r_waterstate_waterplane_t *p;
7198 texture_t *t = R_GetCurrentTexture(surface->texture);
7199 // just use the first triangle with a valid normal for any decisions
7200 VectorClear(normal);
7201 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7203 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7204 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7205 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7206 TriangleNormal(vert[0], vert[1], vert[2], normal);
7207 if (VectorLength2(normal) >= 0.001)
7211 VectorCopy(normal, plane.normal);
7212 VectorNormalize(plane.normal);
7213 plane.dist = DotProduct(vert[0], plane.normal);
7214 PlaneClassify(&plane);
7215 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7217 // skip backfaces (except if nocullface is set)
7218 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7220 VectorNegate(plane.normal, plane.normal);
7222 PlaneClassify(&plane);
7226 // find a matching plane if there is one
7227 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7228 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7230 if (planeindex >= r_waterstate.maxwaterplanes)
7231 return; // nothing we can do, out of planes
7233 // if this triangle does not fit any known plane rendered this frame, add one
7234 if (planeindex >= r_waterstate.numwaterplanes)
7236 // store the new plane
7237 r_waterstate.numwaterplanes++;
7239 // clear materialflags and pvs
7240 p->materialflags = 0;
7241 p->pvsvalid = false;
7243 // merge this surface's materialflags into the waterplane
7244 p->materialflags |= t->currentmaterialflags;
7245 // merge this surface's PVS into the waterplane
7246 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7247 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7248 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7250 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7255 static void R_Water_ProcessPlanes(void)
7257 r_refdef_view_t originalview;
7258 r_refdef_view_t myview;
7260 r_waterstate_waterplane_t *p;
7262 originalview = r_refdef.view;
7264 // make sure enough textures are allocated
7265 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7267 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7269 if (!p->texture_refraction)
7270 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7271 if (!p->texture_refraction)
7275 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7277 if (!p->texture_reflection)
7278 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7279 if (!p->texture_reflection)
7285 r_refdef.view = originalview;
7286 r_refdef.view.showdebug = false;
7287 r_refdef.view.width = r_waterstate.waterwidth;
7288 r_refdef.view.height = r_waterstate.waterheight;
7289 r_refdef.view.useclipplane = true;
7290 myview = r_refdef.view;
7291 r_waterstate.renderingscene = true;
7292 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7294 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7296 r_refdef.view = myview;
7297 // render reflected scene and copy into texture
7298 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7299 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7300 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7301 r_refdef.view.clipplane = p->plane;
7302 // reverse the cullface settings for this render
7303 r_refdef.view.cullface_front = GL_FRONT;
7304 r_refdef.view.cullface_back = GL_BACK;
7305 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7307 r_refdef.view.usecustompvs = true;
7309 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7311 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7314 R_ResetViewRendering3D();
7315 R_ClearScreen(r_refdef.fogenabled);
7319 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);
7322 // render the normal view scene and copy into texture
7323 // (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)
7324 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7326 r_refdef.view = myview;
7327 r_refdef.view.clipplane = p->plane;
7328 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7329 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7330 PlaneClassify(&r_refdef.view.clipplane);
7332 R_ResetViewRendering3D();
7333 R_ClearScreen(r_refdef.fogenabled);
7337 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);
7341 r_waterstate.renderingscene = false;
7342 r_refdef.view = originalview;
7343 R_ResetViewRendering3D();
7344 R_ClearScreen(r_refdef.fogenabled);
7348 r_refdef.view = originalview;
7349 r_waterstate.renderingscene = false;
7350 Cvar_SetValueQuick(&r_water, 0);
7351 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7355 void R_Bloom_StartFrame(void)
7357 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7359 switch(vid.renderpath)
7361 case RENDERPATH_GL20:
7362 case RENDERPATH_CGGL:
7364 case RENDERPATH_GL13:
7365 case RENDERPATH_GL11:
7369 // set bloomwidth and bloomheight to the bloom resolution that will be
7370 // used (often less than the screen resolution for faster rendering)
7371 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7372 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7373 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7374 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7375 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7377 // calculate desired texture sizes
7378 if (vid.support.arb_texture_non_power_of_two)
7380 screentexturewidth = r_refdef.view.width;
7381 screentextureheight = r_refdef.view.height;
7382 bloomtexturewidth = r_bloomstate.bloomwidth;
7383 bloomtextureheight = r_bloomstate.bloomheight;
7387 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7388 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7389 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7390 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7393 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))
7395 Cvar_SetValueQuick(&r_hdr, 0);
7396 Cvar_SetValueQuick(&r_bloom, 0);
7397 Cvar_SetValueQuick(&r_motionblur, 0);
7398 Cvar_SetValueQuick(&r_damageblur, 0);
7401 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)))
7402 screentexturewidth = screentextureheight = 0;
7403 if (!r_hdr.integer && !r_bloom.integer)
7404 bloomtexturewidth = bloomtextureheight = 0;
7406 // allocate textures as needed
7407 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7409 if (r_bloomstate.texture_screen)
7410 R_FreeTexture(r_bloomstate.texture_screen);
7411 r_bloomstate.texture_screen = NULL;
7412 r_bloomstate.screentexturewidth = screentexturewidth;
7413 r_bloomstate.screentextureheight = screentextureheight;
7414 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7415 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7417 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7419 if (r_bloomstate.texture_bloom)
7420 R_FreeTexture(r_bloomstate.texture_bloom);
7421 r_bloomstate.texture_bloom = NULL;
7422 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7423 r_bloomstate.bloomtextureheight = bloomtextureheight;
7424 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7425 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7428 // when doing a reduced render (HDR) we want to use a smaller area
7429 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7430 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7431 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7432 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7433 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7435 // set up a texcoord array for the full resolution screen image
7436 // (we have to keep this around to copy back during final render)
7437 r_bloomstate.screentexcoord2f[0] = 0;
7438 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7439 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7440 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7441 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7442 r_bloomstate.screentexcoord2f[5] = 0;
7443 r_bloomstate.screentexcoord2f[6] = 0;
7444 r_bloomstate.screentexcoord2f[7] = 0;
7446 // set up a texcoord array for the reduced resolution bloom image
7447 // (which will be additive blended over the screen image)
7448 r_bloomstate.bloomtexcoord2f[0] = 0;
7449 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7450 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7451 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7452 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7453 r_bloomstate.bloomtexcoord2f[5] = 0;
7454 r_bloomstate.bloomtexcoord2f[6] = 0;
7455 r_bloomstate.bloomtexcoord2f[7] = 0;
7457 if (r_hdr.integer || r_bloom.integer)
7459 r_bloomstate.enabled = true;
7460 r_bloomstate.hdr = r_hdr.integer != 0;
7463 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);
7466 void R_Bloom_CopyBloomTexture(float colorscale)
7468 r_refdef.stats.bloom++;
7470 // scale down screen texture to the bloom texture size
7472 R_SetViewport(&r_bloomstate.viewport);
7473 GL_BlendFunc(GL_ONE, GL_ZERO);
7474 GL_Color(colorscale, colorscale, colorscale, 1);
7475 // TODO: optimize with multitexture or GLSL
7476 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7477 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7478 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7479 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7481 // we now have a bloom image in the framebuffer
7482 // copy it into the bloom image texture for later processing
7483 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);
7484 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7487 void R_Bloom_CopyHDRTexture(void)
7489 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);
7490 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7493 void R_Bloom_MakeTexture(void)
7496 float xoffset, yoffset, r, brighten;
7498 r_refdef.stats.bloom++;
7500 R_ResetViewRendering2D();
7501 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7502 R_Mesh_ColorPointer(NULL, 0, 0);
7504 // we have a bloom image in the framebuffer
7506 R_SetViewport(&r_bloomstate.viewport);
7508 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7511 r = bound(0, r_bloom_colorexponent.value / x, 1);
7512 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7513 GL_Color(r, r, r, 1);
7514 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7515 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7516 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7517 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7519 // copy the vertically blurred bloom view to a texture
7520 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);
7521 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7524 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7525 brighten = r_bloom_brighten.value;
7527 brighten *= r_hdr_range.value;
7528 brighten = sqrt(brighten);
7530 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7531 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7532 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7534 for (dir = 0;dir < 2;dir++)
7536 // blend on at multiple vertical offsets to achieve a vertical blur
7537 // TODO: do offset blends using GLSL
7538 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7539 GL_BlendFunc(GL_ONE, GL_ZERO);
7540 for (x = -range;x <= range;x++)
7542 if (!dir){xoffset = 0;yoffset = x;}
7543 else {xoffset = x;yoffset = 0;}
7544 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7545 yoffset /= (float)r_bloomstate.bloomtextureheight;
7546 // compute a texcoord array with the specified x and y offset
7547 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7548 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7549 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7550 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7551 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7552 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7553 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7554 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7555 // this r value looks like a 'dot' particle, fading sharply to
7556 // black at the edges
7557 // (probably not realistic but looks good enough)
7558 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7559 //r = brighten/(range*2+1);
7560 r = brighten / (range * 2 + 1);
7562 r *= (1 - x*x/(float)(range*range));
7563 GL_Color(r, r, r, 1);
7564 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7565 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7566 GL_BlendFunc(GL_ONE, GL_ONE);
7569 // copy the vertically blurred bloom view to a texture
7570 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);
7571 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7574 // apply subtract last
7575 // (just like it would be in a GLSL shader)
7576 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7578 GL_BlendFunc(GL_ONE, GL_ZERO);
7579 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7580 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7581 GL_Color(1, 1, 1, 1);
7582 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7583 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7585 GL_BlendFunc(GL_ONE, GL_ONE);
7586 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7587 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7588 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7589 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7590 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7591 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7592 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7594 // copy the darkened bloom view to a texture
7595 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);
7596 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7600 void R_HDR_RenderBloomTexture(void)
7602 int oldwidth, oldheight;
7603 float oldcolorscale;
7605 oldcolorscale = r_refdef.view.colorscale;
7606 oldwidth = r_refdef.view.width;
7607 oldheight = r_refdef.view.height;
7608 r_refdef.view.width = r_bloomstate.bloomwidth;
7609 r_refdef.view.height = r_bloomstate.bloomheight;
7611 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7612 // TODO: add exposure compensation features
7613 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7615 r_refdef.view.showdebug = false;
7616 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7618 R_ResetViewRendering3D();
7620 R_ClearScreen(r_refdef.fogenabled);
7621 if (r_timereport_active)
7622 R_TimeReport("HDRclear");
7625 if (r_timereport_active)
7626 R_TimeReport("visibility");
7628 // only do secondary renders with HDR if r_hdr is 2 or higher
7629 r_waterstate.numwaterplanes = 0;
7630 if (r_waterstate.enabled && r_hdr.integer >= 2)
7631 R_RenderWaterPlanes();
7633 r_refdef.view.showdebug = true;
7635 r_waterstate.numwaterplanes = 0;
7637 R_ResetViewRendering2D();
7639 R_Bloom_CopyHDRTexture();
7640 R_Bloom_MakeTexture();
7642 // restore the view settings
7643 r_refdef.view.width = oldwidth;
7644 r_refdef.view.height = oldheight;
7645 r_refdef.view.colorscale = oldcolorscale;
7647 R_ResetViewRendering3D();
7649 R_ClearScreen(r_refdef.fogenabled);
7650 if (r_timereport_active)
7651 R_TimeReport("viewclear");
7654 static void R_BlendView(void)
7656 unsigned int permutation;
7657 float uservecs[4][4];
7659 switch (vid.renderpath)
7661 case RENDERPATH_GL20:
7662 case RENDERPATH_CGGL:
7664 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7665 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7666 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7667 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7668 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7670 if (r_bloomstate.texture_screen)
7672 // make sure the buffer is available
7673 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7675 R_ResetViewRendering2D();
7676 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7677 R_Mesh_ColorPointer(NULL, 0, 0);
7679 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7681 // declare variables
7683 static float avgspeed;
7685 speed = VectorLength(cl.movement_velocity);
7687 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7688 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7690 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7691 speed = bound(0, speed, 1);
7692 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7694 // calculate values into a standard alpha
7695 cl.motionbluralpha = 1 - exp(-
7697 (r_motionblur.value * speed / 80)
7699 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7702 max(0.0001, cl.time - cl.oldtime) // fps independent
7705 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7706 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7708 if (cl.motionbluralpha > 0)
7710 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7711 GL_Color(1, 1, 1, cl.motionbluralpha);
7712 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7713 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7714 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7715 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7719 // copy view into the screen texture
7720 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);
7721 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7723 else if (!r_bloomstate.texture_bloom)
7725 // we may still have to do view tint...
