2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 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)"};
85 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)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
91 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
92 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
93 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 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)"};
125 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"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
154 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
155 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
156 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
157 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
159 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
160 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
161 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
162 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
163 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
164 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
165 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
167 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
168 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
169 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
170 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)"};
172 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"};
174 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"};
176 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
178 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
179 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
180 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"};
181 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
182 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
183 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
184 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
185 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)"};
187 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
189 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)"};
191 extern cvar_t v_glslgamma;
193 extern qboolean v_flipped_state;
195 static struct r_bloomstate_s
200 int bloomwidth, bloomheight;
202 int screentexturewidth, screentextureheight;
203 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
205 int bloomtexturewidth, bloomtextureheight;
206 rtexture_t *texture_bloom;
208 // arrays for rendering the screen passes
209 float screentexcoord2f[8];
210 float bloomtexcoord2f[8];
211 float offsettexcoord2f[8];
213 r_viewport_t viewport;
217 r_waterstate_t r_waterstate;
219 /// shadow volume bsp struct with automatically growing nodes buffer
222 rtexture_t *r_texture_blanknormalmap;
223 rtexture_t *r_texture_white;
224 rtexture_t *r_texture_grey128;
225 rtexture_t *r_texture_black;
226 rtexture_t *r_texture_notexture;
227 rtexture_t *r_texture_whitecube;
228 rtexture_t *r_texture_normalizationcube;
229 rtexture_t *r_texture_fogattenuation;
230 rtexture_t *r_texture_fogheighttexture;
231 rtexture_t *r_texture_gammaramps;
232 unsigned int r_texture_gammaramps_serial;
233 //rtexture_t *r_texture_fogintensity;
234 rtexture_t *r_texture_reflectcube;
236 // TODO: hash lookups?
237 typedef struct cubemapinfo_s
244 int r_texture_numcubemaps;
245 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
247 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
248 unsigned int r_numqueries;
249 unsigned int r_maxqueries;
251 typedef struct r_qwskincache_s
253 char name[MAX_QPATH];
254 skinframe_t *skinframe;
258 static r_qwskincache_t *r_qwskincache;
259 static int r_qwskincache_size;
261 /// vertex coordinates for a quad that covers the screen exactly
262 const float r_screenvertex3f[12] =
270 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
273 for (i = 0;i < verts;i++)
284 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
287 for (i = 0;i < verts;i++)
297 // FIXME: move this to client?
300 if (gamemode == GAME_NEHAHRA)
302 Cvar_Set("gl_fogenable", "0");
303 Cvar_Set("gl_fogdensity", "0.2");
304 Cvar_Set("gl_fogred", "0.3");
305 Cvar_Set("gl_foggreen", "0.3");
306 Cvar_Set("gl_fogblue", "0.3");
308 r_refdef.fog_density = 0;
309 r_refdef.fog_red = 0;
310 r_refdef.fog_green = 0;
311 r_refdef.fog_blue = 0;
312 r_refdef.fog_alpha = 1;
313 r_refdef.fog_start = 0;
314 r_refdef.fog_end = 16384;
315 r_refdef.fog_height = 1<<30;
316 r_refdef.fog_fadedepth = 128;
317 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
320 static void R_BuildBlankTextures(void)
322 unsigned char data[4];
323 data[2] = 128; // normal X
324 data[1] = 128; // normal Y
325 data[0] = 255; // normal Z
326 data[3] = 128; // height
327 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
332 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
342 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345 static void R_BuildNoTexture(void)
348 unsigned char pix[16][16][4];
349 // this makes a light grey/dark grey checkerboard texture
350 for (y = 0;y < 16;y++)
352 for (x = 0;x < 16;x++)
354 if ((y < 8) ^ (x < 8))
370 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildWhiteCube(void)
375 unsigned char data[6*1*1*4];
376 memset(data, 255, sizeof(data));
377 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildNormalizationCube(void)
384 vec_t s, t, intensity;
387 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
388 for (side = 0;side < 6;side++)
390 for (y = 0;y < NORMSIZE;y++)
392 for (x = 0;x < NORMSIZE;x++)
394 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
395 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
430 intensity = 127.0f / sqrt(DotProduct(v, v));
431 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
432 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
433 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
434 data[((side*64+y)*64+x)*4+3] = 255;
438 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
442 static void R_BuildFogTexture(void)
446 unsigned char data1[FOGWIDTH][4];
447 //unsigned char data2[FOGWIDTH][4];
450 r_refdef.fogmasktable_start = r_refdef.fog_start;
451 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
452 r_refdef.fogmasktable_range = r_refdef.fogrange;
453 r_refdef.fogmasktable_density = r_refdef.fog_density;
455 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
456 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
458 d = (x * r - r_refdef.fogmasktable_start);
459 if(developer_extra.integer)
460 Con_DPrintf("%f ", d);
462 if (r_fog_exp2.integer)
463 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
465 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
466 if(developer_extra.integer)
467 Con_DPrintf(" : %f ", alpha);
468 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
469 if(developer_extra.integer)
470 Con_DPrintf(" = %f\n", alpha);
471 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
474 for (x = 0;x < FOGWIDTH;x++)
476 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
481 //data2[x][0] = 255 - b;
482 //data2[x][1] = 255 - b;
483 //data2[x][2] = 255 - b;
486 if (r_texture_fogattenuation)
488 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
489 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
493 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
498 static void R_BuildFogHeightTexture(void)
500 unsigned char *inpixels;
508 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
509 if (r_refdef.fogheighttexturename[0])
510 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
513 r_refdef.fog_height_tablesize = 0;
514 if (r_texture_fogheighttexture)
515 R_FreeTexture(r_texture_fogheighttexture);
516 r_texture_fogheighttexture = NULL;
517 if (r_refdef.fog_height_table2d)
518 Mem_Free(r_refdef.fog_height_table2d);
519 r_refdef.fog_height_table2d = NULL;
520 if (r_refdef.fog_height_table1d)
521 Mem_Free(r_refdef.fog_height_table1d);
522 r_refdef.fog_height_table1d = NULL;
526 r_refdef.fog_height_tablesize = size;
527 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
528 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
529 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
531 // LordHavoc: now the magic - what is that table2d for? it is a cooked
532 // average fog color table accounting for every fog layer between a point
533 // and the camera. (Note: attenuation is handled separately!)