7726 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7728 // apply a color tint to the whole view
7729 R_ResetViewRendering2D();
7730 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7731 R_Mesh_ColorPointer(NULL, 0, 0);
7732 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7733 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7734 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7735 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7737 break; // no screen processing, no bloom, skip it
7740 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7742 // render simple bloom effect
7743 // copy the screen and shrink it and darken it for the bloom process
7744 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7745 // make the bloom texture
7746 R_Bloom_MakeTexture();
7749 #if _MSC_VER >= 1400
7750 #define sscanf sscanf_s
7752 memset(uservecs, 0, sizeof(uservecs));
7753 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7754 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7755 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7756 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7758 R_ResetViewRendering2D();
7759 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7760 R_Mesh_ColorPointer(NULL, 0, 0);
7761 GL_Color(1, 1, 1, 1);
7762 GL_BlendFunc(GL_ONE, GL_ZERO);
7763 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7764 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7766 switch(vid.renderpath)
7768 case RENDERPATH_GL20:
7769 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7770 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7771 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7772 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7773 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]);
7774 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7775 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7776 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]);
7777 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]);
7778 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]);
7779 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]);
7780 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7781 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7783 case RENDERPATH_CGGL:
7785 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7786 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7787 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7788 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7789 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
7790 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7791 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7792 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
7793 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
7794 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
7795 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
7796 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7797 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7803 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7804 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7806 case RENDERPATH_GL13:
7807 case RENDERPATH_GL11:
7808 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7810 // apply a color tint to the whole view
7811 R_ResetViewRendering2D();
7812 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7813 R_Mesh_ColorPointer(NULL, 0, 0);
7814 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7815 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7816 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7817 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7823 matrix4x4_t r_waterscrollmatrix;
7825 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7827 if (r_refdef.fog_density)
7829 r_refdef.fogcolor[0] = r_refdef.fog_red;
7830 r_refdef.fogcolor[1] = r_refdef.fog_green;
7831 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7833 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7834 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7835 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7836 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7840 VectorCopy(r_refdef.fogcolor, fogvec);
7841 // color.rgb *= ContrastBoost * SceneBrightness;
7842 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7843 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7844 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7845 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7850 void R_UpdateVariables(void)
7854 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7856 r_refdef.farclip = r_farclip_base.value;
7857 if (r_refdef.scene.worldmodel)
7858 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7859 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7861 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7862 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7863 r_refdef.polygonfactor = 0;
7864 r_refdef.polygonoffset = 0;
7865 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7866 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7868 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7869 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7870 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7871 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7872 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7873 if (r_showsurfaces.integer)
7875 r_refdef.scene.rtworld = false;
7876 r_refdef.scene.rtworldshadows = false;
7877 r_refdef.scene.rtdlight = false;
7878 r_refdef.scene.rtdlightshadows = false;
7879 r_refdef.lightmapintensity = 0;
7882 if (gamemode == GAME_NEHAHRA)
7884 if (gl_fogenable.integer)
7886 r_refdef.oldgl_fogenable = true;
7887 r_refdef.fog_density = gl_fogdensity.value;
7888 r_refdef.fog_red = gl_fogred.value;
7889 r_refdef.fog_green = gl_foggreen.value;
7890 r_refdef.fog_blue = gl_fogblue.value;
7891 r_refdef.fog_alpha = 1;
7892 r_refdef.fog_start = 0;
7893 r_refdef.fog_end = gl_skyclip.value;
7894 r_refdef.fog_height = 1<<30;
7895 r_refdef.fog_fadedepth = 128;
7897 else if (r_refdef.oldgl_fogenable)
7899 r_refdef.oldgl_fogenable = false;
7900 r_refdef.fog_density = 0;
7901 r_refdef.fog_red = 0;
7902 r_refdef.fog_green = 0;
7903 r_refdef.fog_blue = 0;
7904 r_refdef.fog_alpha = 0;
7905 r_refdef.fog_start = 0;
7906 r_refdef.fog_end = 0;
7907 r_refdef.fog_height = 1<<30;
7908 r_refdef.fog_fadedepth = 128;
7912 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7913 r_refdef.fog_start = max(0, r_refdef.fog_start);
7914 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7916 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7918 if (r_refdef.fog_density && r_drawfog.integer)
7920 r_refdef.fogenabled = true;
7921 // this is the point where the fog reaches 0.9986 alpha, which we
7922 // consider a good enough cutoff point for the texture
7923 // (0.9986 * 256 == 255.6)
7924 if (r_fog_exp2.integer)
7925 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7927 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7928 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7929 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7930 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7931 // fog color was already set
7932 // update the fog texture
7933 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)
7934 R_BuildFogTexture();
7937 r_refdef.fogenabled = false;
7939 switch(vid.renderpath)
7941 case RENDERPATH_GL20:
7942 case RENDERPATH_CGGL:
7943 if(v_glslgamma.integer && !vid_gammatables_trivial)
7945 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7947 // build GLSL gamma texture
7948 #define RAMPWIDTH 256
7949 unsigned short ramp[RAMPWIDTH * 3];
7950 unsigned char rampbgr[RAMPWIDTH][4];
7953 r_texture_gammaramps_serial = vid_gammatables_serial;
7955 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7956 for(i = 0; i < RAMPWIDTH; ++i)
7958 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7959 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7960 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7963 if (r_texture_gammaramps)
7965 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7969 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7975 // remove GLSL gamma texture
7978 case RENDERPATH_GL13:
7979 case RENDERPATH_GL11:
7984 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7985 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7991 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7992 if( scenetype != r_currentscenetype ) {
7993 // store the old scenetype
7994 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7995 r_currentscenetype = scenetype;
7996 // move in the new scene
7997 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8006 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8008 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8009 if( scenetype == r_currentscenetype ) {
8010 return &r_refdef.scene;
8012 return &r_scenes_store[ scenetype ];
8021 void R_RenderView(void)
8023 if (r_timereport_active)
8024 R_TimeReport("start");
8025 r_textureframe++; // used only by R_GetCurrentTexture
8026 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8028 if (!r_drawentities.integer)
8029 r_refdef.scene.numentities = 0;
8031 R_AnimCache_ClearCache();
8032 R_FrameData_NewFrame();
8034 if (r_refdef.view.isoverlay)
8036 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8037 GL_Clear( GL_DEPTH_BUFFER_BIT );
8038 R_TimeReport("depthclear");
8040 r_refdef.view.showdebug = false;
8042 r_waterstate.enabled = false;
8043 r_waterstate.numwaterplanes = 0;
8051 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8052 return; //Host_Error ("R_RenderView: NULL worldmodel");
8054 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8056 // break apart the view matrix into vectors for various purposes
8057 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8058 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8059 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8060 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8061 // make an inverted copy of the view matrix for tracking sprites
8062 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8064 R_Shadow_UpdateWorldLightSelection();
8066 R_Bloom_StartFrame();
8067 R_Water_StartFrame();
8070 if (r_timereport_active)
8071 R_TimeReport("viewsetup");
8073 R_ResetViewRendering3D();
8075 if (r_refdef.view.clear || r_refdef.fogenabled)
8077 R_ClearScreen(r_refdef.fogenabled);
8078 if (r_timereport_active)
8079 R_TimeReport("viewclear");
8081 r_refdef.view.clear = true;
8083 // this produces a bloom texture to be used in R_BlendView() later
8084 if (r_hdr.integer && r_bloomstate.bloomwidth)
8086 R_HDR_RenderBloomTexture();
8087 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8088 r_textureframe++; // used only by R_GetCurrentTexture
8091 r_refdef.view.showdebug = true;
8094 if (r_timereport_active)
8095 R_TimeReport("visibility");
8097 r_waterstate.numwaterplanes = 0;
8098 if (r_waterstate.enabled)
8099 R_RenderWaterPlanes();
8102 r_waterstate.numwaterplanes = 0;
8105 if (r_timereport_active)
8106 R_TimeReport("blendview");
8108 GL_Scissor(0, 0, vid.width, vid.height);
8109 GL_ScissorTest(false);
8113 void R_RenderWaterPlanes(void)
8115 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8117 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8118 if (r_timereport_active)
8119 R_TimeReport("waterworld");
8122 // don't let sound skip if going slow
8123 if (r_refdef.scene.extraupdate)
8126 R_DrawModelsAddWaterPlanes();
8127 if (r_timereport_active)
8128 R_TimeReport("watermodels");
8130 if (r_waterstate.numwaterplanes)
8132 R_Water_ProcessPlanes();
8133 if (r_timereport_active)
8134 R_TimeReport("waterscenes");
8138 extern void R_DrawLightningBeams (void);
8139 extern void VM_CL_AddPolygonsToMeshQueue (void);
8140 extern void R_DrawPortals (void);
8141 extern cvar_t cl_locs_show;
8142 static void R_DrawLocs(void);
8143 static void R_DrawEntityBBoxes(void);
8144 static void R_DrawModelDecals(void);
8145 extern cvar_t cl_decals_newsystem;
8146 extern qboolean r_shadow_usingdeferredprepass;
8147 void R_RenderScene(void)
8149 r_refdef.stats.renders++;
8153 // don't let sound skip if going slow
8154 if (r_refdef.scene.extraupdate)
8157 R_MeshQueue_BeginScene();
8161 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);
8163 if (cl.csqc_vidvars.drawworld)
8165 // don't let sound skip if going slow
8166 if (r_refdef.scene.extraupdate)
8169 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8171 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8172 if (r_timereport_active)
8173 R_TimeReport("worldsky");
8176 if (R_DrawBrushModelsSky() && r_timereport_active)
8177 R_TimeReport("bmodelsky");
8179 if (skyrendermasked && skyrenderlater)
8181 // we have to force off the water clipping plane while rendering sky
8185 if (r_timereport_active)
8186 R_TimeReport("sky");
8190 R_AnimCache_CacheVisibleEntities();
8191 if (r_timereport_active)
8192 R_TimeReport("animation");
8194 R_Shadow_PrepareLights();
8195 if (r_timereport_active)
8196 R_TimeReport("preparelights");
8198 if (r_shadow_usingdeferredprepass)
8199 R_Shadow_DrawPrepass();
8201 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8203 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8204 if (r_timereport_active)
8205 R_TimeReport("worlddepth");
8207 if (r_depthfirst.integer >= 2)
8209 R_DrawModelsDepth();
8210 if (r_timereport_active)
8211 R_TimeReport("modeldepth");
8214 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8216 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8217 if (r_timereport_active)
8218 R_TimeReport("world");
8221 // don't let sound skip if going slow
8222 if (r_refdef.scene.extraupdate)
8226 if (r_timereport_active)
8227 R_TimeReport("models");
8229 // don't let sound skip if going slow
8230 if (r_refdef.scene.extraupdate)
8233 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8235 R_DrawModelShadows();
8236 R_ResetViewRendering3D();
8237 // don't let sound skip if going slow
8238 if (r_refdef.scene.extraupdate)
8242 if (!r_shadow_usingdeferredprepass)
8244 R_Shadow_DrawLights();
8245 if (r_timereport_active)
8246 R_TimeReport("rtlights");
8249 // don't let sound skip if going slow
8250 if (r_refdef.scene.extraupdate)
8253 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8255 R_DrawModelShadows();
8256 R_ResetViewRendering3D();
8257 // don't let sound skip if going slow
8258 if (r_refdef.scene.extraupdate)
8262 if (cl.csqc_vidvars.drawworld)
8264 if (cl_decals_newsystem.integer)
8266 R_DrawModelDecals();
8267 if (r_timereport_active)
8268 R_TimeReport("modeldecals");
8273 if (r_timereport_active)
8274 R_TimeReport("decals");
8278 if (r_timereport_active)
8279 R_TimeReport("particles");
8282 if (r_timereport_active)
8283 R_TimeReport("explosions");
8285 R_DrawLightningBeams();
8286 if (r_timereport_active)
8287 R_TimeReport("lightning");
8290 VM_CL_AddPolygonsToMeshQueue();
8292 if (r_refdef.view.showdebug)
8294 if (cl_locs_show.integer)
8297 if (r_timereport_active)
8298 R_TimeReport("showlocs");
8301 if (r_drawportals.integer)
8304 if (r_timereport_active)
8305 R_TimeReport("portals");
8308 if (r_showbboxes.value > 0)
8310 R_DrawEntityBBoxes();
8311 if (r_timereport_active)
8312 R_TimeReport("bboxes");
8316 R_MeshQueue_RenderTransparent();
8317 if (r_timereport_active)
8318 R_TimeReport("drawtrans");
8320 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))
8322 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8323 if (r_timereport_active)
8324 R_TimeReport("worlddebug");
8325 R_DrawModelsDebug();
8326 if (r_timereport_active)
8327 R_TimeReport("modeldebug");
8330 if (cl.csqc_vidvars.drawworld)
8332 R_Shadow_DrawCoronas();
8333 if (r_timereport_active)
8334 R_TimeReport("coronas");
8337 // don't let sound skip if going slow
8338 if (r_refdef.scene.extraupdate)
8341 R_ResetViewRendering2D();
8344 static const unsigned short bboxelements[36] =
8354 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8357 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8359 RSurf_ActiveWorldEntity();
8361 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8362 GL_DepthMask(false);
8363 GL_DepthRange(0, 1);
8364 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8365 R_Mesh_ResetTextureState();
8367 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8368 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8369 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8370 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8371 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8372 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8373 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8374 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8375 R_FillColors(color4f, 8, cr, cg, cb, ca);
8376 if (r_refdef.fogenabled)
8378 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8380 f1 = RSurf_FogVertex(v);
8382 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8383 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8384 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8387 R_Mesh_VertexPointer(vertex3f, 0, 0);
8388 R_Mesh_ColorPointer(color4f, 0, 0);
8389 R_Mesh_ResetTextureState();
8390 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8391 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8394 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8398 prvm_edict_t *edict;
8399 prvm_prog_t *prog_save = prog;
8401 // this function draws bounding boxes of server entities
8405 GL_CullFace(GL_NONE);
8406 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8410 for (i = 0;i < numsurfaces;i++)
8412 edict = PRVM_EDICT_NUM(surfacelist[i]);
8413 switch ((int)edict->fields.server->solid)
8415 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8416 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8417 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8418 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8419 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8420 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8422 color[3] *= r_showbboxes.value;
8423 color[3] = bound(0, color[3], 1);
8424 GL_DepthTest(!r_showdisabledepthtest.integer);
8425 GL_CullFace(r_refdef.view.cullface_front);
8426 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8432 static void R_DrawEntityBBoxes(void)
8435 prvm_edict_t *edict;
8437 prvm_prog_t *prog_save = prog;
8439 // this function draws bounding boxes of server entities
8445 for (i = 0;i < prog->num_edicts;i++)
8447 edict = PRVM_EDICT_NUM(i);
8448 if (edict->priv.server->free)
8450 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8451 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8453 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8455 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8456 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8462 static const int nomodelelement3i[24] =
8474 static const unsigned short nomodelelement3s[24] =
8486 static const float nomodelvertex3f[6*3] =
8496 static const float nomodelcolor4f[6*4] =
8498 0.0f, 0.0f, 0.5f, 1.0f,
8499 0.0f, 0.0f, 0.5f, 1.0f,
8500 0.0f, 0.5f, 0.0f, 1.0f,
8501 0.0f, 0.5f, 0.0f, 1.0f,
8502 0.5f, 0.0f, 0.0f, 1.0f,
8503 0.5f, 0.0f, 0.0f, 1.0f
8506 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8512 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);
8514 // this is only called once per entity so numsurfaces is always 1, and
8515 // surfacelist is always {0}, so this code does not handle batches
8517 if (rsurface.ent_flags & RENDER_ADDITIVE)
8519 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8520 GL_DepthMask(false);
8522 else if (rsurface.colormod[3] < 1)
8524 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8525 GL_DepthMask(false);
8529 GL_BlendFunc(GL_ONE, GL_ZERO);
8532 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8533 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8534 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8535 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8536 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8537 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8538 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8539 R_Mesh_ColorPointer(color4f, 0, 0);
8540 for (i = 0, c = color4f;i < 6;i++, c += 4)
8542 c[0] *= rsurface.colormod[0];
8543 c[1] *= rsurface.colormod[1];
8544 c[2] *= rsurface.colormod[2];
8545 c[3] *= rsurface.colormod[3];
8547 if (r_refdef.fogenabled)
8549 for (i = 0, c = color4f;i < 6;i++, c += 4)
8551 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8553 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8554 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8555 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8558 R_Mesh_ResetTextureState();
8559 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8562 void R_DrawNoModel(entity_render_t *ent)
8565 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8566 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8567 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8569 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8572 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8574 vec3_t right1, right2, diff, normal;
8576 VectorSubtract (org2, org1, normal);
8578 // calculate 'right' vector for start
8579 VectorSubtract (r_refdef.view.origin, org1, diff);
8580 CrossProduct (normal, diff, right1);
8581 VectorNormalize (right1);
8583 // calculate 'right' vector for end
8584 VectorSubtract (r_refdef.view.origin, org2, diff);
8585 CrossProduct (normal, diff, right2);
8586 VectorNormalize (right2);
8588 vert[ 0] = org1[0] + width * right1[0];
8589 vert[ 1] = org1[1] + width * right1[1];
8590 vert[ 2] = org1[2] + width * right1[2];
8591 vert[ 3] = org1[0] - width * right1[0];
8592 vert[ 4] = org1[1] - width * right1[1];
8593 vert[ 5] = org1[2] - width * right1[2];
8594 vert[ 6] = org2[0] - width * right2[0];
8595 vert[ 7] = org2[1] - width * right2[1];
8596 vert[ 8] = org2[2] - width * right2[2];
8597 vert[ 9] = org2[0] + width * right2[0];
8598 vert[10] = org2[1] + width * right2[1];
8599 vert[11] = org2[2] + width * right2[2];
8602 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)
8604 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8605 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8606 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8607 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8608 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8609 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8610 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8611 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8612 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8613 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8614 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8615 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8618 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8623 VectorSet(v, x, y, z);
8624 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8625 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8627 if (i == mesh->numvertices)
8629 if (mesh->numvertices < mesh->maxvertices)
8631 VectorCopy(v, vertex3f);
8632 mesh->numvertices++;
8634 return mesh->numvertices;
8640 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8644 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8645 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8646 e = mesh->element3i + mesh->numtriangles * 3;
8647 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8649 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8650 if (mesh->numtriangles < mesh->maxtriangles)
8655 mesh->numtriangles++;
8657 element[1] = element[2];
8661 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8665 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8666 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8667 e = mesh->element3i + mesh->numtriangles * 3;
8668 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8670 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8671 if (mesh->numtriangles < mesh->maxtriangles)
8676 mesh->numtriangles++;
8678 element[1] = element[2];
8682 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8683 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8685 int planenum, planenum2;
8688 mplane_t *plane, *plane2;
8690 double temppoints[2][256*3];
8691 // figure out how large a bounding box we need to properly compute this brush
8693 for (w = 0;w < numplanes;w++)
8694 maxdist = max(maxdist, fabs(planes[w].dist));
8695 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8696 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8697 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8701 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8702 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8704 if (planenum2 == planenum)
8706 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);
8709 if (tempnumpoints < 3)
8711 // generate elements forming a triangle fan for this polygon
8712 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8716 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)
8718 texturelayer_t *layer;
8719 layer = t->currentlayers + t->currentnumlayers++;
8721 layer->depthmask = depthmask;
8722 layer->blendfunc1 = blendfunc1;
8723 layer->blendfunc2 = blendfunc2;
8724 layer->texture = texture;
8725 layer->texmatrix = *matrix;
8726 layer->color[0] = r;
8727 layer->color[1] = g;
8728 layer->color[2] = b;
8729 layer->color[3] = a;
8732 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8735 index = parms[2] + r_refdef.scene.time * parms[3];
8736 index -= floor(index);
8740 case Q3WAVEFUNC_NONE:
8741 case Q3WAVEFUNC_NOISE:
8742 case Q3WAVEFUNC_COUNT:
8745 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8746 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8747 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8748 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8749 case Q3WAVEFUNC_TRIANGLE:
8751 f = index - floor(index);
8762 return (float)(parms[0] + parms[1] * f);
8765 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8770 matrix4x4_t matrix, temp;
8771 switch(tcmod->tcmod)
8775 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8776 matrix = r_waterscrollmatrix;
8778 matrix = identitymatrix;
8780 case Q3TCMOD_ENTITYTRANSLATE:
8781 // this is used in Q3 to allow the gamecode to control texcoord
8782 // scrolling on the entity, which is not supported in darkplaces yet.
8783 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8785 case Q3TCMOD_ROTATE:
8786 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8787 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8788 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8791 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8793 case Q3TCMOD_SCROLL:
8794 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8796 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8797 w = (int) tcmod->parms[0];
8798 h = (int) tcmod->parms[1];
8799 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8801 idx = (int) floor(f * w * h);
8802 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8804 case Q3TCMOD_STRETCH:
8805 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8806 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8808 case Q3TCMOD_TRANSFORM:
8809 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8810 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8811 VectorSet(tcmat + 6, 0 , 0 , 1);
8812 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8813 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8815 case Q3TCMOD_TURBULENT:
8816 // this is handled in the RSurf_PrepareVertices function
8817 matrix = identitymatrix;
8821 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8824 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8826 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8827 char name[MAX_QPATH];
8828 skinframe_t *skinframe;
8829 unsigned char pixels[296*194];
8830 strlcpy(cache->name, skinname, sizeof(cache->name));
8831 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8832 if (developer_loading.integer)
8833 Con_Printf("loading %s\n", name);
8834 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8835 if (!skinframe || !skinframe->base)
8838 fs_offset_t filesize;
8840 f = FS_LoadFile(name, tempmempool, true, &filesize);
8843 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8844 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8848 cache->skinframe = skinframe;
8851 texture_t *R_GetCurrentTexture(texture_t *t)
8854 const entity_render_t *ent = rsurface.entity;
8855 dp_model_t *model = ent->model;
8856 q3shaderinfo_layer_tcmod_t *tcmod;
8858 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8859 return t->currentframe;
8860 t->update_lastrenderframe = r_textureframe;
8861 t->update_lastrenderentity = (void *)ent;
8863 // switch to an alternate material if this is a q1bsp animated material
8865 texture_t *texture = t;
8866 int s = rsurface.ent_skinnum;
8867 if ((unsigned int)s >= (unsigned int)model->numskins)
8869 if (model->skinscenes)
8871 if (model->skinscenes[s].framecount > 1)
8872 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8874 s = model->skinscenes[s].firstframe;
8877 t = t + s * model->num_surfaces;
8880 // use an alternate animation if the entity's frame is not 0,
8881 // and only if the texture has an alternate animation
8882 if (rsurface.ent_alttextures && t->anim_total[1])
8883 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8885 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8887 texture->currentframe = t;
8890 // update currentskinframe to be a qw skin or animation frame
8891 if (rsurface.ent_qwskin >= 0)
8893 i = rsurface.ent_qwskin;
8894 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8896 r_qwskincache_size = cl.maxclients;
8898 Mem_Free(r_qwskincache);
8899 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8901 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8902 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8903 t->currentskinframe = r_qwskincache[i].skinframe;
8904 if (t->currentskinframe == NULL)
8905 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8907 else if (t->numskinframes >= 2)
8908 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8909 if (t->backgroundnumskinframes >= 2)
8910 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8912 t->currentmaterialflags = t->basematerialflags;
8913 t->currentalpha = rsurface.colormod[3];
8914 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8915 t->currentalpha *= r_wateralpha.value;
8916 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8917 t->currentalpha *= t->r_water_wateralpha;
8918 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8919 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8920 if (!(rsurface.ent_flags & RENDER_LIGHT))
8921 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8922 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8924 // pick a model lighting mode
8925 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8926 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8928 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8930 if (rsurface.ent_flags & RENDER_ADDITIVE)
8931 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8932 else if (t->currentalpha < 1)
8933 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8934 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8935 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8936 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8937 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8938 if (t->backgroundnumskinframes)
8939 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8940 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8942 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8943 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8946 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8947 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8948 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8950 // there is no tcmod
8951 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8953 t->currenttexmatrix = r_waterscrollmatrix;
8954 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8956 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8958 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8959 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8962 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8963 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8964 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8965 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8967 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8968 if (t->currentskinframe->qpixels)
8969 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8970 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8971 if (!t->basetexture)
8972 t->basetexture = r_texture_notexture;
8973 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8974 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8975 t->nmaptexture = t->currentskinframe->nmap;
8976 if (!t->nmaptexture)
8977 t->nmaptexture = r_texture_blanknormalmap;
8978 t->glosstexture = r_texture_black;
8979 t->glowtexture = t->currentskinframe->glow;
8980 t->fogtexture = t->currentskinframe->fog;
8981 t->reflectmasktexture = t->currentskinframe->reflect;
8982 if (t->backgroundnumskinframes)
8984 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8985 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8986 t->backgroundglosstexture = r_texture_black;
8987 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8988 if (!t->backgroundnmaptexture)
8989 t->backgroundnmaptexture = r_texture_blanknormalmap;
8993 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8994 t->backgroundnmaptexture = r_texture_blanknormalmap;
8995 t->backgroundglosstexture = r_texture_black;
8996 t->backgroundglowtexture = NULL;
8998 t->specularpower = r_shadow_glossexponent.value;
8999 // TODO: store reference values for these in the texture?
9000 t->specularscale = 0;
9001 if (r_shadow_gloss.integer > 0)
9003 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9005 if (r_shadow_glossintensity.value > 0)
9007 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9008 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9009 t->specularscale = r_shadow_glossintensity.value;
9012 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9014 t->glosstexture = r_texture_white;
9015 t->backgroundglosstexture = r_texture_white;
9016 t->specularscale = r_shadow_gloss2intensity.value;
9017 t->specularpower = r_shadow_gloss2exponent.value;
9020 t->specularscale *= t->specularscalemod;
9021 t->specularpower *= t->specularpowermod;
9023 // lightmaps mode looks bad with dlights using actual texturing, so turn
9024 // off the colormap and glossmap, but leave the normalmap on as it still
9025 // accurately represents the shading involved
9026 if (gl_lightmaps.integer)
9028 t->basetexture = r_texture_grey128;
9029 t->pantstexture = r_texture_black;
9030 t->shirttexture = r_texture_black;
9031 t->nmaptexture = r_texture_blanknormalmap;
9032 t->glosstexture = r_texture_black;
9033 t->glowtexture = NULL;
9034 t->fogtexture = NULL;
9035 t->reflectmasktexture = NULL;
9036 t->backgroundbasetexture = NULL;
9037 t->backgroundnmaptexture = r_texture_blanknormalmap;
9038 t->backgroundglosstexture = r_texture_black;
9039 t->backgroundglowtexture = NULL;
9040 t->specularscale = 0;
9041 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9044 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9045 VectorClear(t->dlightcolor);
9046 t->currentnumlayers = 0;
9047 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9049 int blendfunc1, blendfunc2;
9051 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9053 blendfunc1 = GL_SRC_ALPHA;
9054 blendfunc2 = GL_ONE;
9056 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9058 blendfunc1 = GL_SRC_ALPHA;
9059 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9061 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9063 blendfunc1 = t->customblendfunc[0];
9064 blendfunc2 = t->customblendfunc[1];
9068 blendfunc1 = GL_ONE;
9069 blendfunc2 = GL_ZERO;
9071 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9072 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9074 // fullbright is not affected by r_refdef.lightmapintensity
9075 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]);
9076 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9077 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]);
9078 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9079 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]);
9083 vec3_t ambientcolor;
9085 // set the color tint used for lights affecting this surface
9086 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9088 // q3bsp has no lightmap updates, so the lightstylevalue that
9089 // would normally be baked into the lightmap must be
9090 // applied to the color
9091 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9092 if (model->type == mod_brushq3)
9093 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9094 colorscale *= r_refdef.lightmapintensity;
9095 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9096 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9097 // basic lit geometry
9098 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]);
9099 // add pants/shirt if needed
9100 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9101 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]);
9102 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9103 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]);
9104 // now add ambient passes if needed
9105 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9107 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]);
9108 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9109 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]);
9110 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9111 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]);
9114 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9115 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]);
9116 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9118 // if this is opaque use alpha blend which will darken the earlier
9121 // if this is an alpha blended material, all the earlier passes
9122 // were darkened by fog already, so we only need to add the fog
9123 // color ontop through the fog mask texture
9125 // if this is an additive blended material, all the earlier passes
9126 // were darkened by fog already, and we should not add fog color
9127 // (because the background was not darkened, there is no fog color
9128 // that was lost behind it).