534 for (y = 0;y < size;y++)
536 for (x = 0;x < size;x++)
542 for (j = x;j <= y;j++)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
550 for (j = x;j >= y;j--)
552 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
558 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
559 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
560 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
563 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
566 //=======================================================================================================================================================
568 static const char *builtinshaderstring =
569 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
570 "// written by Forest 'LordHavoc' Hale\n"
571 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
573 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
576 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
577 "#define USELIGHTMAP\n"
579 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
580 "#define USEEYEVECTOR\n"
583 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
584 "# extension GL_ARB_texture_rectangle : enable\n"
587 "#ifdef USESHADOWMAP2D\n"
588 "# ifdef GL_EXT_gpu_shader4\n"
589 "# extension GL_EXT_gpu_shader4 : enable\n"
591 "# ifdef GL_ARB_texture_gather\n"
592 "# extension GL_ARB_texture_gather : enable\n"
594 "# ifdef GL_AMD_texture_texture4\n"
595 "# extension GL_AMD_texture_texture4 : enable\n"
600 "#ifdef USESHADOWMAPCUBE\n"
601 "# extension GL_EXT_gpu_shader4 : enable\n"
604 "//#ifdef USESHADOWSAMPLER\n"
605 "//# extension GL_ARB_shadow : enable\n"
608 "//#ifdef __GLSL_CG_DATA_TYPES\n"
609 "//# define myhalf half\n"
610 "//# define myhalf2 half2\n"
611 "//# define myhalf3 half3\n"
612 "//# define myhalf4 half4\n"
614 "# define myhalf float\n"
615 "# define myhalf2 vec2\n"
616 "# define myhalf3 vec3\n"
617 "# define myhalf4 vec4\n"
620 "#ifdef VERTEX_SHADER\n"
621 "uniform mat4 ModelViewProjectionMatrix;\n"
624 "#ifdef MODE_DEPTH_OR_SHADOW\n"
625 "#ifdef VERTEX_SHADER\n"
628 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
631 "#else // !MODE_DEPTH_ORSHADOW\n"
636 "#ifdef MODE_SHOWDEPTH\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
641 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
645 "#ifdef FRAGMENT_SHADER\n"
648 " gl_FragColor = gl_Color;\n"
651 "#else // !MODE_SHOWDEPTH\n"
656 "#ifdef MODE_POSTPROCESS\n"
657 "varying vec2 TexCoord1;\n"
658 "varying vec2 TexCoord2;\n"
660 "#ifdef VERTEX_SHADER\n"
663 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
664 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "uniform sampler2D Texture_First;\n"
674 "uniform sampler2D Texture_Second;\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
694 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
698 "#ifdef USEVIEWTINT\n"
699 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// 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"
705 " float sobel = 1.0;\n"
706 " // vec2 ts = textureSize(Texture_First, 0);\n"
707 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 " vec2 px = PixelSize;\n"
709 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
711 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
714 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
717 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
720 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
738 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
739 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
743 "#ifdef USESATURATION\n"
744 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
750 "#ifdef USEGAMMARAMPS\n"
751 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
757 "#else // !MODE_POSTPROCESS\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
769 "#ifdef VERTEX_SHADER\n"
772 " gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
776 "#ifdef USESPECULAR\n"
777 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
779 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
793 " gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
798 "#ifdef USESPECULAR\n"
799 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 " gl_FragColor *= tex2;\n"
804 " gl_FragColor += tex2;\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
812 "#else // !MODE_GENERIC\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
822 " gl_FrontColor = gl_Color;\n"
823 " TexCoord = gl_MultiTexCoord0.xy;\n"
824 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
835 " vec2 tc = TexCoord;\n"
836 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 " tc += BloomBlur_Parameters.xy;\n"
838 " for (i = 1;i < SAMPLES;i++)\n"
840 " color += texture2D(Texture_First, tc).rgb;\n"
841 " tc += BloomBlur_Parameters.xy;\n"
843 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
855 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 " ModelViewProjectionPosition = gl_Position;\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
876 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 " // FIXME temporary hack to detect the case that the reflection\n"
881 " // gets blackened at edges due to leaving the area that contains actual\n"
883 " // Remove this 'ack once we have a better way to stop this thing from\n"
885 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
893 "#else // !MODE_REFRACTION\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
908 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
933 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
934 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
936 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
937 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
938 " // FIXME temporary hack to detect the case that the reflection\n"
939 " // gets blackened at edges due to leaving the area that contains actual\n"
941 " // Remove this 'ack once we have a better way to stop this thing from\n"
943 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
948 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
953 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
954 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
957 "#else // !MODE_WATER\n"
962 "// common definitions between vertex shader and fragment shader:\n"
964 "varying vec2 TexCoord;\n"
965 "#ifdef USEVERTEXTEXTUREBLEND\n"
966 "varying vec2 TexCoord2;\n"
968 "#ifdef USELIGHTMAP\n"
969 "varying vec2 TexCoordLightmap;\n"
972 "#ifdef MODE_LIGHTSOURCE\n"
973 "varying vec3 CubeVector;\n"
976 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
977 "varying vec3 LightVector;\n"
980 "#ifdef USEEYEVECTOR\n"
981 "varying vec3 EyeVector;\n"
984 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
988 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
989 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
990 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
993 "#ifdef USEREFLECTION\n"
994 "varying vec4 ModelViewProjectionPosition;\n"
996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "varying vec4 ModelViewPosition;\n"
1001 "#ifdef MODE_LIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1004 "uniform vec3 EyePosition;\n"
1005 "#ifdef MODE_LIGHTDIRECTION\n"
1006 "uniform vec3 LightDir;\n"
1008 "uniform vec4 FogPlane;\n"
1010 "#ifdef USESHADOWMAPORTHO\n"
1011 "varying vec3 ShadowMapTC;\n"
1018 "// 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"
1020 "// fragment shader specific:\n"
1021 "#ifdef FRAGMENT_SHADER\n"
1023 "uniform sampler2D Texture_Normal;\n"
1024 "uniform sampler2D Texture_Color;\n"
1025 "uniform sampler2D Texture_Gloss;\n"
1027 "uniform sampler2D Texture_Glow;\n"
1029 "#ifdef USEVERTEXTEXTUREBLEND\n"
1030 "uniform sampler2D Texture_SecondaryNormal;\n"
1031 "uniform sampler2D Texture_SecondaryColor;\n"
1032 "uniform sampler2D Texture_SecondaryGloss;\n"
1034 "uniform sampler2D Texture_SecondaryGlow;\n"
1037 "#ifdef USECOLORMAPPING\n"
1038 "uniform sampler2D Texture_Pants;\n"
1039 "uniform sampler2D Texture_Shirt;\n"
1042 "#ifdef USEFOGHEIGHTTEXTURE\n"
1043 "uniform sampler2D Texture_FogHeightTexture;\n"
1045 "uniform sampler2D Texture_FogMask;\n"
1047 "#ifdef USELIGHTMAP\n"
1048 "uniform sampler2D Texture_Lightmap;\n"
1050 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1051 "uniform sampler2D Texture_Deluxemap;\n"
1053 "#ifdef USEREFLECTION\n"
1054 "uniform sampler2D Texture_Reflection;\n"
1057 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1058 "uniform sampler2D Texture_ScreenDepth;\n"
1059 "uniform sampler2D Texture_ScreenNormalMap;\n"
1061 "#ifdef USEDEFERREDLIGHTMAP\n"
1062 "uniform sampler2D Texture_ScreenDiffuse;\n"
1063 "uniform sampler2D Texture_ScreenSpecular;\n"
1066 "uniform myhalf3 Color_Pants;\n"
1067 "uniform myhalf3 Color_Shirt;\n"
1068 "uniform myhalf3 FogColor;\n"
1071 "uniform float FogRangeRecip;\n"
1072 "uniform float FogPlaneViewDist;\n"
1073 "uniform float FogHeightFade;\n"
1074 "vec3 FogVertex(vec3 surfacecolor)\n"
1076 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1077 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1079 "#ifdef USEFOGHEIGHTTEXTURE\n"
1080 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1081 " fogfrac = fogheightpixel.a;\n"
1082 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "# ifdef USEFOGOUTSIDE\n"
1085 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1087 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1089 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 "uniform float OffsetMapping_Scale;\n"
1096 "vec2 OffsetMapping(vec2 TexCoord)\n"
1098 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1099 " // 14 sample relief mapping: linear search and then binary search\n"
1100 " // this basically steps forward a small amount repeatedly until it finds\n"
1101 " // itself inside solid, then jitters forward and back using decreasing\n"
1102 " // amounts to find the impact\n"
1103 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1104 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1106 " vec3 RT = vec3(TexCoord, 1);\n"
1107 " OffsetVector *= 0.1;\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1118 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1119 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1120 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1121 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1124 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1125 " // this basically moves forward the full distance, and then backs up based\n"
1126 " // on height of samples\n"
1127 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1128 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1130 " TexCoord += OffsetVector;\n"
1131 " OffsetVector *= 0.333;\n"
1132 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1135 " return TexCoord;\n"
1138 "#endif // USEOFFSETMAPPING\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1141 "uniform sampler2D Texture_Attenuation;\n"
1142 "uniform samplerCube Texture_Cube;\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1147 "#ifdef USESHADOWMAPRECT\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1151 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1155 "#ifdef USESHADOWMAP2D\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1159 "uniform sampler2D Texture_ShadowMap2D;\n"