9129 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]);
9133 return t->currentframe;
9136 rsurfacestate_t rsurface;
9138 void R_Mesh_ResizeArrays(int newvertices)
9141 if (rsurface.array_size >= newvertices)
9143 if (rsurface.array_modelvertex3f)
9144 Mem_Free(rsurface.array_modelvertex3f);
9145 rsurface.array_size = (newvertices + 1023) & ~1023;
9146 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9147 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9148 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9149 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9150 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9151 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9152 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9153 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9154 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9155 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9156 rsurface.array_color4f = base + rsurface.array_size * 27;
9157 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9160 void RSurf_ActiveWorldEntity(void)
9162 dp_model_t *model = r_refdef.scene.worldmodel;
9163 //if (rsurface.entity == r_refdef.scene.worldentity)
9165 rsurface.entity = r_refdef.scene.worldentity;
9166 rsurface.skeleton = NULL;
9167 rsurface.ent_skinnum = 0;
9168 rsurface.ent_qwskin = -1;
9169 rsurface.ent_shadertime = 0;
9170 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9171 if (rsurface.array_size < model->surfmesh.num_vertices)
9172 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9173 rsurface.matrix = identitymatrix;
9174 rsurface.inversematrix = identitymatrix;
9175 rsurface.matrixscale = 1;
9176 rsurface.inversematrixscale = 1;
9177 R_EntityMatrix(&identitymatrix);
9178 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9179 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9180 rsurface.fograngerecip = r_refdef.fograngerecip;
9181 rsurface.fogheightfade = r_refdef.fogheightfade;
9182 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9183 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9184 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9185 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9186 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9187 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9188 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9189 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9190 rsurface.colormod[3] = 1;
9191 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);
9192 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9193 rsurface.frameblend[0].lerp = 1;
9194 rsurface.ent_alttextures = false;
9195 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9196 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9197 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9198 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9199 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9200 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9201 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9202 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9203 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9204 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9205 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9206 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9207 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9208 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9209 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9210 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9211 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9212 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9213 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9214 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9215 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9216 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9217 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9218 rsurface.modelelement3i = model->surfmesh.data_element3i;
9219 rsurface.modelelement3s = model->surfmesh.data_element3s;
9220 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9221 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9222 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9223 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9224 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9225 rsurface.modelsurfaces = model->data_surfaces;
9226 rsurface.generatedvertex = false;
9227 rsurface.vertex3f = rsurface.modelvertex3f;
9228 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9229 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9230 rsurface.svector3f = rsurface.modelsvector3f;
9231 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9232 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9233 rsurface.tvector3f = rsurface.modeltvector3f;
9234 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9235 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9236 rsurface.normal3f = rsurface.modelnormal3f;
9237 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9238 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9239 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9242 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9244 dp_model_t *model = ent->model;
9245 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9247 rsurface.entity = (entity_render_t *)ent;
9248 rsurface.skeleton = ent->skeleton;
9249 rsurface.ent_skinnum = ent->skinnum;
9250 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;
9251 rsurface.ent_shadertime = ent->shadertime;
9252 rsurface.ent_flags = ent->flags;
9253 if (rsurface.array_size < model->surfmesh.num_vertices)
9254 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9255 rsurface.matrix = ent->matrix;
9256 rsurface.inversematrix = ent->inversematrix;
9257 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9258 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9259 R_EntityMatrix(&rsurface.matrix);
9260 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9261 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9262 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9263 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9264 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9265 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9266 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9267 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9268 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9269 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9270 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9271 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9272 rsurface.colormod[3] = ent->alpha;
9273 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9274 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9275 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9276 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9277 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9278 if (ent->model->brush.submodel && !prepass)
9280 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9281 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9283 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9285 if (ent->animcache_vertex3f && !r_framedata_failed)
9287 rsurface.modelvertex3f = ent->animcache_vertex3f;
9288 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9289 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9290 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9292 else if (wanttangents)
9294 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9295 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9296 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9297 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9298 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9300 else if (wantnormals)
9302 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9303 rsurface.modelsvector3f = NULL;
9304 rsurface.modeltvector3f = NULL;
9305 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9306 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9310 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9311 rsurface.modelsvector3f = NULL;
9312 rsurface.modeltvector3f = NULL;
9313 rsurface.modelnormal3f = NULL;
9314 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9316 rsurface.modelvertex3f_bufferobject = 0;
9317 rsurface.modelvertex3f_bufferoffset = 0;
9318 rsurface.modelsvector3f_bufferobject = 0;
9319 rsurface.modelsvector3f_bufferoffset = 0;
9320 rsurface.modeltvector3f_bufferobject = 0;
9321 rsurface.modeltvector3f_bufferoffset = 0;
9322 rsurface.modelnormal3f_bufferobject = 0;
9323 rsurface.modelnormal3f_bufferoffset = 0;
9324 rsurface.generatedvertex = true;
9328 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9329 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9330 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9331 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9332 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9333 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9334 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9335 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9336 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9337 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9338 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9339 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9340 rsurface.generatedvertex = false;
9342 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9343 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9344 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9345 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9346 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9347 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9348 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9349 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9350 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9351 rsurface.modelelement3i = model->surfmesh.data_element3i;
9352 rsurface.modelelement3s = model->surfmesh.data_element3s;
9353 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9354 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9355 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9356 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9357 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9358 rsurface.modelsurfaces = model->data_surfaces;
9359 rsurface.vertex3f = rsurface.modelvertex3f;
9360 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9361 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9362 rsurface.svector3f = rsurface.modelsvector3f;
9363 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9364 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9365 rsurface.tvector3f = rsurface.modeltvector3f;
9366 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9367 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9368 rsurface.normal3f = rsurface.modelnormal3f;
9369 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9370 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9371 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9374 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)
9376 rsurface.entity = r_refdef.scene.worldentity;
9377 rsurface.skeleton = NULL;
9378 rsurface.ent_skinnum = 0;
9379 rsurface.ent_qwskin = -1;
9380 rsurface.ent_shadertime = shadertime;
9381 rsurface.ent_flags = entflags;
9382 rsurface.modelnum_vertices = numvertices;
9383 rsurface.modelnum_triangles = numtriangles;
9384 if (rsurface.array_size < rsurface.modelnum_vertices)
9385 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9386 rsurface.matrix = *matrix;
9387 rsurface.inversematrix = *inversematrix;
9388 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9389 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9390 R_EntityMatrix(&rsurface.matrix);
9391 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9392 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9393 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9394 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9395 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9396 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9397 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9398 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9399 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9400 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9401 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9402 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9403 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);
9404 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9405 rsurface.frameblend[0].lerp = 1;
9406 rsurface.ent_alttextures = false;
9407 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9408 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9411 rsurface.modelvertex3f = vertex3f;
9412 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9413 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9414 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9416 else if (wantnormals)
9418 rsurface.modelvertex3f = vertex3f;
9419 rsurface.modelsvector3f = NULL;
9420 rsurface.modeltvector3f = NULL;
9421 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9425 rsurface.modelvertex3f = vertex3f;
9426 rsurface.modelsvector3f = NULL;
9427 rsurface.modeltvector3f = NULL;
9428 rsurface.modelnormal3f = NULL;
9430 rsurface.modelvertex3f_bufferobject = 0;
9431 rsurface.modelvertex3f_bufferoffset = 0;
9432 rsurface.modelsvector3f_bufferobject = 0;
9433 rsurface.modelsvector3f_bufferoffset = 0;
9434 rsurface.modeltvector3f_bufferobject = 0;
9435 rsurface.modeltvector3f_bufferoffset = 0;
9436 rsurface.modelnormal3f_bufferobject = 0;
9437 rsurface.modelnormal3f_bufferoffset = 0;
9438 rsurface.generatedvertex = true;
9439 rsurface.modellightmapcolor4f = color4f;
9440 rsurface.modellightmapcolor4f_bufferobject = 0;
9441 rsurface.modellightmapcolor4f_bufferoffset = 0;
9442 rsurface.modeltexcoordtexture2f = texcoord2f;
9443 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9444 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9445 rsurface.modeltexcoordlightmap2f = NULL;
9446 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9447 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9448 rsurface.modelelement3i = element3i;
9449 rsurface.modelelement3s = element3s;
9450 rsurface.modelelement3i_bufferobject = 0;
9451 rsurface.modelelement3s_bufferobject = 0;
9452 rsurface.modellightmapoffsets = NULL;
9453 rsurface.modelsurfaces = NULL;
9454 rsurface.vertex3f = rsurface.modelvertex3f;
9455 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9456 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9457 rsurface.svector3f = rsurface.modelsvector3f;
9458 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9459 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9460 rsurface.tvector3f = rsurface.modeltvector3f;
9461 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9462 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9463 rsurface.normal3f = rsurface.modelnormal3f;
9464 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9465 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9466 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9468 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9470 if ((wantnormals || wanttangents) && !normal3f)
9471 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9472 if (wanttangents && !svector3f)
9473 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9477 float RSurf_FogPoint(const float *v)
9479 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9480 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9481 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9482 float FogHeightFade = r_refdef.fogheightfade;
9484 unsigned int fogmasktableindex;
9485 if (r_refdef.fogplaneviewabove)
9486 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9488 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9489 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9490 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9493 float RSurf_FogVertex(const float *v)
9495 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9496 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9497 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9498 float FogHeightFade = rsurface.fogheightfade;
9500 unsigned int fogmasktableindex;
9501 if (r_refdef.fogplaneviewabove)
9502 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9504 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9505 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9506 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9509 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9510 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9513 int texturesurfaceindex;
9518 const float *v1, *in_tc;
9520 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9522 q3shaderinfo_deform_t *deform;
9523 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9524 if (rsurface.generatedvertex)
9526 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9527 generatenormals = true;
9528 for (i = 0;i < Q3MAXDEFORMS;i++)
9530 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9532 generatetangents = true;
9533 generatenormals = true;
9535 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9536 generatenormals = true;
9538 if (generatenormals && !rsurface.modelnormal3f)
9540 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9541 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9542 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9543 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9545 if (generatetangents && !rsurface.modelsvector3f)
9547 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9548 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9549 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9550 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9551 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9552 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9553 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9556 rsurface.vertex3f = rsurface.modelvertex3f;
9557 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9558 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9559 rsurface.svector3f = rsurface.modelsvector3f;
9560 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9561 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9562 rsurface.tvector3f = rsurface.modeltvector3f;
9563 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9564 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9565 rsurface.normal3f = rsurface.modelnormal3f;
9566 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9567 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9568 // if vertices are deformed (sprite flares and things in maps, possibly
9569 // water waves, bulges and other deformations), generate them into
9570 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9571 // (may be static model data or generated data for an animated model, or
9572 // the previous deform pass)
9573 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9575 switch (deform->deform)
9578 case Q3DEFORM_PROJECTIONSHADOW:
9579 case Q3DEFORM_TEXT0:
9580 case Q3DEFORM_TEXT1:
9581 case Q3DEFORM_TEXT2:
9582 case Q3DEFORM_TEXT3:
9583 case Q3DEFORM_TEXT4:
9584 case Q3DEFORM_TEXT5:
9585 case Q3DEFORM_TEXT6:
9586 case Q3DEFORM_TEXT7:
9589 case Q3DEFORM_AUTOSPRITE:
9590 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9591 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9592 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9593 VectorNormalize(newforward);
9594 VectorNormalize(newright);
9595 VectorNormalize(newup);
9596 // make deformed versions of only the model vertices used by the specified surfaces
9597 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9599 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9600 // a single autosprite surface can contain multiple sprites...
9601 for (j = 0;j < surface->num_vertices - 3;j += 4)
9603 VectorClear(center);
9604 for (i = 0;i < 4;i++)
9605 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9606 VectorScale(center, 0.25f, center);
9607 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9608 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9609 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9610 for (i = 0;i < 4;i++)
9612 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9613 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9616 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9617 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9619 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9620 rsurface.vertex3f_bufferobject = 0;
9621 rsurface.vertex3f_bufferoffset = 0;
9622 rsurface.svector3f = rsurface.array_deformedsvector3f;
9623 rsurface.svector3f_bufferobject = 0;
9624 rsurface.svector3f_bufferoffset = 0;
9625 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9626 rsurface.tvector3f_bufferobject = 0;
9627 rsurface.tvector3f_bufferoffset = 0;
9628 rsurface.normal3f = rsurface.array_deformednormal3f;
9629 rsurface.normal3f_bufferobject = 0;
9630 rsurface.normal3f_bufferoffset = 0;
9632 case Q3DEFORM_AUTOSPRITE2:
9633 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9634 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9635 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9636 VectorNormalize(newforward);
9637 VectorNormalize(newright);
9638 VectorNormalize(newup);
9639 // make deformed versions of only the model vertices used by the specified surfaces
9640 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9642 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9643 const float *v1, *v2;
9653 memset(shortest, 0, sizeof(shortest));
9654 // a single autosprite surface can contain multiple sprites...