1163 "#ifdef USESHADOWMAPVSDCT\n"
1164 "uniform samplerCube Texture_CubeProjection;\n"
1167 "#ifdef USESHADOWMAPCUBE\n"
1168 "# ifdef USESHADOWSAMPLER\n"
1169 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1171 "uniform samplerCube Texture_ShadowMapCube;\n"
1175 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1176 "uniform vec2 ShadowMap_TextureScale;\n"
1177 "uniform vec4 ShadowMap_Parameters;\n"
1180 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1181 "# ifdef USESHADOWMAPORTHO\n"
1182 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1184 "# ifdef USESHADOWMAPVSDCT\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 " vec3 adir = abs(dir);\n"
1188 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1189 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1190 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1195 " vec3 adir = abs(dir);\n"
1196 " float ma = adir.z;\n"
1197 " vec4 proj = vec4(dir, 2.5);\n"
1198 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1199 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1200 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1201 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1205 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1207 "#ifdef USESHADOWMAPCUBE\n"
1208 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1210 " vec3 adir = abs(dir);\n"
1211 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1215 "# ifdef USESHADOWMAPRECT\n"
1216 "float ShadowMapCompare(vec3 dir)\n"
1218 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1220 "# ifdef USESHADOWSAMPLER\n"
1222 "# ifdef USESHADOWMAPPCF\n"
1223 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1224 " 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"
1226 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1231 "# ifdef USESHADOWMAPPCF\n"
1232 "# if USESHADOWMAPPCF > 1\n"
1233 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1234 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1235 " 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"
1236 " 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"
1237 " 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"
1238 " 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"
1239 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1240 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1242 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1243 " vec2 offset = fract(shadowmaptc.xy);\n"
1244 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1245 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1246 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1247 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1248 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1251 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1255 "# ifdef USESHADOWMAPORTHO\n"
1256 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1263 "# ifdef USESHADOWMAP2D\n"
1264 "float ShadowMapCompare(vec3 dir)\n"
1266 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1269 "# ifdef USESHADOWSAMPLER\n"
1270 "# ifdef USESHADOWMAPPCF\n"
1271 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1272 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1273 " 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"
1275 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1278 "# ifdef USESHADOWMAPPCF\n"
1279 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1280 "# ifdef GL_ARB_texture_gather\n"
1281 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1283 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1285 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1286 "# if USESHADOWMAPPCF > 1\n"
1287 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1288 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1289 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1290 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1291 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1292 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1293 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1294 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1295 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1296 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1297 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1298 " locols.yz += group2.ab;\n"
1299 " hicols.yz += group8.rg;\n"
1300 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1301 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1302 " mix(locols, hicols, offset.y);\n"
1303 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1304 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1305 " f = dot(cols, vec4(1.0/25.0));\n"
1307 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1308 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1309 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1310 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1311 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1312 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1313 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1316 "# ifdef GL_EXT_gpu_shader4\n"
1317 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1319 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1321 "# if USESHADOWMAPPCF > 1\n"
1322 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1323 " center *= ShadowMap_TextureScale;\n"
1324 " 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"
1325 " 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"
1326 " 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"
1327 " 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"
1328 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1329 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1331 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1332 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1333 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1334 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1335 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1336 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1340 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1343 "# ifdef USESHADOWMAPORTHO\n"
1344 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1351 "# ifdef USESHADOWMAPCUBE\n"
1352 "float ShadowMapCompare(vec3 dir)\n"
1354 " // apply depth texture cubemap as light filter\n"
1355 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1357 "# ifdef USESHADOWSAMPLER\n"
1358 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1360 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1365 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1366 "#endif // FRAGMENT_SHADER\n"
1371 "#ifdef MODE_DEFERREDGEOMETRY\n"
1372 "#ifdef VERTEX_SHADER\n"
1373 "uniform mat4 TexMatrix;\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 "uniform mat4 BackgroundTexMatrix;\n"
1377 "uniform mat4 ModelViewMatrix;\n"
1380 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1381 "#ifdef USEVERTEXTEXTUREBLEND\n"
1382 " gl_FrontColor = gl_Color;\n"
1383 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1386 " // transform unnormalized eye direction into tangent space\n"
1387 "#ifdef USEOFFSETMAPPING\n"
1388 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1389 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1390 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1391 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1394 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1395 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1396 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1397 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1399 "#endif // VERTEX_SHADER\n"
1401 "#ifdef FRAGMENT_SHADER\n"
1404 "#ifdef USEOFFSETMAPPING\n"
1405 " // apply offsetmapping\n"
1406 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1407 "#define TexCoord TexCoordOffset\n"
1410 "#ifdef USEALPHAKILL\n"
1411 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1417 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1418 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1419 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1422 "#ifdef USEVERTEXTEXTUREBLEND\n"
1423 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1424 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1426 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1427 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1430 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1432 "#endif // FRAGMENT_SHADER\n"
1433 "#else // !MODE_DEFERREDGEOMETRY\n"
1438 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1439 "#ifdef VERTEX_SHADER\n"
1440 "uniform mat4 ModelViewMatrix;\n"
1443 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1444 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1446 "#endif // VERTEX_SHADER\n"
1448 "#ifdef FRAGMENT_SHADER\n"
1449 "uniform mat4 ViewToLight;\n"
1450 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1451 "uniform vec2 ScreenToDepth;\n"
1452 "uniform myhalf3 DeferredColor_Ambient;\n"
1453 "uniform myhalf3 DeferredColor_Diffuse;\n"
1454 "#ifdef USESPECULAR\n"
1455 "uniform myhalf3 DeferredColor_Specular;\n"
1456 "uniform myhalf SpecularPower;\n"
1458 "uniform myhalf2 PixelToScreenTexCoord;\n"
1461 " // calculate viewspace pixel position\n"
1462 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1464 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1465 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1466 " // decode viewspace pixel normal\n"
1467 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1468 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1469 " // surfacenormal = pixel normal in viewspace\n"
1470 " // LightVector = pixel to light in viewspace\n"
1471 " // CubeVector = position in lightspace\n"
1472 " // eyevector = pixel to view in viewspace\n"
1473 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1474 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1475 "#ifdef USEDIFFUSE\n"
1476 " // calculate diffuse shading\n"
1477 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1478 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1480 "#ifdef USESPECULAR\n"
1481 " // calculate directional shading\n"
1482 " vec3 eyevector = position * -1.0;\n"
1483 "# ifdef USEEXACTSPECULARMATH\n"
1484 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1486 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1487 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1491 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1492 " fade *= ShadowMapCompare(CubeVector);\n"
1495 "#ifdef USEDIFFUSE\n"
1496 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1498 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1500 "#ifdef USESPECULAR\n"
1501 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1503 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1506 "# ifdef USECUBEFILTER\n"
1507 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1508 " gl_FragData[0].rgb *= cubecolor;\n"
1509 " gl_FragData[1].rgb *= cubecolor;\n"
1512 "#endif // FRAGMENT_SHADER\n"
1513 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1518 "#ifdef VERTEX_SHADER\n"
1519 "uniform mat4 TexMatrix;\n"
1520 "#ifdef USEVERTEXTEXTUREBLEND\n"
1521 "uniform mat4 BackgroundTexMatrix;\n"
1523 "#ifdef MODE_LIGHTSOURCE\n"
1524 "uniform mat4 ModelToLight;\n"
1526 "#ifdef USESHADOWMAPORTHO\n"
1527 "uniform mat4 ShadowMapMatrix;\n"
1531 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1532 " gl_FrontColor = gl_Color;\n"
1534 " // copy the surface texcoord\n"
1535 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1536 "#ifdef USEVERTEXTEXTUREBLEND\n"
1537 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1539 "#ifdef USELIGHTMAP\n"
1540 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1543 "#ifdef MODE_LIGHTSOURCE\n"
1544 " // transform vertex position into light attenuation/cubemap space\n"
1545 " // (-1 to +1 across the light box)\n"
1546 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1548 "# ifdef USEDIFFUSE\n"
1549 " // transform unnormalized light direction into tangent space\n"
1550 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1551 " // normalize it per pixel)\n"
1552 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1553 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1554 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1555 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1559 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1560 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1561 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1562 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1565 " // transform unnormalized eye direction into tangent space\n"
1566 "#ifdef USEEYEVECTOR\n"
1567 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1568 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1569 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1570 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1574 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1575 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1578 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1579 " VectorS = gl_MultiTexCoord1.xyz;\n"
1580 " VectorT = gl_MultiTexCoord2.xyz;\n"
1581 " VectorR = gl_MultiTexCoord3.xyz;\n"
1584 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1585 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1587 "#ifdef USESHADOWMAPORTHO\n"
1588 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1591 "#ifdef USEREFLECTION\n"
1592 " ModelViewProjectionPosition = gl_Position;\n"
1595 "#endif // VERTEX_SHADER\n"
1600 "#ifdef FRAGMENT_SHADER\n"
1601 "#ifdef USEDEFERREDLIGHTMAP\n"
1602 "uniform myhalf2 PixelToScreenTexCoord;\n"
1603 "uniform myhalf3 DeferredMod_Diffuse;\n"
1604 "uniform myhalf3 DeferredMod_Specular;\n"
1606 "uniform myhalf3 Color_Ambient;\n"
1607 "uniform myhalf3 Color_Diffuse;\n"
1608 "uniform myhalf3 Color_Specular;\n"
1609 "uniform myhalf SpecularPower;\n"
1611 "uniform myhalf3 Color_Glow;\n"
1613 "uniform myhalf Alpha;\n"
1614 "#ifdef USEREFLECTION\n"
1615 "uniform vec4 DistortScaleRefractReflect;\n"
1616 "uniform vec4 ScreenScaleRefractReflect;\n"
1617 "uniform vec4 ScreenCenterRefractReflect;\n"
1618 "uniform myhalf4 ReflectColor;\n"
1620 "#ifdef USEREFLECTCUBE\n"
1621 "uniform mat4 ModelToReflectCube;\n"
1622 "uniform sampler2D Texture_ReflectMask;\n"
1623 "uniform samplerCube Texture_ReflectCube;\n"
1625 "#ifdef MODE_LIGHTDIRECTION\n"
1626 "uniform myhalf3 LightColor;\n"
1628 "#ifdef MODE_LIGHTSOURCE\n"
1629 "uniform myhalf3 LightColor;\n"
1633 "#ifdef USEOFFSETMAPPING\n"
1634 " // apply offsetmapping\n"
1635 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1636 "#define TexCoord TexCoordOffset\n"
1639 " // combine the diffuse textures (base, pants, shirt)\n"
1640 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1641 "#ifdef USEALPHAKILL\n"
1642 " if (color.a < 0.5)\n"
1645 " color.a *= Alpha;\n"
1646 "#ifdef USECOLORMAPPING\n"
1647 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1649 "#ifdef USEVERTEXTEXTUREBLEND\n"
1650 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1651 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1652 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1653 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1655 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1658 " // get the surface normal\n"
1659 "#ifdef USEVERTEXTEXTUREBLEND\n"
1660 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1662 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1665 " // get the material colors\n"
1666 " myhalf3 diffusetex = color.rgb;\n"
1667 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1668 "# ifdef USEVERTEXTEXTUREBLEND\n"
1669 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1671 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1675 "#ifdef USEREFLECTCUBE\n"
1676 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1677 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1678 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1679 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1685 "#ifdef MODE_LIGHTSOURCE\n"
1686 " // light source\n"
1687 "#ifdef USEDIFFUSE\n"
1688 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1689 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1690 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1691 "#ifdef USESPECULAR\n"
1692 "#ifdef USEEXACTSPECULARMATH\n"
1693 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1695 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1696 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1698 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1701 " color.rgb = diffusetex * Color_Ambient;\n"
1703 " color.rgb *= LightColor;\n"
1704 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1705 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1706 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1708 "# ifdef USECUBEFILTER\n"
1709 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1711 "#endif // MODE_LIGHTSOURCE\n"
1716 "#ifdef MODE_LIGHTDIRECTION\n"
1718 "#ifdef USEDIFFUSE\n"
1719 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1721 "#define lightcolor LightColor\n"
1722 "#endif // MODE_LIGHTDIRECTION\n"
1723 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1725 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1726 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1727 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1728 " // convert modelspace light vector to tangentspace\n"
1729 " myhalf3 lightnormal;\n"
1730 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1731 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1732 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1733 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1734 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1735 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1736 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1737 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1738 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1739 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1740 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1741 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1742 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1743 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1744 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1746 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1747 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1748 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1754 "#ifdef MODE_FAKELIGHT\n"
1756 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1757 "myhalf3 lightcolor = myhalf3(1.0);\n"
1758 "#endif // MODE_FAKELIGHT\n"
1763 "#ifdef MODE_LIGHTMAP\n"
1764 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1765 "#endif // MODE_LIGHTMAP\n"
1766 "#ifdef MODE_VERTEXCOLOR\n"
1767 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1768 "#endif // MODE_VERTEXCOLOR\n"
1769 "#ifdef MODE_FLATCOLOR\n"
1770 " color.rgb = diffusetex * Color_Ambient;\n"
1771 "#endif // MODE_FLATCOLOR\n"
1777 "# ifdef USEDIFFUSE\n"
1778 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1779 "# ifdef USESPECULAR\n"
1780 "# ifdef USEEXACTSPECULARMATH\n"
1781 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1783 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1784 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1786 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1788 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1791 " color.rgb = diffusetex * Color_Ambient;\n"
1795 "#ifdef USESHADOWMAPORTHO\n"
1796 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1799 "#ifdef USEDEFERREDLIGHTMAP\n"
1800 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1801 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1802 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1806 "#ifdef USEVERTEXTEXTUREBLEND\n"
1807 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1809 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1814 " color.rgb = FogVertex(color.rgb);\n"
1817 " // 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"
1818 "#ifdef USEREFLECTION\n"
1819 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1820 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1821 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1822 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1823 " // FIXME temporary hack to detect the case that the reflection\n"
1824 " // gets blackened at edges due to leaving the area that contains actual\n"
1826 " // Remove this 'ack once we have a better way to stop this thing from\n"
1828 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1829 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1830 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1831 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1832 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1833 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1836 " gl_FragColor = vec4(color);\n"
1838 "#endif // FRAGMENT_SHADER\n"
1840 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1841 "#endif // !MODE_DEFERREDGEOMETRY\n"
1842 "#endif // !MODE_WATER\n"
1843 "#endif // !MODE_REFRACTION\n"
1844 "#endif // !MODE_BLOOMBLUR\n"
1845 "#endif // !MODE_GENERIC\n"
1846 "#endif // !MODE_POSTPROCESS\n"
1847 "#endif // !MODE_SHOWDEPTH\n"
1848 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1852 =========================================================================================================================================================
1856 =========================================================================================================================================================
1860 =========================================================================================================================================================
1864 =========================================================================================================================================================
1868 =========================================================================================================================================================
1872 =========================================================================================================================================================