9655 for (j = 0;j < surface->num_vertices - 3;j += 4)
9657 VectorClear(center);
9658 for (i = 0;i < 4;i++)
9659 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9660 VectorScale(center, 0.25f, center);
9661 // find the two shortest edges, then use them to define the
9662 // axis vectors for rotating around the central axis
9663 for (i = 0;i < 6;i++)
9665 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9666 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9668 Debug_PolygonBegin(NULL, 0);
9669 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9670 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9671 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9674 l = VectorDistance2(v1, v2);
9675 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9677 l += (1.0f / 1024.0f);
9678 if (shortest[0].length2 > l || i == 0)
9680 shortest[1] = shortest[0];
9681 shortest[0].length2 = l;
9682 shortest[0].v1 = v1;
9683 shortest[0].v2 = v2;
9685 else if (shortest[1].length2 > l || i == 1)
9687 shortest[1].length2 = l;
9688 shortest[1].v1 = v1;
9689 shortest[1].v2 = v2;
9692 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9693 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9695 Debug_PolygonBegin(NULL, 0);
9696 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9697 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9698 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9701 // this calculates the right vector from the shortest edge
9702 // and the up vector from the edge midpoints
9703 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9704 VectorNormalize(right);
9705 VectorSubtract(end, start, up);
9706 VectorNormalize(up);
9707 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9708 VectorSubtract(rsurface.localvieworigin, center, forward);
9709 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9710 VectorNegate(forward, forward);
9711 VectorReflect(forward, 0, up, forward);
9712 VectorNormalize(forward);
9713 CrossProduct(up, forward, newright);
9714 VectorNormalize(newright);
9716 Debug_PolygonBegin(NULL, 0);
9717 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9718 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9719 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9723 Debug_PolygonBegin(NULL, 0);
9724 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9725 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9726 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9729 // rotate the quad around the up axis vector, this is made
9730 // especially easy by the fact we know the quad is flat,
9731 // so we only have to subtract the center position and
9732 // measure distance along the right vector, and then
9733 // multiply that by the newright vector and add back the
9735 // we also need to subtract the old position to undo the
9736 // displacement from the center, which we do with a
9737 // DotProduct, the subtraction/addition of center is also
9738 // optimized into DotProducts here
9739 l = DotProduct(right, center);
9740 for (i = 0;i < 4;i++)
9742 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9743 f = DotProduct(right, v1) - l;
9744 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9747 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9748 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9750 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9751 rsurface.vertex3f_bufferobject = 0;
9752 rsurface.vertex3f_bufferoffset = 0;
9753 rsurface.svector3f = rsurface.array_deformedsvector3f;
9754 rsurface.svector3f_bufferobject = 0;
9755 rsurface.svector3f_bufferoffset = 0;
9756 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9757 rsurface.tvector3f_bufferobject = 0;
9758 rsurface.tvector3f_bufferoffset = 0;
9759 rsurface.normal3f = rsurface.array_deformednormal3f;
9760 rsurface.normal3f_bufferobject = 0;
9761 rsurface.normal3f_bufferoffset = 0;
9763 case Q3DEFORM_NORMAL:
9764 // deform the normals to make reflections wavey
9765 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9767 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9768 for (j = 0;j < surface->num_vertices;j++)
9771 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9772 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9773 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9774 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9775 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9776 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9777 VectorNormalize(normal);
9779 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9781 rsurface.svector3f = rsurface.array_deformedsvector3f;
9782 rsurface.svector3f_bufferobject = 0;
9783 rsurface.svector3f_bufferoffset = 0;
9784 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9785 rsurface.tvector3f_bufferobject = 0;
9786 rsurface.tvector3f_bufferoffset = 0;
9787 rsurface.normal3f = rsurface.array_deformednormal3f;
9788 rsurface.normal3f_bufferobject = 0;
9789 rsurface.normal3f_bufferoffset = 0;
9792 // deform vertex array to make wavey water and flags and such
9793 waveparms[0] = deform->waveparms[0];
9794 waveparms[1] = deform->waveparms[1];
9795 waveparms[2] = deform->waveparms[2];
9796 waveparms[3] = deform->waveparms[3];
9797 // this is how a divisor of vertex influence on deformation
9798 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9799 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9800 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9802 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9803 for (j = 0;j < surface->num_vertices;j++)
9805 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9806 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9807 // if the wavefunc depends on time, evaluate it per-vertex
9810 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9811 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9813 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9816 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9817 rsurface.vertex3f_bufferobject = 0;
9818 rsurface.vertex3f_bufferoffset = 0;
9820 case Q3DEFORM_BULGE:
9821 // deform vertex array to make the surface have moving bulges
9822 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9824 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9825 for (j = 0;j < surface->num_vertices;j++)
9827 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9828 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9831 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9832 rsurface.vertex3f_bufferobject = 0;
9833 rsurface.vertex3f_bufferoffset = 0;
9836 // deform vertex array
9837 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9838 VectorScale(deform->parms, scale, waveparms);
9839 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9841 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9842 for (j = 0;j < surface->num_vertices;j++)
9843 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9845 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9846 rsurface.vertex3f_bufferobject = 0;
9847 rsurface.vertex3f_bufferoffset = 0;
9851 // generate texcoords based on the chosen texcoord source
9852 switch(rsurface.texture->tcgen.tcgen)
9855 case Q3TCGEN_TEXTURE:
9856 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9857 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9858 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9860 case Q3TCGEN_LIGHTMAP:
9861 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9862 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9863 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9865 case Q3TCGEN_VECTOR:
9866 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9868 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9869 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9871 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9872 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9875 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9876 rsurface.texcoordtexture2f_bufferobject = 0;
9877 rsurface.texcoordtexture2f_bufferoffset = 0;
9879 case Q3TCGEN_ENVIRONMENT:
9880 // make environment reflections using a spheremap
9881 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9883 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9884 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9885 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9886 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9887 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9889 // identical to Q3A's method, but executed in worldspace so
9890 // carried models can be shiny too
9892 float viewer[3], d, reflected[3], worldreflected[3];
9894 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9895 // VectorNormalize(viewer);
9897 d = DotProduct(normal, viewer);
9899 reflected[0] = normal[0]*2*d - viewer[0];
9900 reflected[1] = normal[1]*2*d - viewer[1];
9901 reflected[2] = normal[2]*2*d - viewer[2];
9902 // note: this is proportinal to viewer, so we can normalize later
9904 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9905 VectorNormalize(worldreflected);
9907 // note: this sphere map only uses world x and z!
9908 // so positive and negative y will LOOK THE SAME.
9909 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9910 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9913 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9914 rsurface.texcoordtexture2f_bufferobject = 0;
9915 rsurface.texcoordtexture2f_bufferoffset = 0;
9918 // the only tcmod that needs software vertex processing is turbulent, so
9919 // check for it here and apply the changes if needed
9920 // and we only support that as the first one
9921 // (handling a mixture of turbulent and other tcmods would be problematic
9922 // without punting it entirely to a software path)
9923 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9925 amplitude = rsurface.texture->tcmods[0].parms[1];
9926 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9927 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9929 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9930 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9932 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9933 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9936 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9937 rsurface.texcoordtexture2f_bufferobject = 0;
9938 rsurface.texcoordtexture2f_bufferoffset = 0;
9940 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9941 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9942 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9943 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9946 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9949 const msurface_t *surface = texturesurfacelist[0];
9950 const msurface_t *surface2;
9955 // TODO: lock all array ranges before render, rather than on each surface
9956 if (texturenumsurfaces == 1)
9957 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9958 else if (r_batchmode.integer == 2)
9960 #define MAXBATCHTRIANGLES 4096
9961 int batchtriangles = 0;
9962 static int batchelements[MAXBATCHTRIANGLES*3];
9963 for (i = 0;i < texturenumsurfaces;i = j)
9965 surface = texturesurfacelist[i];
9967 if (surface->num_triangles > MAXBATCHTRIANGLES)
9969 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9972 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9973 batchtriangles = surface->num_triangles;
9974 firstvertex = surface->num_firstvertex;
9975 endvertex = surface->num_firstvertex + surface->num_vertices;
9976 for (;j < texturenumsurfaces;j++)
9978 surface2 = texturesurfacelist[j];
9979 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9981 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9982 batchtriangles += surface2->num_triangles;
9983 firstvertex = min(firstvertex, surface2->num_firstvertex);
9984 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9986 surface2 = texturesurfacelist[j-1];
9987 numvertices = endvertex - firstvertex;
9988 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9991 else if (r_batchmode.integer == 1)
9993 for (i = 0;i < texturenumsurfaces;i = j)
9995 surface = texturesurfacelist[i];
9996 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9997 if (texturesurfacelist[j] != surface2)
9999 surface2 = texturesurfacelist[j-1];
10000 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10001 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10002 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10007 for (i = 0;i < texturenumsurfaces;i++)
10009 surface = texturesurfacelist[i];
10010 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10015 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10017 switch(vid.renderpath)
10019 case RENDERPATH_CGGL:
10021 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10022 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10025 case RENDERPATH_GL20:
10026 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10027 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10029 case RENDERPATH_GL13:
10030 case RENDERPATH_GL11:
10031 R_Mesh_TexBind(0, surface->lightmaptexture);
10036 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10038 // pick the closest matching water plane and bind textures
10039 int planeindex, vertexindex;
10043 r_waterstate_waterplane_t *p, *bestp;
10046 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10049 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10051 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10052 d += fabs(PlaneDiff(vert, &p->plane));
10054 if (bestd > d || !bestp)
10060 switch(vid.renderpath)
10062 case RENDERPATH_CGGL:
10064 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10065 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10068 case RENDERPATH_GL20:
10069 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10070 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10072 case RENDERPATH_GL13:
10073 case RENDERPATH_GL11:
10078 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10081 const msurface_t *surface;
10082 if (r_waterstate.renderingscene)
10084 for (i = 0;i < texturenumsurfaces;i++)
10086 surface = texturesurfacelist[i];
10087 RSurf_BindLightmapForSurface(surface);
10088 RSurf_BindReflectionForSurface(surface);
10089 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10093 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10097 const msurface_t *surface = texturesurfacelist[0];
10098 const msurface_t *surface2;
10103 if (texturenumsurfaces == 1)
10105 RSurf_BindLightmapForSurface(surface);
10106 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10108 else if (r_batchmode.integer == 2)
10110 #define MAXBATCHTRIANGLES 4096
10111 int batchtriangles = 0;
10112 static int batchelements[MAXBATCHTRIANGLES*3];
10113 for (i = 0;i < texturenumsurfaces;i = j)
10115 surface = texturesurfacelist[i];
10116 RSurf_BindLightmapForSurface(surface);
10118 if (surface->num_triangles > MAXBATCHTRIANGLES)
10120 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10123 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10124 batchtriangles = surface->num_triangles;
10125 firstvertex = surface->num_firstvertex;
10126 endvertex = surface->num_firstvertex + surface->num_vertices;
10127 for (;j < texturenumsurfaces;j++)
10129 surface2 = texturesurfacelist[j];
10130 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10132 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10133 batchtriangles += surface2->num_triangles;
10134 firstvertex = min(firstvertex, surface2->num_firstvertex);
10135 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10137 surface2 = texturesurfacelist[j-1];
10138 numvertices = endvertex - firstvertex;
10139 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10142 else if (r_batchmode.integer == 1)
10145 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10146 for (i = 0;i < texturenumsurfaces;i = j)
10148 surface = texturesurfacelist[i];
10149 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10150 if (texturesurfacelist[j] != surface2)
10152 Con_Printf(" %i", j - i);
10155 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10157 for (i = 0;i < texturenumsurfaces;i = j)
10159 surface = texturesurfacelist[i];
10160 RSurf_BindLightmapForSurface(surface);
10161 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10162 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10165 Con_Printf(" %i", j - i);
10167 surface2 = texturesurfacelist[j-1];
10168 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10169 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10170 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10178 for (i = 0;i < texturenumsurfaces;i++)
10180 surface = texturesurfacelist[i];
10181 RSurf_BindLightmapForSurface(surface);
10182 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10187 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10190 int texturesurfaceindex;
10191 if (r_showsurfaces.integer == 2)
10193 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10195 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10196 for (j = 0;j < surface->num_triangles;j++)
10198 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10199 GL_Color(f, f, f, 1);
10200 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10206 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10208 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10209 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10210 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10211 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10216 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10218 int texturesurfaceindex;
10222 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10224 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10225 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10233 rsurface.lightmapcolor4f = rsurface.array_color4f;
10234 rsurface.lightmapcolor4f_bufferobject = 0;
10235 rsurface.lightmapcolor4f_bufferoffset = 0;
10238 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10240 int texturesurfaceindex;
10246 if (rsurface.lightmapcolor4f)
10248 // generate color arrays for the surfaces in this list
10249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10251 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10252 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10254 f = RSurf_FogVertex(v);
10264 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10266 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10267 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10269 f = RSurf_FogVertex(v);
10277 rsurface.lightmapcolor4f = rsurface.array_color4f;
10278 rsurface.lightmapcolor4f_bufferobject = 0;
10279 rsurface.lightmapcolor4f_bufferoffset = 0;
10282 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10284 int texturesurfaceindex;
10290 if (!rsurface.lightmapcolor4f)
10292 // generate color arrays for the surfaces in this list
10293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10295 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10296 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10298 f = RSurf_FogVertex(v);
10299 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10300 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10301 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10305 rsurface.lightmapcolor4f = rsurface.array_color4f;
10306 rsurface.lightmapcolor4f_bufferobject = 0;
10307 rsurface.lightmapcolor4f_bufferoffset = 0;
10310 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10312 int texturesurfaceindex;
10316 if (!rsurface.lightmapcolor4f)
10318 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10320 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10321 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10329 rsurface.lightmapcolor4f = rsurface.array_color4f;
10330 rsurface.lightmapcolor4f_bufferobject = 0;
10331 rsurface.lightmapcolor4f_bufferoffset = 0;
10334 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10336 int texturesurfaceindex;
10340 if (!rsurface.lightmapcolor4f)
10342 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10344 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10345 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10347 c2[0] = c[0] + r_refdef.scene.ambient;
10348 c2[1] = c[1] + r_refdef.scene.ambient;
10349 c2[2] = c[2] + r_refdef.scene.ambient;
10353 rsurface.lightmapcolor4f = rsurface.array_color4f;
10354 rsurface.lightmapcolor4f_bufferobject = 0;
10355 rsurface.lightmapcolor4f_bufferoffset = 0;
10358 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10361 rsurface.lightmapcolor4f = NULL;
10362 rsurface.lightmapcolor4f_bufferobject = 0;
10363 rsurface.lightmapcolor4f_bufferoffset = 0;
10364 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10365 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10366 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10367 GL_Color(r, g, b, a);
10368 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10371 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10373 // TODO: optimize applyfog && applycolor case
10374 // just apply fog if necessary, and tint the fog color array if necessary
10375 rsurface.lightmapcolor4f = NULL;
10376 rsurface.lightmapcolor4f_bufferobject = 0;
10377 rsurface.lightmapcolor4f_bufferoffset = 0;
10378 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10379 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10380 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10381 GL_Color(r, g, b, a);
10382 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10385 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10387 int texturesurfaceindex;
10391 if (texturesurfacelist[0]->lightmapinfo)
10393 // generate color arrays for the surfaces in this list
10394 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10396 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10397 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10399 if (surface->lightmapinfo->samples)
10401 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10402 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10403 VectorScale(lm, scale, c);
10404 if (surface->lightmapinfo->styles[1] != 255)
10406 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10408 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10409 VectorMA(c, scale, lm, c);
10410 if (surface->lightmapinfo->styles[2] != 255)
10413 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10414 VectorMA(c, scale, lm, c);
10415 if (surface->lightmapinfo->styles[3] != 255)
10418 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10419 VectorMA(c, scale, lm, c);
10429 rsurface.lightmapcolor4f = rsurface.array_color4f;
10430 rsurface.lightmapcolor4f_bufferobject = 0;
10431 rsurface.lightmapcolor4f_bufferoffset = 0;
10435 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10436 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10437 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10439 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10440 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10441 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10442 GL_Color(r, g, b, a);
10443 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10446 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10448 int texturesurfaceindex;
10455 vec3_t ambientcolor;
10456 vec3_t diffusecolor;
10460 VectorCopy(rsurface.modellight_lightdir, lightdir);
10461 f = 0.5f * r_refdef.lightmapintensity;
10462 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10463 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10464 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10465 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10466 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10467 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10469 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10471 // generate color arrays for the surfaces in this list
10472 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10474 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10475 int numverts = surface->num_vertices;
10476 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10477 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10478 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10479 // q3-style directional shading
10480 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10482 if ((f = DotProduct(n, lightdir)) > 0)
10483 VectorMA(ambientcolor, f, diffusecolor, c);
10485 VectorCopy(ambientcolor, c);
10493 rsurface.lightmapcolor4f = rsurface.array_color4f;
10494 rsurface.lightmapcolor4f_bufferobject = 0;
10495 rsurface.lightmapcolor4f_bufferoffset = 0;
10496 *applycolor = false;
10500 *r = ambientcolor[0];
10501 *g = ambientcolor[1];
10502 *b = ambientcolor[2];
10503 rsurface.lightmapcolor4f = NULL;
10504 rsurface.lightmapcolor4f_bufferobject = 0;
10505 rsurface.lightmapcolor4f_bufferoffset = 0;
10509 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10511 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10512 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10513 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10514 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10515 GL_Color(r, g, b, a);
10516 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10519 void RSurf_SetupDepthAndCulling(void)
10521 // submodels are biased to avoid z-fighting with world surfaces that they
10522 // may be exactly overlapping (avoids z-fighting artifacts on certain
10523 // doors and things in Quake maps)
10524 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10525 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10526 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10527 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10530 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10532 // transparent sky would be ridiculous
10533 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10535 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10536 skyrenderlater = true;
10537 RSurf_SetupDepthAndCulling();
10538 GL_DepthMask(true);
10539 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10540 // skymasking on them, and Quake3 never did sky masking (unlike
10541 // software Quake and software Quake2), so disable the sky masking
10542 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10543 // and skymasking also looks very bad when noclipping outside the
10544 // level, so don't use it then either.