1876 =========================================================================================================================================================
1879 const char *builtincgshaderstring =
1880 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1881 "// written by Forest 'LordHavoc' Hale\n"
1882 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1884 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1885 "#if defined(USEREFLECTION)\n"
1886 "#undef USESHADOWMAPORTHO\n"
1889 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1892 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1893 "#define USELIGHTMAP\n"
1895 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1896 "#define USEEYEVECTOR\n"
1899 "#ifdef FRAGMENT_SHADER\n"
1900 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1903 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION\n"
1912 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 "#else // !MODE_DEPTH_ORSHADOW\n"
1920 "#ifdef MODE_SHOWDEPTH\n"
1921 "#ifdef VERTEX_SHADER\n"
1924 "float4 gl_Vertex : POSITION,\n"
1925 "uniform float4x4 ModelViewProjectionMatrix,\n"
1926 "out float4 gl_Position : POSITION,\n"
1927 "out float4 gl_FrontColor : COLOR0\n"
1930 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1931 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1935 "#ifdef FRAGMENT_SHADER\n"
1938 "float4 gl_FrontColor : COLOR0,\n"
1939 "out float4 gl_FragColor : COLOR\n"
1942 " gl_FragColor = gl_FrontColor;\n"
1945 "#else // !MODE_SHOWDEPTH\n"
1950 "#ifdef MODE_POSTPROCESS\n"
1952 "#ifdef VERTEX_SHADER\n"
1955 "float4 gl_Vertex : POSITION,\n"
1956 "uniform float4x4 ModelViewProjectionMatrix,\n"
1957 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1958 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1959 "out float4 gl_Position : POSITION,\n"
1960 "out float2 TexCoord1 : TEXCOORD0,\n"
1961 "out float2 TexCoord2 : TEXCOORD1\n"
1964 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1965 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1967 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1972 "#ifdef FRAGMENT_SHADER\n"
1975 "float2 TexCoord1 : TEXCOORD0,\n"
1976 "float2 TexCoord2 : TEXCOORD1,\n"
1977 "uniform sampler2D Texture_First,\n"
1979 "uniform sampler2D Texture_Second,\n"
1981 "#ifdef USEGAMMARAMPS\n"
1982 "uniform sampler2D Texture_GammaRamps,\n"
1984 "#ifdef USESATURATION\n"
1985 "uniform float Saturation,\n"
1987 "#ifdef USEVIEWTINT\n"
1988 "uniform float4 ViewTintColor,\n"
1990 "uniform float4 UserVec1,\n"
1991 "uniform float4 UserVec2,\n"
1992 "uniform float4 UserVec3,\n"
1993 "uniform float4 UserVec4,\n"
1994 "uniform float ClientTime,\n"
1995 "uniform float2 PixelSize,\n"
1996 "out float4 gl_FragColor : COLOR\n"
1999 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2001 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2003 "#ifdef USEVIEWTINT\n"
2004 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2007 "#ifdef USEPOSTPROCESSING\n"
2008 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2009 "// 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"
2010 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2011 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2015 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2018 "#ifdef USESATURATION\n"
2019 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2020 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2021 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2022 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2025 "#ifdef USEGAMMARAMPS\n"
2026 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2027 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2028 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2032 "#else // !MODE_POSTPROCESS\n"
2037 "#ifdef MODE_GENERIC\n"
2038 "#ifdef VERTEX_SHADER\n"
2041 "float4 gl_Vertex : POSITION,\n"
2042 "uniform float4x4 ModelViewProjectionMatrix,\n"
2043 "float4 gl_Color : COLOR0,\n"
2044 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2045 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2046 "out float4 gl_Position : POSITION,\n"
2047 "out float4 gl_FrontColor : COLOR,\n"
2048 "out float2 TexCoord1 : TEXCOORD0,\n"
2049 "out float2 TexCoord2 : TEXCOORD1\n"
2052 " gl_FrontColor = gl_Color;\n"
2053 "#ifdef USEDIFFUSE\n"
2054 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2056 "#ifdef USESPECULAR\n"
2057 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2059 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2063 "#ifdef FRAGMENT_SHADER\n"
2067 "float4 gl_FrontColor : COLOR,\n"
2068 "float2 TexCoord1 : TEXCOORD0,\n"
2069 "float2 TexCoord2 : TEXCOORD1,\n"
2070 "#ifdef USEDIFFUSE\n"
2071 "uniform sampler2D Texture_First,\n"
2073 "#ifdef USESPECULAR\n"
2074 "uniform sampler2D Texture_Second,\n"
2076 "out float4 gl_FragColor : COLOR\n"
2079 " gl_FragColor = gl_FrontColor;\n"
2080 "#ifdef USEDIFFUSE\n"
2081 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2084 "#ifdef USESPECULAR\n"
2085 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2086 "# ifdef USECOLORMAPPING\n"
2087 " gl_FragColor *= tex2;\n"
2090 " gl_FragColor += tex2;\n"
2092 "# ifdef USEVERTEXTEXTUREBLEND\n"
2093 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2098 "#else // !MODE_GENERIC\n"
2103 "#ifdef MODE_BLOOMBLUR\n"
2104 "#ifdef VERTEX_SHADER\n"
2107 "float4 gl_Vertex : POSITION,\n"
2108 "uniform float4x4 ModelViewProjectionMatrix,\n"
2109 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2110 "out float4 gl_Position : POSITION,\n"
2111 "out float2 TexCoord : TEXCOORD0\n"
2114 " TexCoord = gl_MultiTexCoord0.xy;\n"
2115 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2119 "#ifdef FRAGMENT_SHADER\n"
2123 "float2 TexCoord : TEXCOORD0,\n"
2124 "uniform sampler2D Texture_First,\n"
2125 "uniform float4 BloomBlur_Parameters,\n"
2126 "out float4 gl_FragColor : COLOR\n"
2130 " float2 tc = TexCoord;\n"
2131 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2132 " tc += BloomBlur_Parameters.xy;\n"
2133 " for (i = 1;i < SAMPLES;i++)\n"
2135 " color += tex2D(Texture_First, tc).rgb;\n"
2136 " tc += BloomBlur_Parameters.xy;\n"
2138 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2141 "#else // !MODE_BLOOMBLUR\n"
2142 "#ifdef MODE_REFRACTION\n"
2143 "#ifdef VERTEX_SHADER\n"
2146 "float4 gl_Vertex : POSITION,\n"
2147 "uniform float4x4 ModelViewProjectionMatrix,\n"
2148 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2149 "uniform float4x4 TexMatrix,\n"
2150 "uniform float3 EyePosition,\n"
2151 "out float4 gl_Position : POSITION,\n"
2152 "out float2 TexCoord : TEXCOORD0,\n"
2153 "out float3 EyeVector : TEXCOORD1,\n"
2154 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2157 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2158 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2159 " ModelViewProjectionPosition = gl_Position;\n"
2163 "#ifdef FRAGMENT_SHADER\n"
2166 "float2 TexCoord : TEXCOORD0,\n"
2167 "float3 EyeVector : TEXCOORD1,\n"
2168 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2169 "uniform sampler2D Texture_Normal,\n"
2170 "uniform sampler2D Texture_Refraction,\n"
2171 "uniform sampler2D Texture_Reflection,\n"
2172 "uniform float4 DistortScaleRefractReflect,\n"
2173 "uniform float4 ScreenScaleRefractReflect,\n"
2174 "uniform float4 ScreenCenterRefractReflect,\n"
2175 "uniform float4 RefractColor,\n"
2176 "out float4 gl_FragColor : COLOR\n"
2179 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2180 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2181 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2182 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2183 " // FIXME temporary hack to detect the case that the reflection\n"
2184 " // gets blackened at edges due to leaving the area that contains actual\n"
2186 " // Remove this 'ack once we have a better way to stop this thing from\n"
2188 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2189 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2190 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2191 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2192 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2193 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2196 "#else // !MODE_REFRACTION\n"
2201 "#ifdef MODE_WATER\n"
2202 "#ifdef VERTEX_SHADER\n"
2206 "float4 gl_Vertex : POSITION,\n"
2207 "uniform float4x4 ModelViewProjectionMatrix,\n"
2208 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2209 "uniform float4x4 TexMatrix,\n"
2210 "uniform float3 EyePosition,\n"
2211 "out float4 gl_Position : POSITION,\n"
2212 "out float2 TexCoord : TEXCOORD0,\n"
2213 "out float3 EyeVector : TEXCOORD1,\n"
2214 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2217 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2218 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2219 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2220 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2221 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2222 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2223 " ModelViewProjectionPosition = gl_Position;\n"
2227 "#ifdef FRAGMENT_SHADER\n"
2230 "float2 TexCoord : TEXCOORD0,\n"
2231 "float3 EyeVector : TEXCOORD1,\n"
2232 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2233 "uniform sampler2D Texture_Normal,\n"
2234 "uniform sampler2D Texture_Refraction,\n"
2235 "uniform sampler2D Texture_Reflection,\n"
2236 "uniform float4 DistortScaleRefractReflect,\n"
2237 "uniform float4 ScreenScaleRefractReflect,\n"
2238 "uniform float4 ScreenCenterRefractReflect,\n"
2239 "uniform float4 RefractColor,\n"
2240 "uniform float4 ReflectColor,\n"
2241 "uniform float ReflectFactor,\n"
2242 "uniform float ReflectOffset,\n"
2243 "out float4 gl_FragColor : COLOR\n"
2246 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2247 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2248 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2249 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2250 " // FIXME temporary hack to detect the case that the reflection\n"
2251 " // gets blackened at edges due to leaving the area that contains actual\n"
2253 " // Remove this 'ack once we have a better way to stop this thing from\n"
2255 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2256 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2257 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2258 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2259 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2260 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2261 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2262 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2263 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2264 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2265 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2266 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2269 "#else // !MODE_WATER\n"
2274 "// 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"
2276 "// fragment shader specific:\n"
2277 "#ifdef FRAGMENT_SHADER\n"
2280 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2283 "#ifdef USEFOGHEIGHTTEXTURE\n"