10545 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10547 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10548 R_Mesh_ColorPointer(NULL, 0, 0);
10549 R_Mesh_ResetTextureState();
10550 if (skyrendermasked)
10552 R_SetupShader_DepthOrShadow();
10553 // depth-only (masking)
10554 GL_ColorMask(0,0,0,0);
10555 // just to make sure that braindead drivers don't draw
10556 // anything despite that colormask...
10557 GL_BlendFunc(GL_ZERO, GL_ONE);
10561 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10563 GL_BlendFunc(GL_ONE, GL_ZERO);
10565 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10566 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10567 if (skyrendermasked)
10568 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10570 R_Mesh_ResetTextureState();
10571 GL_Color(1, 1, 1, 1);
10574 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10575 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10576 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10578 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10580 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10583 // render screenspace normalmap to texture
10584 GL_DepthMask(true);
10585 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10586 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10588 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10590 // render water or distortion background, then blend surface on top
10591 GL_DepthMask(true);
10592 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10593 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10594 GL_DepthMask(false);
10595 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10596 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10597 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10599 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10603 // render surface normally
10604 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10605 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10607 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10608 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10609 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10611 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10615 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10617 // OpenGL 1.3 path - anything not completely ancient
10618 int texturesurfaceindex;
10619 qboolean applycolor;
10622 const texturelayer_t *layer;
10623 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10625 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10628 int layertexrgbscale;
10629 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10631 if (layerindex == 0)
10632 GL_AlphaTest(true);
10635 GL_AlphaTest(false);
10636 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10639 GL_DepthMask(layer->depthmask && writedepth);
10640 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10641 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10643 layertexrgbscale = 4;
10644 VectorScale(layer->color, 0.25f, layercolor);
10646 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10648 layertexrgbscale = 2;
10649 VectorScale(layer->color, 0.5f, layercolor);
10653 layertexrgbscale = 1;
10654 VectorScale(layer->color, 1.0f, layercolor);
10656 layercolor[3] = layer->color[3];
10657 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10658 R_Mesh_ColorPointer(NULL, 0, 0);
10659 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10660 switch (layer->type)
10662 case TEXTURELAYERTYPE_LITTEXTURE:
10663 // single-pass lightmapped texture with 2x rgbscale
10664 R_Mesh_TexBind(0, r_texture_white);
10665 R_Mesh_TexMatrix(0, NULL);
10666 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10667 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10668 R_Mesh_TexBind(1, layer->texture);
10669 R_Mesh_TexMatrix(1, &layer->texmatrix);
10670 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10671 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10672 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10673 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10674 else if (rsurface.uselightmaptexture)
10675 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10677 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10679 case TEXTURELAYERTYPE_TEXTURE:
10680 // singletexture unlit texture with transparency support
10681 R_Mesh_TexBind(0, layer->texture);
10682 R_Mesh_TexMatrix(0, &layer->texmatrix);
10683 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10684 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10685 R_Mesh_TexBind(1, 0);
10686 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10687 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10689 case TEXTURELAYERTYPE_FOG:
10690 // singletexture fogging
10691 if (layer->texture)
10693 R_Mesh_TexBind(0, layer->texture);
10694 R_Mesh_TexMatrix(0, &layer->texmatrix);
10695 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10696 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10700 R_Mesh_TexBind(0, 0);
10701 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10703 R_Mesh_TexBind(1, 0);
10704 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10705 // generate a color array for the fog pass
10706 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10707 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10713 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10714 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10716 f = 1 - RSurf_FogVertex(v);
10717 c[0] = layercolor[0];
10718 c[1] = layercolor[1];
10719 c[2] = layercolor[2];
10720 c[3] = f * layercolor[3];
10723 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10726 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10730 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10732 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10733 GL_AlphaTest(false);
10737 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10739 // OpenGL 1.1 - crusty old voodoo path
10740 int texturesurfaceindex;
10743 const texturelayer_t *layer;
10744 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10746 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10748 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10750 if (layerindex == 0)
10751 GL_AlphaTest(true);
10754 GL_AlphaTest(false);
10755 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10758 GL_DepthMask(layer->depthmask && writedepth);
10759 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10760 R_Mesh_ColorPointer(NULL, 0, 0);
10761 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10762 switch (layer->type)
10764 case TEXTURELAYERTYPE_LITTEXTURE:
10765 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10767 // two-pass lit texture with 2x rgbscale
10768 // first the lightmap pass
10769 R_Mesh_TexBind(0, r_texture_white);
10770 R_Mesh_TexMatrix(0, NULL);
10771 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10772 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10773 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10774 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10775 else if (rsurface.uselightmaptexture)
10776 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10778 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10779 // then apply the texture to it
10780 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10781 R_Mesh_TexBind(0, layer->texture);
10782 R_Mesh_TexMatrix(0, &layer->texmatrix);
10783 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10784 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10785 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10789 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10790 R_Mesh_TexBind(0, layer->texture);
10791 R_Mesh_TexMatrix(0, &layer->texmatrix);
10792 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10793 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10794 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10795 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10797 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10800 case TEXTURELAYERTYPE_TEXTURE:
10801 // singletexture unlit texture with transparency support
10802 R_Mesh_TexBind(0, layer->texture);
10803 R_Mesh_TexMatrix(0, &layer->texmatrix);
10804 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10805 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10806 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10808 case TEXTURELAYERTYPE_FOG:
10809 // singletexture fogging
10810 if (layer->texture)
10812 R_Mesh_TexBind(0, layer->texture);
10813 R_Mesh_TexMatrix(0, &layer->texmatrix);
10814 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10815 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10819 R_Mesh_TexBind(0, 0);
10820 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10822 // generate a color array for the fog pass
10823 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10824 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10830 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10831 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10833 f = 1 - RSurf_FogVertex(v);
10834 c[0] = layer->color[0];
10835 c[1] = layer->color[1];
10836 c[2] = layer->color[2];
10837 c[3] = f * layer->color[3];
10840 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10843 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10847 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10849 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10850 GL_AlphaTest(false);
10854 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10858 GL_AlphaTest(false);
10859 R_Mesh_ColorPointer(NULL, 0, 0);
10860 R_Mesh_ResetTextureState();
10861 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10863 if(rsurface.texture && rsurface.texture->currentskinframe)
10865 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10866 c[3] *= rsurface.texture->currentalpha;
10876 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10878 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10879 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10880 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10883 // brighten it up (as texture value 127 means "unlit")
10884 c[0] *= 2 * r_refdef.view.colorscale;
10885 c[1] *= 2 * r_refdef.view.colorscale;
10886 c[2] *= 2 * r_refdef.view.colorscale;
10888 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10889 c[3] *= r_wateralpha.value;
10891 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10893 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10894 GL_DepthMask(false);
10896 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10898 GL_BlendFunc(GL_ONE, GL_ONE);
10899 GL_DepthMask(false);
10901 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10903 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10904 GL_DepthMask(false);
10906 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10908 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10909 GL_DepthMask(false);
10913 GL_BlendFunc(GL_ONE, GL_ZERO);
10914 GL_DepthMask(writedepth);
10917 rsurface.lightmapcolor4f = NULL;
10919 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10921 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10923 rsurface.lightmapcolor4f = NULL;
10924 rsurface.lightmapcolor4f_bufferobject = 0;
10925 rsurface.lightmapcolor4f_bufferoffset = 0;
10927 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10929 qboolean applycolor = true;
10932 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10934 r_refdef.lightmapintensity = 1;
10935 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10936 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10940 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10942 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10943 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10944 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10947 if(!rsurface.lightmapcolor4f)
10948 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10950 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10951 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10952 if(r_refdef.fogenabled)
10953 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10955 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10956 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10959 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10962 RSurf_SetupDepthAndCulling();
10963 if (r_showsurfaces.integer == 3 && !prepass)
10965 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10968 switch (vid.renderpath)
10970 case RENDERPATH_GL20:
10971 case RENDERPATH_CGGL:
10972 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10974 case RENDERPATH_GL13:
10975 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10977 case RENDERPATH_GL11:
10978 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10984 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10987 RSurf_SetupDepthAndCulling();
10988 if (r_showsurfaces.integer == 3 && !prepass)
10990 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10993 switch (vid.renderpath)
10995 case RENDERPATH_GL20:
10996 case RENDERPATH_CGGL:
10997 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10999 case RENDERPATH_GL13:
11000 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11002 case RENDERPATH_GL11:
11003 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11009 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11012 int texturenumsurfaces, endsurface;
11013 texture_t *texture;
11014 const msurface_t *surface;
11015 const msurface_t *texturesurfacelist[256];
11017 // if the model is static it doesn't matter what value we give for
11018 // wantnormals and wanttangents, so this logic uses only rules applicable
11019 // to a model, knowing that they are meaningless otherwise
11020 if (ent == r_refdef.scene.worldentity)
11021 RSurf_ActiveWorldEntity();
11022 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11023 RSurf_ActiveModelEntity(ent, false, false, false);
11026 switch (vid.renderpath)
11028 case RENDERPATH_GL20:
11029 case RENDERPATH_CGGL:
11030 RSurf_ActiveModelEntity(ent, true, true, false);
11032 case RENDERPATH_GL13:
11033 case RENDERPATH_GL11:
11034 RSurf_ActiveModelEntity(ent, true, false, false);
11039 if (r_transparentdepthmasking.integer)
11041 qboolean setup = false;
11042 for (i = 0;i < numsurfaces;i = j)
11045 surface = rsurface.modelsurfaces + surfacelist[i];
11046 texture = surface->texture;
11047 rsurface.texture = R_GetCurrentTexture(texture);
11048 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11049 // scan ahead until we find a different texture
11050 endsurface = min(i + 1024, numsurfaces);
11051 texturenumsurfaces = 0;
11052 texturesurfacelist[texturenumsurfaces++] = surface;
11053 for (;j < endsurface;j++)
11055 surface = rsurface.modelsurfaces + surfacelist[j];
11056 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11058 texturesurfacelist[texturenumsurfaces++] = surface;
11060 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11062 // render the range of surfaces as depth
11066 GL_ColorMask(0,0,0,0);
11068 GL_DepthTest(true);
11069 GL_BlendFunc(GL_ONE, GL_ZERO);
11070 GL_DepthMask(true);
11071 GL_AlphaTest(false);
11072 R_Mesh_ColorPointer(NULL, 0, 0);
11073 R_Mesh_ResetTextureState();
11074 R_SetupShader_DepthOrShadow();
11076 RSurf_SetupDepthAndCulling();
11077 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11078 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11081 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11084 for (i = 0;i < numsurfaces;i = j)
11087 surface = rsurface.modelsurfaces + surfacelist[i];
11088 texture = surface->texture;
11089 rsurface.texture = R_GetCurrentTexture(texture);
11090 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11091 // scan ahead until we find a different texture
11092 endsurface = min(i + 1024, numsurfaces);
11093 texturenumsurfaces = 0;
11094 texturesurfacelist[texturenumsurfaces++] = surface;
11095 for (;j < endsurface;j++)
11097 surface = rsurface.modelsurfaces + surfacelist[j];
11098 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11100 texturesurfacelist[texturenumsurfaces++] = surface;
11102 // render the range of surfaces
11103 if (ent == r_refdef.scene.worldentity)
11104 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11106 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11108 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11109 GL_AlphaTest(false);
11112 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11114 // transparent surfaces get pushed off into the transparent queue
11115 int surfacelistindex;
11116 const msurface_t *surface;
11117 vec3_t tempcenter, center;
11118 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11120 surface = texturesurfacelist[surfacelistindex];