2284 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2285 " fogfrac = fogheightpixel.a;\n"
2286 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2288 "# ifdef USEFOGOUTSIDE\n"
2289 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2291 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2293 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2298 "#ifdef USEOFFSETMAPPING\n"
2299 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2301 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2302 " // 14 sample relief mapping: linear search and then binary search\n"
2303 " // this basically steps forward a small amount repeatedly until it finds\n"
2304 " // itself inside solid, then jitters forward and back using decreasing\n"
2305 " // amounts to find the impact\n"
2306 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2307 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2308 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2309 " float3 RT = float3(TexCoord, 1);\n"
2310 " OffsetVector *= 0.1;\n"
2311 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2312 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2313 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2314 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2315 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2316 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2317 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2318 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2319 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2320 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2321 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2322 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2323 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2324 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2327 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2328 " // this basically moves forward the full distance, and then backs up based\n"
2329 " // on height of samples\n"
2330 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2331 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2332 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2333 " TexCoord += OffsetVector;\n"
2334 " OffsetVector *= 0.333;\n"
2335 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2336 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2337 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2338 " return TexCoord;\n"
2341 "#endif // USEOFFSETMAPPING\n"
2343 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2344 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2345 "# ifdef USESHADOWMAPORTHO\n"
2346 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2348 "# ifdef USESHADOWMAPVSDCT\n"
2349 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2351 " float3 adir = abs(dir);\n"
2352 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2353 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2354 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2357 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2359 " float3 adir = abs(dir);\n"
2360 " float ma = adir.z;\n"
2361 " float4 proj = float4(dir, 2.5);\n"
2362 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2363 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2364 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2365 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2369 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2371 "#ifdef USESHADOWMAPCUBE\n"
2372 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2374 " float3 adir = abs(dir);\n"
2375 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2379 "# ifdef USESHADOWMAPRECT\n"
2380 "#ifdef USESHADOWMAPVSDCT\n"
2381 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2383 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2386 "#ifdef USESHADOWMAPVSDCT\n"
2387 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2389 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2392 "# ifdef USESHADOWSAMPLER\n"
2394 "# ifdef USESHADOWMAPPCF\n"
2395 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2396 " 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"
2398 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2403 "# ifdef USESHADOWMAPPCF\n"
2404 "# if USESHADOWMAPPCF > 1\n"
2405 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2406 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2407 " 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"
2408 " 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"
2409 " 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"
2410 " 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"
2411 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2412 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2414 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2415 " float2 offset = frac(shadowmaptc.xy);\n"
2416 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2417 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2418 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2419 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2420 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2423 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2427 "# ifdef USESHADOWMAPORTHO\n"
2428 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2435 "# ifdef USESHADOWMAP2D\n"
2436 "#ifdef USESHADOWMAPVSDCT\n"
2437 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2439 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2442 "#ifdef USESHADOWMAPVSDCT\n"
2443 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2445 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2449 "# ifdef USESHADOWSAMPLER\n"
2450 "# ifdef USESHADOWMAPPCF\n"
2451 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2452 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2453 " 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"
2455 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2458 "# ifdef USESHADOWMAPPCF\n"
2459 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2460 "# ifdef GL_ARB_texture_gather\n"
2461 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2463 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2465 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2466 " center *= ShadowMap_TextureScale;\n"
2467 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2468 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2469 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2470 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2471 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2472 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2473 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2475 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2476 "# if USESHADOWMAPPCF > 1\n"
2477 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2478 " center *= ShadowMap_TextureScale;\n"
2479 " 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"
2480 " 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"
2481 " 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"
2482 " 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"
2483 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2484 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2486 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2487 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2488 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2489 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2490 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2491 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2495 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2498 "# ifdef USESHADOWMAPORTHO\n"
2499 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2506 "# ifdef USESHADOWMAPCUBE\n"
2507 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2509 " // apply depth texture cubemap as light filter\n"
2510 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2512 "# ifdef USESHADOWSAMPLER\n"
2513 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2515 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2520 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2521 "#endif // FRAGMENT_SHADER\n"
2526 "#ifdef MODE_DEFERREDGEOMETRY\n"
2527 "#ifdef VERTEX_SHADER\n"
2530 "float4 gl_Vertex : POSITION,\n"
2531 "uniform float4x4 ModelViewProjectionMatrix,\n"
2532 "#ifdef USEVERTEXTEXTUREBLEND\n"
2533 "float4 gl_Color : COLOR0,\n"
2535 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2536 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2537 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2538 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2539 "uniform float4x4 TexMatrix,\n"
2540 "#ifdef USEVERTEXTEXTUREBLEND\n"
2541 "uniform float4x4 BackgroundTexMatrix,\n"
2543 "uniform float4x4 ModelViewMatrix,\n"
2544 "#ifdef USEOFFSETMAPPING\n"
2545 "uniform float3 EyePosition,\n"
2547 "out float4 gl_Position : POSITION,\n"
2548 "out float4 gl_FrontColor : COLOR,\n"
2549 "out float4 TexCoordBoth : TEXCOORD0,\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 "out float3 EyeVector : TEXCOORD2,\n"
2553 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2554 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2555 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2558 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2559 "#ifdef USEVERTEXTEXTUREBLEND\n"
2560 " gl_FrontColor = gl_Color;\n"
2561 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2564 " // transform unnormalized eye direction into tangent space\n"
2565 "#ifdef USEOFFSETMAPPING\n"
2566 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2567 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2568 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2569 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2572 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2573 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2574 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2575 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2577 "#endif // VERTEX_SHADER\n"
2579 "#ifdef FRAGMENT_SHADER\n"
2582 "float4 TexCoordBoth : TEXCOORD0,\n"
2583 "float3 EyeVector : TEXCOORD2,\n"
2584 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2585 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2586 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2587 "uniform sampler2D Texture_Normal,\n"
2588 "#ifdef USEALPHAKILL\n"
2589 "uniform sampler2D Texture_Color,\n"
2591 "uniform sampler2D Texture_Gloss,\n"
2592 "#ifdef USEVERTEXTEXTUREBLEND\n"
2593 "uniform sampler2D Texture_SecondaryNormal,\n"
2594 "uniform sampler2D Texture_SecondaryGloss,\n"
2596 "#ifdef USEOFFSETMAPPING\n"
2597 "uniform float OffsetMapping_Scale,\n"
2599 "uniform half SpecularPower,\n"
2600 "out float4 gl_FragColor : COLOR\n"
2603 " float2 TexCoord = TexCoordBoth.xy;\n"
2604 "#ifdef USEOFFSETMAPPING\n"
2605 " // apply offsetmapping\n"
2606 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2607 "#define TexCoord TexCoordOffset\n"
2610 "#ifdef USEALPHAKILL\n"
2611 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2615 "#ifdef USEVERTEXTEXTUREBLEND\n"
2616 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2617 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2618 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2619 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2624 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2626 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2627 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2630 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2632 "#endif // FRAGMENT_SHADER\n"
2633 "#else // !MODE_DEFERREDGEOMETRY\n"
2638 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2639 "#ifdef VERTEX_SHADER\n"
2642 "float4 gl_Vertex : POSITION,\n"
2643 "uniform float4x4 ModelViewProjectionMatrix,\n"
2644 "uniform float4x4 ModelViewMatrix,\n"
2645 "out float4 gl_Position : POSITION,\n"
2646 "out float4 ModelViewPosition : TEXCOORD0\n"
2649 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2650 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2652 "#endif // VERTEX_SHADER\n"
2654 "#ifdef FRAGMENT_SHADER\n"
2657 "float2 Pixel : WPOS,\n"
2658 "float4 ModelViewPosition : TEXCOORD0,\n"
2659 "uniform float4x4 ViewToLight,\n"
2660 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2661 "uniform float3 LightPosition,\n"
2662 "uniform half2 PixelToScreenTexCoord,\n"
2663 "uniform half3 DeferredColor_Ambient,\n"
2664 "uniform half3 DeferredColor_Diffuse,\n"
2665 "#ifdef USESPECULAR\n"
2666 "uniform half3 DeferredColor_Specular,\n"
2667 "uniform half SpecularPower,\n"
2669 "uniform sampler2D Texture_Attenuation,\n"
2670 "uniform sampler2D Texture_ScreenDepth,\n"
2671 "uniform sampler2D Texture_ScreenNormalMap,\n"
2673 "#ifdef USECUBEFILTER\n"
2674 "uniform samplerCUBE Texture_Cube,\n"
2677 "#ifdef USESHADOWMAPRECT\n"
2678 "# ifdef USESHADOWSAMPLER\n"
2679 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2681 "uniform samplerRECT Texture_ShadowMapRect,\n"
2685 "#ifdef USESHADOWMAP2D\n"
2686 "# ifdef USESHADOWSAMPLER\n"
2687 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2689 "uniform sampler2D Texture_ShadowMap2D,\n"
2693 "#ifdef USESHADOWMAPVSDCT\n"
2694 "uniform samplerCUBE Texture_CubeProjection,\n"
2697 "#ifdef USESHADOWMAPCUBE\n"
2698 "# ifdef USESHADOWSAMPLER\n"
2699 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2701 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2705 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2706 "uniform float2 ShadowMap_TextureScale,\n"
2707 "uniform float4 ShadowMap_Parameters,\n"
2710 "out float4 gl_FragData0 : COLOR0,\n"
2711 "out float4 gl_FragData1 : COLOR1\n"
2714 " // calculate viewspace pixel position\n"
2715 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2716 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2717 " float3 position;\n"
2718 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2719 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2720 " // decode viewspace pixel normal\n"
2721 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2722 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2723 " // surfacenormal = pixel normal in viewspace\n"
2724 " // LightVector = pixel to light in viewspace\n"
2725 " // CubeVector = position in lightspace\n"
2726 " // eyevector = pixel to view in viewspace\n"
2727 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2728 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2729 "#ifdef USEDIFFUSE\n"
2730 " // calculate diffuse shading\n"
2731 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2732 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2734 "#ifdef USESPECULAR\n"
2735 " // calculate directional shading\n"
2736 " float3 eyevector = position * -1.0;\n"
2737 "# ifdef USEEXACTSPECULARMATH\n"
2738 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2740 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2741 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2745 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2746 " fade *= ShadowMapCompare(CubeVector,\n"
2747 "# if defined(USESHADOWMAP2D)\n"
2748 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2750 "# if defined(USESHADOWMAPRECT)\n"
2751 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2753 "# if defined(USESHADOWMAPCUBE)\n"
2754 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2757 "#ifdef USESHADOWMAPVSDCT\n"
2758 ", Texture_CubeProjection\n"
2763 "#ifdef USEDIFFUSE\n"
2764 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2766 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2768 "#ifdef USESPECULAR\n"
2769 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2771 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2774 "# ifdef USECUBEFILTER\n"
2775 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2776 " gl_FragData0.rgb *= cubecolor;\n"
2777 " gl_FragData1.rgb *= cubecolor;\n"
2780 "#endif // FRAGMENT_SHADER\n"
2781 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2786 "#ifdef VERTEX_SHADER\n"
2789 "float4 gl_Vertex : POSITION,\n"
2790 "uniform float4x4 ModelViewProjectionMatrix,\n"
2791 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2792 "float4 gl_Color : COLOR0,\n"
2794 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2795 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2796 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2797 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2798 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2800 "uniform float3 EyePosition,\n"
2801 "uniform float4x4 TexMatrix,\n"
2802 "#ifdef USEVERTEXTEXTUREBLEND\n"
2803 "uniform float4x4 BackgroundTexMatrix,\n"
2805 "#ifdef MODE_LIGHTSOURCE\n"
2806 "uniform float4x4 ModelToLight,\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 "uniform float3 LightPosition,\n"
2811 "#ifdef MODE_LIGHTDIRECTION\n"
2812 "uniform float3 LightDir,\n"
2814 "uniform float4 FogPlane,\n"
2815 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2816 "uniform float3 LightPosition,\n"
2818 "#ifdef USESHADOWMAPORTHO\n"
2819 "uniform float4x4 ShadowMapMatrix,\n"
2822 "out float4 gl_FrontColor : COLOR,\n"
2823 "out float4 TexCoordBoth : TEXCOORD0,\n"
2824 "#ifdef USELIGHTMAP\n"
2825 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2827 "#ifdef USEEYEVECTOR\n"
2828 "out float3 EyeVector : TEXCOORD2,\n"
2830 "#ifdef USEREFLECTION\n"
2831 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2834 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2836 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2837 "out float3 LightVector : TEXCOORD1,\n"
2839 "#ifdef MODE_LIGHTSOURCE\n"
2840 "out float3 CubeVector : TEXCOORD3,\n"
2842 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2843 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2844 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2845 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2847 "#ifdef USESHADOWMAPORTHO\n"
2848 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2850 "out float4 gl_Position : POSITION\n"
2853 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2854 " gl_FrontColor = gl_Color;\n"
2856 " // copy the surface texcoord\n"
2857 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2858 "#ifdef USEVERTEXTEXTUREBLEND\n"
2859 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2861 "#ifdef USELIGHTMAP\n"
2862 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2865 "#ifdef MODE_LIGHTSOURCE\n"
2866 " // transform vertex position into light attenuation/cubemap space\n"
2867 " // (-1 to +1 across the light box)\n"
2868 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2870 "# ifdef USEDIFFUSE\n"
2871 " // transform unnormalized light direction into tangent space\n"
2872 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2873 " // normalize it per pixel)\n"
2874 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2875 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2876 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2877 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2881 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2882 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2883 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2884 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2887 " // transform unnormalized eye direction into tangent space\n"
2888 "#ifdef USEEYEVECTOR\n"
2889 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2890 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2891 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2892 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2896 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2897 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2900 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2901 " VectorS = gl_MultiTexCoord1.xyz;\n"
2902 " VectorT = gl_MultiTexCoord2.xyz;\n"
2903 " VectorR = gl_MultiTexCoord3.xyz;\n"
2906 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2907 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2909 "#ifdef USESHADOWMAPORTHO\n"
2910 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2913 "#ifdef USEREFLECTION\n"
2914 " ModelViewProjectionPosition = gl_Position;\n"
2917 "#endif // VERTEX_SHADER\n"
2922 "#ifdef FRAGMENT_SHADER\n"
2925 "#ifdef USEDEFERREDLIGHTMAP\n"
2926 "float2 Pixel : WPOS,\n"
2928 "float4 gl_FrontColor : COLOR,\n"
2929 "float4 TexCoordBoth : TEXCOORD0,\n"
2930 "#ifdef USELIGHTMAP\n"
2931 "float2 TexCoordLightmap : TEXCOORD1,\n"
2933 "#ifdef USEEYEVECTOR\n"
2934 "float3 EyeVector : TEXCOORD2,\n"
2936 "#ifdef USEREFLECTION\n"
2937 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2940 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2942 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2943 "float3 LightVector : TEXCOORD1,\n"
2945 "#ifdef MODE_LIGHTSOURCE\n"
2946 "float3 CubeVector : TEXCOORD3,\n"
2948 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2949 "float4 ModelViewPosition : TEXCOORD0,\n"
2951 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2952 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2953 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2954 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2956 "#ifdef USESHADOWMAPORTHO\n"
2957 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2960 "uniform sampler2D Texture_Normal,\n"
2961 "uniform sampler2D Texture_Color,\n"
2962 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2963 "uniform sampler2D Texture_Gloss,\n"
2966 "uniform sampler2D Texture_Glow,\n"
2968 "#ifdef USEVERTEXTEXTUREBLEND\n"
2969 "uniform sampler2D Texture_SecondaryNormal,\n"
2970 "uniform sampler2D Texture_SecondaryColor,\n"
2971 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2972 "uniform sampler2D Texture_SecondaryGloss,\n"
2975 "uniform sampler2D Texture_SecondaryGlow,\n"
2978 "#ifdef USECOLORMAPPING\n"
2979 "uniform sampler2D Texture_Pants,\n"
2980 "uniform sampler2D Texture_Shirt,\n"
2983 "uniform sampler2D Texture_FogHeightTexture,\n"
2984 "uniform sampler2D Texture_FogMask,\n"
2986 "#ifdef USELIGHTMAP\n"
2987 "uniform sampler2D Texture_Lightmap,\n"
2989 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2990 "uniform sampler2D Texture_Deluxemap,\n"
2992 "#ifdef USEREFLECTION\n"
2993 "uniform sampler2D Texture_Reflection,\n"
2996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2997 "uniform sampler2D Texture_ScreenDepth,\n"