11121 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11122 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11123 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11124 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11125 if (queueentity->transparent_offset) // transparent offset
11127 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11128 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11129 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11131 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11135 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11137 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11141 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11143 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11145 RSurf_SetupDepthAndCulling();
11146 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11147 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11151 if (!rsurface.texture->currentnumlayers)
11153 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11154 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11156 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11158 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11160 RSurf_SetupDepthAndCulling();
11161 GL_AlphaTest(false);
11162 R_Mesh_ColorPointer(NULL, 0, 0);
11163 R_Mesh_ResetTextureState();
11164 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11165 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11166 GL_DepthMask(true);
11167 GL_BlendFunc(GL_ONE, GL_ZERO);
11168 GL_Color(0, 0, 0, 1);
11169 GL_DepthTest(writedepth);
11170 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11172 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11174 RSurf_SetupDepthAndCulling();
11175 GL_AlphaTest(false);
11176 R_Mesh_ColorPointer(NULL, 0, 0);
11177 R_Mesh_ResetTextureState();
11178 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11179 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11180 GL_DepthMask(true);
11181 GL_BlendFunc(GL_ONE, GL_ZERO);
11182 GL_DepthTest(true);
11183 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11185 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11186 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11187 else if (!rsurface.texture->currentnumlayers)
11189 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11191 // in the deferred case, transparent surfaces were queued during prepass
11192 if (!r_shadow_usingdeferredprepass)
11193 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11197 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11198 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11203 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11206 texture_t *texture;
11207 // break the surface list down into batches by texture and use of lightmapping
11208 for (i = 0;i < numsurfaces;i = j)
11211 // texture is the base texture pointer, rsurface.texture is the
11212 // current frame/skin the texture is directing us to use (for example
11213 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11214 // use skin 1 instead)
11215 texture = surfacelist[i]->texture;
11216 rsurface.texture = R_GetCurrentTexture(texture);
11217 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11218 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11220 // if this texture is not the kind we want, skip ahead to the next one
11221 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11225 // simply scan ahead until we find a different texture or lightmap state
11226 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11228 // render the range of surfaces
11229 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11233 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11238 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11240 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11242 RSurf_SetupDepthAndCulling();
11243 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11244 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11248 if (!rsurface.texture->currentnumlayers)
11250 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11251 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11253 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11255 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11257 RSurf_SetupDepthAndCulling();
11258 GL_AlphaTest(false);
11259 R_Mesh_ColorPointer(NULL, 0, 0);
11260 R_Mesh_ResetTextureState();
11261 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11262 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11263 GL_DepthMask(true);
11264 GL_BlendFunc(GL_ONE, GL_ZERO);
11265 GL_Color(0, 0, 0, 1);
11266 GL_DepthTest(writedepth);
11267 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11269 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11271 RSurf_SetupDepthAndCulling();
11272 GL_AlphaTest(false);
11273 R_Mesh_ColorPointer(NULL, 0, 0);
11274 R_Mesh_ResetTextureState();
11275 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11276 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11277 GL_DepthMask(true);
11278 GL_BlendFunc(GL_ONE, GL_ZERO);
11279 GL_DepthTest(true);
11280 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11282 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11283 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11284 else if (!rsurface.texture->currentnumlayers)
11286 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11288 // in the deferred case, transparent surfaces were queued during prepass
11289 if (!r_shadow_usingdeferredprepass)
11290 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11294 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11295 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11300 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11303 texture_t *texture;
11304 // break the surface list down into batches by texture and use of lightmapping
11305 for (i = 0;i < numsurfaces;i = j)
11308 // texture is the base texture pointer, rsurface.texture is the
11309 // current frame/skin the texture is directing us to use (for example
11310 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11311 // use skin 1 instead)
11312 texture = surfacelist[i]->texture;
11313 rsurface.texture = R_GetCurrentTexture(texture);
11314 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11315 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11317 // if this texture is not the kind we want, skip ahead to the next one
11318 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11322 // simply scan ahead until we find a different texture or lightmap state
11323 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11325 // render the range of surfaces
11326 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11330 float locboxvertex3f[6*4*3] =
11332 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11333 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11334 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11335 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11336 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11337 1,0,0, 0,0,0, 0,1,0, 1,1,0
11340 unsigned short locboxelements[6*2*3] =
11345 12,13,14, 12,14,15,
11346 16,17,18, 16,18,19,
11350 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11353 cl_locnode_t *loc = (cl_locnode_t *)ent;
11355 float vertex3f[6*4*3];
11357 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11358 GL_DepthMask(false);
11359 GL_DepthRange(0, 1);
11360 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11361 GL_DepthTest(true);
11362 GL_CullFace(GL_NONE);
11363 R_EntityMatrix(&identitymatrix);
11365 R_Mesh_VertexPointer(vertex3f, 0, 0);
11366 R_Mesh_ColorPointer(NULL, 0, 0);
11367 R_Mesh_ResetTextureState();
11368 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11370 i = surfacelist[0];
11371 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11372 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11373 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11374 surfacelist[0] < 0 ? 0.5f : 0.125f);
11376 if (VectorCompare(loc->mins, loc->maxs))
11378 VectorSet(size, 2, 2, 2);
11379 VectorMA(loc->mins, -0.5f, size, mins);
11383 VectorCopy(loc->mins, mins);
11384 VectorSubtract(loc->maxs, loc->mins, size);
11387 for (i = 0;i < 6*4*3;)
11388 for (j = 0;j < 3;j++, i++)
11389 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11391 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11394 void R_DrawLocs(void)
11397 cl_locnode_t *loc, *nearestloc;
11399 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11400 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11402 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11403 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11407 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11409 if (decalsystem->decals)
11410 Mem_Free(decalsystem->decals);
11411 memset(decalsystem, 0, sizeof(*decalsystem));
11414 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)
11417 tridecal_t *decals;
11421 // expand or initialize the system
11422 if (decalsystem->maxdecals <= decalsystem->numdecals)
11424 decalsystem_t old = *decalsystem;
11425 qboolean useshortelements;
11426 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11427 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11428 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11429 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11430 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11431 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11432 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11433 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11434 if (decalsystem->numdecals)
11435 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11437 Mem_Free(old.decals);
11438 for (i = 0;i < decalsystem->maxdecals*3;i++)
11439 decalsystem->element3i[i] = i;
11440 if (useshortelements)
11441 for (i = 0;i < decalsystem->maxdecals*3;i++)
11442 decalsystem->element3s[i] = i;
11445 // grab a decal and search for another free slot for the next one
11446 maxdecals = decalsystem->maxdecals;
11447 decals = decalsystem->decals;
11448 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11449 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11451 decalsystem->freedecal = i;
11452 if (decalsystem->numdecals <= i)
11453 decalsystem->numdecals = i + 1;
11455 // initialize the decal
11457 decal->triangleindex = triangleindex;
11458 decal->surfaceindex = surfaceindex;
11459 decal->decalsequence = decalsequence;
11460 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11461 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11462 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11463 decal->color4ub[0][3] = 255;
11464 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11465 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11466 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11467 decal->color4ub[1][3] = 255;
11468 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11469 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11470 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11471 decal->color4ub[2][3] = 255;
11472 decal->vertex3f[0][0] = v0[0];
11473 decal->vertex3f[0][1] = v0[1];
11474 decal->vertex3f[0][2] = v0[2];
11475 decal->vertex3f[1][0] = v1[0];
11476 decal->vertex3f[1][1] = v1[1];
11477 decal->vertex3f[1][2] = v1[2];
11478 decal->vertex3f[2][0] = v2[0];
11479 decal->vertex3f[2][1] = v2[1];
11480 decal->vertex3f[2][2] = v2[2];
11481 decal->texcoord2f[0][0] = t0[0];
11482 decal->texcoord2f[0][1] = t0[1];
11483 decal->texcoord2f[1][0] = t1[0];
11484 decal->texcoord2f[1][1] = t1[1];
11485 decal->texcoord2f[2][0] = t2[0];
11486 decal->texcoord2f[2][1] = t2[1];
11489 extern cvar_t cl_decals_bias;
11490 extern cvar_t cl_decals_models;
11491 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11492 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)
11494 matrix4x4_t projection;
11495 decalsystem_t *decalsystem;
11498 const float *vertex3f;
11499 const msurface_t *surface;
11500 const msurface_t *surfaces;
11501 const int *surfacelist;
11502 const texture_t *texture;
11505 int numsurfacelist;
11506 int surfacelistindex;
11509 int decalsurfaceindex;
11514 float localorigin[3];
11515 float localnormal[3];
11516 float localmins[3];
11517 float localmaxs[3];
11524 float planes[6][4];
11526 float points[2][9][3];
11530 decalsystem = &ent->decalsystem;
11531 model = ent->model;
11532 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11534 R_DecalSystem_Reset(&ent->decalsystem);
11538 if (!model->brush.data_nodes && !cl_decals_models.integer)
11540 if (decalsystem->model)
11541 R_DecalSystem_Reset(decalsystem);
11545 if (decalsystem->model != model)
11546 R_DecalSystem_Reset(decalsystem);
11547 decalsystem->model = model;
11549 RSurf_ActiveModelEntity(ent, false, false, false);
11551 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11552 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11553 VectorNormalize(localnormal);
11554 localsize = worldsize*rsurface.inversematrixscale;
11555 ilocalsize = 1.0f / localsize;
11556 localmins[0] = localorigin[0] - localsize;
11557 localmins[1] = localorigin[1] - localsize;
11558 localmins[2] = localorigin[2] - localsize;
11559 localmaxs[0] = localorigin[0] + localsize;
11560 localmaxs[1] = localorigin[1] + localsize;
11561 localmaxs[2] = localorigin[2] + localsize;
11563 //VectorCopy(localnormal, planes[4]);
11564 //VectorVectors(planes[4], planes[2], planes[0]);
11565 AnglesFromVectors(angles, localnormal, NULL, false);
11566 AngleVectors(angles, planes[0], planes[2], planes[4]);
11567 VectorNegate(planes[0], planes[1]);
11568 VectorNegate(planes[2], planes[3]);
11569 VectorNegate(planes[4], planes[5]);
11570 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11571 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11572 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11573 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11574 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11575 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11580 matrix4x4_t forwardprojection;
11581 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11582 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11587 float projectionvector[4][3];
11588 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11589 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11590 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11591 projectionvector[0][0] = planes[0][0] * ilocalsize;
11592 projectionvector[0][1] = planes[1][0] * ilocalsize;
11593 projectionvector[0][2] = planes[2][0] * ilocalsize;
11594 projectionvector[1][0] = planes[0][1] * ilocalsize;
11595 projectionvector[1][1] = planes[1][1] * ilocalsize;
11596 projectionvector[1][2] = planes[2][1] * ilocalsize;
11597 projectionvector[2][0] = planes[0][2] * ilocalsize;
11598 projectionvector[2][1] = planes[1][2] * ilocalsize;
11599 projectionvector[2][2] = planes[2][2] * ilocalsize;
11600 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11601 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11602 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11603 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11607 dynamic = model->surfmesh.isanimated;
11608 vertex3f = rsurface.modelvertex3f;
11609 numsurfacelist = model->nummodelsurfaces;
11610 surfacelist = model->sortedmodelsurfaces;
11611 surfaces = model->data_surfaces;
11612 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11614 surfaceindex = surfacelist[surfacelistindex];
11615 surface = surfaces + surfaceindex;
11616 // check cull box first because it rejects more than any other check
11617 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11619 // skip transparent surfaces
11620 texture = surface->texture;
11621 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11623 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11625 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11626 numvertices = surface->num_vertices;
11627 numtriangles = surface->num_triangles;
11628 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11630 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11632 index = 3*e[cornerindex];
11633 VectorCopy(vertex3f + index, v[cornerindex]);
11636 //TriangleNormal(v[0], v[1], v[2], normal);
11637 //if (DotProduct(normal, localnormal) < 0.0f)
11639 // clip by each of the box planes formed from the projection matrix
11640 // if anything survives, we emit the decal
11641 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]);
11644 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]);
11647 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]);
11650 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]);
11653 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]);
11656 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]);
11659 // some part of the triangle survived, so we have to accept it...
11662 // dynamic always uses the original triangle
11664 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11666 index = 3*e[cornerindex];
11667 VectorCopy(vertex3f + index, v[cornerindex]);
11670 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11672 // convert vertex positions to texcoords
11673 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11674 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11675 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11676 // calculate distance fade from the projection origin
11677 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11678 f = bound(0.0f, f, 1.0f);
11679 c[cornerindex][0] = r * f;
11680 c[cornerindex][1] = g * f;
11681 c[cornerindex][2] = b * f;
11682 c[cornerindex][3] = 1.0f;
11683 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11686 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11688 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11689 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);
11694 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11695 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)
11697 int renderentityindex;
11698 float worldmins[3];
11699 float worldmaxs[3];
11700 entity_render_t *ent;
11702 if (!cl_decals_newsystem.integer)
11705 worldmins[0] = worldorigin[0] - worldsize;
11706 worldmins[1] = worldorigin[1] - worldsize;
11707 worldmins[2] = worldorigin[2] - worldsize;
11708 worldmaxs[0] = worldorigin[0] + worldsize;
11709 worldmaxs[1] = worldorigin[1] + worldsize;
11710 worldmaxs[2] = worldorigin[2] + worldsize;
11712 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11714 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11716 ent = r_refdef.scene.entities[renderentityindex];
11717 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11720 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11724 typedef struct r_decalsystem_splatqueue_s
11726 vec3_t worldorigin;
11727 vec3_t worldnormal;
11733 r_decalsystem_splatqueue_t;
11735 int r_decalsystem_numqueued = 0;
11736 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11738 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)
11740 r_decalsystem_splatqueue_t *queue;
11742 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11745 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11746 VectorCopy(worldorigin, queue->worldorigin);
11747 VectorCopy(worldnormal, queue->worldnormal);
11748 Vector4Set(queue->color, r, g, b, a);
11749 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11750 queue->worldsize = worldsize;
11751 queue->decalsequence = cl.decalsequence++;
11754 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11757 r_decalsystem_splatqueue_t *queue;
11759 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11760 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);
11761 r_decalsystem_numqueued = 0;
11764 extern cvar_t cl_decals_max;
11765 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11768 decalsystem_t *decalsystem = &ent->decalsystem;
11775 if (!decalsystem->numdecals)
11778 if (r_showsurfaces.integer)
11781 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11783 R_DecalSystem_Reset(decalsystem);
11787 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11788 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11790 if (decalsystem->lastupdatetime)
11791 frametime = (cl.time - decalsystem->lastupdatetime);
11794 decalsystem->lastupdatetime = cl.time;
11795 decal = decalsystem->decals;
11796 numdecals = decalsystem->numdecals;
11798 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11800 if (decal->color4ub[0][3])
11802 decal->lived += frametime;
11803 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11805 memset(decal, 0, sizeof(*decal));
11806 if (decalsystem->freedecal > i)
11807 decalsystem->freedecal = i;
11811 decal = decalsystem->decals;
11812 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11815 // collapse the array by shuffling the tail decals into the gaps
11818 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11819 decalsystem->freedecal++;
11820 if (decalsystem->freedecal == numdecals)
11822 decal[decalsystem->freedecal] = decal[--numdecals];
11825 decalsystem->numdecals = numdecals;
11827 if (numdecals <= 0)
11829 // if there are no decals left, reset decalsystem
11830 R_DecalSystem_Reset(decalsystem);
11834 extern skinframe_t *decalskinframe;
11835 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11838 decalsystem_t *decalsystem = &ent->decalsystem;
11848 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11851 numdecals = decalsystem->numdecals;
11855 if (r_showsurfaces.integer)
11858 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11860 R_DecalSystem_Reset(decalsystem);
11864 // if the model is static it doesn't matter what value we give for
11865 // wantnormals and wanttangents, so this logic uses only rules applicable
11866 // to a model, knowing that they are meaningless otherwise
11867 if (ent == r_refdef.scene.worldentity)
11868 RSurf_ActiveWorldEntity();
11870 RSurf_ActiveModelEntity(ent, false, false, false);
11872 decalsystem->lastupdatetime = cl.time;
11873 decal = decalsystem->decals;
11875 fadedelay = cl_decals_time.value;
11876 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11878 // update vertex positions for animated models
11879 v3f = decalsystem->vertex3f;
11880 c4f = decalsystem->color4f;
11881 t2f = decalsystem->texcoord2f;
11882 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11884 if (!decal->color4ub[0][3])
11887 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11890 // update color values for fading decals
11891 if (decal->lived >= cl_decals_time.value)
11893 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11894 alpha *= (1.0f/255.0f);
11897 alpha = 1.0f/255.0f;
11899 c4f[ 0] = decal->color4ub[0][0] * alpha;
11900 c4f[ 1] = decal->color4ub[0][1] * alpha;
11901 c4f[ 2] = decal->color4ub[0][2] * alpha;
11903 c4f[ 4] = decal->color4ub[1][0] * alpha;
11904 c4f[ 5] = decal->color4ub[1][1] * alpha;
11905 c4f[ 6] = decal->color4ub[1][2] * alpha;
11907 c4f[ 8] = decal->color4ub[2][0] * alpha;
11908 c4f[ 9] = decal->color4ub[2][1] * alpha;
11909 c4f[10] = decal->color4ub[2][2] * alpha;
11912 t2f[0] = decal->texcoord2f[0][0];
11913 t2f[1] = decal->texcoord2f[0][1];
11914 t2f[2] = decal->texcoord2f[1][0];
11915 t2f[3] = decal->texcoord2f[1][1];
11916 t2f[4] = decal->texcoord2f[2][0];
11917 t2f[5] = decal->texcoord2f[2][1];
11919 // update vertex positions for animated models
11920 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11922 e = rsurface.modelelement3i + 3*decal->triangleindex;
11923 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11924 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11925 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11929 VectorCopy(decal->vertex3f[0], v3f);
11930 VectorCopy(decal->vertex3f[1], v3f + 3);
11931 VectorCopy(decal->vertex3f[2], v3f + 6);
11942 r_refdef.stats.drawndecals += numtris;
11944 if (r_refdef.fogenabled)
11946 switch(vid.renderpath)
11948 case RENDERPATH_GL20:
11949 case RENDERPATH_CGGL:
11950 case RENDERPATH_GL13:
11951 case RENDERPATH_GL11:
11952 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11954 alpha = RSurf_FogVertex(v3f);
11963 // now render the decals all at once
11964 // (this assumes they all use one particle font texture!)
11965 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);
11966 R_Mesh_ResetTextureState();
11967 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11968 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11969 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11970 GL_DepthMask(false);
11971 GL_DepthRange(0, 1);
11972 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11973 GL_DepthTest(true);
11974 GL_CullFace(GL_NONE);
11975 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11976 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11977 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11981 static void R_DrawModelDecals(void)
11985 // fade faster when there are too many decals
11986 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11987 for (i = 0;i < r_refdef.scene.numentities;i++)
11988 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11990 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11991 for (i = 0;i < r_refdef.scene.numentities;i++)
11992 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11993 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11995 R_DecalSystem_ApplySplatEntitiesQueue();
11997 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11998 for (i = 0;i < r_refdef.scene.numentities;i++)
11999 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12001 r_refdef.stats.totaldecals += numdecals;
12003 if (r_showsurfaces.integer)
12006 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12008 for (i = 0;i < r_refdef.scene.numentities;i++)
12010 if (!r_refdef.viewcache.entityvisible[i])
12012 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12013 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12017 void R_DrawDebugModel(void)
12019 entity_render_t *ent = rsurface.entity;
12020 int i, j, k, l, flagsmask;
12021 const int *elements;
12023 const msurface_t *surface;
12024 dp_model_t *model = ent->model;
12027 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12029 R_Mesh_ColorPointer(NULL, 0, 0);
12030 R_Mesh_ResetTextureState();
12031 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12032 GL_DepthRange(0, 1);
12033 GL_DepthTest(!r_showdisabledepthtest.integer);
12034 GL_DepthMask(false);
12035 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12037 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12039 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12040 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12042 if (brush->colbrushf && brush->colbrushf->numtriangles)
12044 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12045 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12046 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12049 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12051 if (surface->num_collisiontriangles)
12053 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12054 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12055 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12060 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12062 if (r_showtris.integer || r_shownormals.integer)
12064 if (r_showdisabledepthtest.integer)
12066 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12067 GL_DepthMask(false);
12071 GL_BlendFunc(GL_ONE, GL_ZERO);
12072 GL_DepthMask(true);
12074 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12076 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12078 rsurface.texture = R_GetCurrentTexture(surface->texture);
12079 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12081 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12082 if (r_showtris.value > 0)
12084 if (!rsurface.texture->currentlayers->depthmask)
12085 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12086 else if (ent == r_refdef.scene.worldentity)
12087 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12089 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12090 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12091 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12092 R_Mesh_ColorPointer(NULL, 0, 0);
12093 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12094 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12095 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12096 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12097 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12100 if (r_shownormals.value < 0)
12102 qglBegin(GL_LINES);
12103 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12105 VectorCopy(rsurface.vertex3f + l * 3, v);
12106 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12107 qglVertex3f(v[0], v[1], v[2]);
12108 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12109 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12110 qglVertex3f(v[0], v[1], v[2]);
12115 if (r_shownormals.value > 0)
12117 qglBegin(GL_LINES);
12118 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12120 VectorCopy(rsurface.vertex3f + l * 3, v);
12121 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12122 qglVertex3f(v[0], v[1], v[2]);
12123 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12124 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12125 qglVertex3f(v[0], v[1], v[2]);
12129 qglBegin(GL_LINES);
12130 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12132 VectorCopy(rsurface.vertex3f + l * 3, v);
12133 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12134 qglVertex3f(v[0], v[1], v[2]);
12135 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12136 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12137 qglVertex3f(v[0], v[1], v[2]);
12141 qglBegin(GL_LINES);
12142 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12144 VectorCopy(rsurface.vertex3f + l * 3, v);
12145 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12146 qglVertex3f(v[0], v[1], v[2]);
12147 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12148 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12149 qglVertex3f(v[0], v[1], v[2]);
12156 rsurface.texture = NULL;
12160 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12161 int r_maxsurfacelist = 0;
12162 const msurface_t **r_surfacelist = NULL;
12163 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12165 int i, j, endj, f, flagsmask;
12167 dp_model_t *model = r_refdef.scene.worldmodel;
12168 msurface_t *surfaces;
12169 unsigned char *update;
12170 int numsurfacelist = 0;
12174 if (r_maxsurfacelist < model->num_surfaces)
12176 r_maxsurfacelist = model->num_surfaces;
12178 Mem_Free((msurface_t**)r_surfacelist);
12179 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12182 RSurf_ActiveWorldEntity();
12184 surfaces = model->data_surfaces;
12185 update = model->brushq1.lightmapupdateflags;
12187 // update light styles on this submodel
12188 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12190 model_brush_lightstyleinfo_t *style;
12191 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12193 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12195 int *list = style->surfacelist;
12196 style->value = r_refdef.scene.lightstylevalue[style->style];
12197 for (j = 0;j < style->numsurfaces;j++)
12198 update[list[j]] = true;
12203 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12207 R_DrawDebugModel();
12208 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12214 rsurface.uselightmaptexture = false;
12215 rsurface.texture = NULL;
12216 rsurface.rtlight = NULL;
12217 numsurfacelist = 0;
12218 // add visible surfaces to draw list
12219 for (i = 0;i < model->nummodelsurfaces;i++)
12221 j = model->sortedmodelsurfaces[i];
12222 if (r_refdef.viewcache.world_surfacevisible[j])
12223 r_surfacelist[numsurfacelist++] = surfaces + j;
12225 // update lightmaps if needed
12226 if (model->brushq1.firstrender)
12228 model->brushq1.firstrender = false;
12229 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12231 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12235 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12236 if (r_refdef.viewcache.world_surfacevisible[j])
12238 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12240 // don't do anything if there were no surfaces
12241 if (!numsurfacelist)
12243 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12246 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12247 GL_AlphaTest(false);
12249 // add to stats if desired
12250 if (r_speeds.integer && !skysurfaces && !depthonly)
12252 r_refdef.stats.world_surfaces += numsurfacelist;
12253 for (j = 0;j < numsurfacelist;j++)
12254 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12257 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12260 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12262 int i, j, endj, f, flagsmask;
12264 dp_model_t *model = ent->model;
12265 msurface_t *surfaces;
12266 unsigned char *update;
12267 int numsurfacelist = 0;
12271 if (r_maxsurfacelist < model->num_surfaces)
12273 r_maxsurfacelist = model->num_surfaces;
12275 Mem_Free((msurface_t **)r_surfacelist);
12276 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12279 // if the model is static it doesn't matter what value we give for
12280 // wantnormals and wanttangents, so this logic uses only rules applicable
12281 // to a model, knowing that they are meaningless otherwise
12282 if (ent == r_refdef.scene.worldentity)
12283 RSurf_ActiveWorldEntity();
12284 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12285 RSurf_ActiveModelEntity(ent, false, false, false);
12287 RSurf_ActiveModelEntity(ent, true, true, true);
12288 else if (depthonly)
12289 RSurf_ActiveModelEntity(ent, false, false, false);
12292 switch (vid.renderpath)
12294 case RENDERPATH_GL20:
12295 case RENDERPATH_CGGL:
12296 RSurf_ActiveModelEntity(ent, true, true, false);
12298 case RENDERPATH_GL13:
12299 case RENDERPATH_GL11:
12300 RSurf_ActiveModelEntity(ent, true, false, false);
12305 surfaces = model->data_surfaces;
12306 update = model->brushq1.lightmapupdateflags;
12308 // update light styles
12309 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12311 model_brush_lightstyleinfo_t *style;
12312 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12314 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12316 int *list = style->surfacelist;
12317 style->value = r_refdef.scene.lightstylevalue[style->style];
12318 for (j = 0;j < style->numsurfaces;j++)
12319 update[list[j]] = true;
12324 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12328 R_DrawDebugModel();
12329 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12335 rsurface.uselightmaptexture = false;
12336 rsurface.texture = NULL;
12337 rsurface.rtlight = NULL;
12338 numsurfacelist = 0;
12339 // add visible surfaces to draw list
12340 for (i = 0;i < model->nummodelsurfaces;i++)
12341 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12342 // don't do anything if there were no surfaces
12343 if (!numsurfacelist)
12345 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12348 // update lightmaps if needed
12352 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12357 R_BuildLightMap(ent, surfaces + j);
12362 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12364 R_BuildLightMap(ent, surfaces + j);
12365 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12366 GL_AlphaTest(false);
12368 // add to stats if desired
12369 if (r_speeds.integer && !skysurfaces && !depthonly)
12371 r_refdef.stats.entities_surfaces += numsurfacelist;
12372 for (j = 0;j < numsurfacelist;j++)
12373 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12376 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12379 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12381 static texture_t texture;
12382 static msurface_t surface;
12383 const msurface_t *surfacelist = &surface;
12385 // fake enough texture and surface state to render this geometry
12387 texture.update_lastrenderframe = -1; // regenerate this texture
12388 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12389 texture.currentskinframe = skinframe;
12390 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12391 texture.specularscalemod = 1;
12392 texture.specularpowermod = 1;
12394 surface.texture = &texture;
12395 surface.num_triangles = numtriangles;
12396 surface.num_firsttriangle = firsttriangle;
12397 surface.num_vertices = numvertices;
12398 surface.num_firstvertex = firstvertex;
12401 rsurface.texture = R_GetCurrentTexture(surface.texture);
12402 rsurface.uselightmaptexture = false;
12403 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12406 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)
12408 static msurface_t surface;
12409 const msurface_t *surfacelist = &surface;
12411 // fake enough texture and surface state to render this geometry
12413 surface.texture = texture;
12414 surface.num_triangles = numtriangles;
12415 surface.num_firsttriangle = firsttriangle;
12416 surface.num_vertices = numvertices;
12417 surface.num_firstvertex = firstvertex;
12420 rsurface.texture = R_GetCurrentTexture(surface.texture);
12421 rsurface.uselightmaptexture = false;
12422 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);