2998 "uniform sampler2D Texture_ScreenNormalMap,\n"
3000 "#ifdef USEDEFERREDLIGHTMAP\n"
3001 "uniform sampler2D Texture_ScreenDiffuse,\n"
3002 "uniform sampler2D Texture_ScreenSpecular,\n"
3005 "#ifdef USECOLORMAPPING\n"
3006 "uniform half3 Color_Pants,\n"
3007 "uniform half3 Color_Shirt,\n"
3010 "uniform float3 FogColor,\n"
3011 "uniform float FogRangeRecip,\n"
3012 "uniform float FogPlaneViewDist,\n"
3013 "uniform float FogHeightFade,\n"
3016 "#ifdef USEOFFSETMAPPING\n"
3017 "uniform float OffsetMapping_Scale,\n"
3020 "#ifdef USEDEFERREDLIGHTMAP\n"
3021 "uniform half2 PixelToScreenTexCoord,\n"
3022 "uniform half3 DeferredMod_Diffuse,\n"
3023 "uniform half3 DeferredMod_Specular,\n"
3025 "uniform half3 Color_Ambient,\n"
3026 "uniform half3 Color_Diffuse,\n"
3027 "uniform half3 Color_Specular,\n"
3028 "uniform half SpecularPower,\n"
3030 "uniform half3 Color_Glow,\n"
3032 "uniform half Alpha,\n"
3033 "#ifdef USEREFLECTION\n"
3034 "uniform float4 DistortScaleRefractReflect,\n"
3035 "uniform float4 ScreenScaleRefractReflect,\n"
3036 "uniform float4 ScreenCenterRefractReflect,\n"
3037 "uniform half4 ReflectColor,\n"
3039 "#ifdef USEREFLECTCUBE\n"
3040 "uniform float4x4 ModelToReflectCube,\n"
3041 "uniform sampler2D Texture_ReflectMask,\n"
3042 "uniform samplerCUBE Texture_ReflectCube,\n"
3044 "#ifdef MODE_LIGHTDIRECTION\n"
3045 "uniform half3 LightColor,\n"
3047 "#ifdef MODE_LIGHTSOURCE\n"
3048 "uniform half3 LightColor,\n"
3051 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3052 "uniform sampler2D Texture_Attenuation,\n"
3053 "uniform samplerCUBE Texture_Cube,\n"
3056 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3058 "#ifdef USESHADOWMAPRECT\n"
3059 "# ifdef USESHADOWSAMPLER\n"
3060 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3062 "uniform samplerRECT Texture_ShadowMapRect,\n"
3066 "#ifdef USESHADOWMAP2D\n"
3067 "# ifdef USESHADOWSAMPLER\n"
3068 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3070 "uniform sampler2D Texture_ShadowMap2D,\n"
3074 "#ifdef USESHADOWMAPVSDCT\n"
3075 "uniform samplerCUBE Texture_CubeProjection,\n"
3078 "#ifdef USESHADOWMAPCUBE\n"
3079 "# ifdef USESHADOWSAMPLER\n"
3080 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3082 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3086 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3087 "uniform float2 ShadowMap_TextureScale,\n"
3088 "uniform float4 ShadowMap_Parameters,\n"
3090 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3092 "out float4 gl_FragColor : COLOR\n"
3095 " float2 TexCoord = TexCoordBoth.xy;\n"
3096 "#ifdef USEVERTEXTEXTUREBLEND\n"
3097 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3099 "#ifdef USEOFFSETMAPPING\n"
3100 " // apply offsetmapping\n"
3101 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3102 "#define TexCoord TexCoordOffset\n"
3105 " // combine the diffuse textures (base, pants, shirt)\n"
3106 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3107 "#ifdef USEALPHAKILL\n"
3108 " if (color.a < 0.5)\n"
3111 " color.a *= Alpha;\n"
3112 "#ifdef USECOLORMAPPING\n"
3113 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3115 "#ifdef USEVERTEXTEXTUREBLEND\n"
3116 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3117 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3118 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3119 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3121 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3124 " // get the surface normal\n"
3125 "#ifdef USEVERTEXTEXTUREBLEND\n"
3126 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3128 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3131 " // get the material colors\n"
3132 " half3 diffusetex = color.rgb;\n"
3133 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3134 "# ifdef USEVERTEXTEXTUREBLEND\n"
3135 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3137 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3141 "#ifdef USEREFLECTCUBE\n"
3142 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3143 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3144 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3145 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3151 "#ifdef MODE_LIGHTSOURCE\n"
3152 " // light source\n"
3153 "#ifdef USEDIFFUSE\n"
3154 " half3 lightnormal = half3(normalize(LightVector));\n"
3155 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3156 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3157 "#ifdef USESPECULAR\n"
3158 "#ifdef USEEXACTSPECULARMATH\n"
3159 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3161 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3162 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3164 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3167 " color.rgb = diffusetex * Color_Ambient;\n"
3169 " color.rgb *= LightColor;\n"
3170 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3171 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3172 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3173 "# if defined(USESHADOWMAP2D)\n"
3174 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3176 "# if defined(USESHADOWMAPRECT)\n"
3177 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3179 "# if defined(USESHADOWMAPCUBE)\n"
3180 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3183 "#ifdef USESHADOWMAPVSDCT\n"
3184 ", Texture_CubeProjection\n"
3189 "# ifdef USECUBEFILTER\n"
3190 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3192 "#endif // MODE_LIGHTSOURCE\n"
3197 "#ifdef MODE_LIGHTDIRECTION\n"
3199 "#ifdef USEDIFFUSE\n"
3200 " half3 lightnormal = half3(normalize(LightVector));\n"
3202 "#define lightcolor LightColor\n"
3203 "#endif // MODE_LIGHTDIRECTION\n"
3204 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3206 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3207 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3208 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3209 " // convert modelspace light vector to tangentspace\n"
3210 " half3 lightnormal;\n"
3211 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3212 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3213 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3214 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3215 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3216 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3217 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3218 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3219 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3220 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3221 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3222 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3223 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3224 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3225 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3227 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3228 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3229 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3235 "#ifdef MODE_FAKELIGHT\n"
3237 "half3 lightnormal = half3(normalize(EyeVector));\n"
3238 "half3 lightcolor = half3(1.0);\n"
3239 "#endif // MODE_FAKELIGHT\n"
3244 "#ifdef MODE_LIGHTMAP\n"
3245 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3246 "#endif // MODE_LIGHTMAP\n"
3247 "#ifdef MODE_VERTEXCOLOR\n"
3248 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3249 "#endif // MODE_VERTEXCOLOR\n"
3250 "#ifdef MODE_FLATCOLOR\n"
3251 " color.rgb = diffusetex * Color_Ambient;\n"
3252 "#endif // MODE_FLATCOLOR\n"
3258 "# ifdef USEDIFFUSE\n"
3259 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3260 "# ifdef USESPECULAR\n"
3261 "# ifdef USEEXACTSPECULARMATH\n"
3262 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3264 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3265 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3267 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3269 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3272 " color.rgb = diffusetex * Color_Ambient;\n"
3276 "#ifdef USESHADOWMAPORTHO\n"
3277 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3278 "# if defined(USESHADOWMAP2D)\n"
3279 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3281 "# if defined(USESHADOWMAPRECT)\n"
3282 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3287 "#ifdef USEDEFERREDLIGHTMAP\n"
3288 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3289 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3290 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3294 "#ifdef USEVERTEXTEXTUREBLEND\n"
3295 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3297 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3302 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3305 " // 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"
3306 "#ifdef USEREFLECTION\n"
3307 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3308 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3309 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3310 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3311 " // FIXME temporary hack to detect the case that the reflection\n"
3312 " // gets blackened at edges due to leaving the area that contains actual\n"
3314 " // Remove this 'ack once we have a better way to stop this thing from\n"
3316 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3317 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3318 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3319 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3320 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3321 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3324 " gl_FragColor = float4(color);\n"
3326 "#endif // FRAGMENT_SHADER\n"
3328 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3329 "#endif // !MODE_DEFERREDGEOMETRY\n"
3330 "#endif // !MODE_WATER\n"
3331 "#endif // !MODE_REFRACTION\n"
3332 "#endif // !MODE_BLOOMBLUR\n"
3333 "#endif // !MODE_GENERIC\n"
3334 "#endif // !MODE_POSTPROCESS\n"
3335 "#endif // !MODE_SHOWDEPTH\n"
3336 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3339 char *glslshaderstring = NULL;
3340 char *cgshaderstring = NULL;
3342 //=======================================================================================================================================================
3344 typedef struct shaderpermutationinfo_s
3346 const char *pretext;
3349 shaderpermutationinfo_t;
3351 typedef struct shadermodeinfo_s
3353 const char *vertexfilename;
3354 const char *geometryfilename;
3355 const char *fragmentfilename;
3356 const char *pretext;
3361 typedef enum shaderpermutation_e
3363 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3364 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3365 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3366 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3367 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3368 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3369 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3370 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3371 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3372 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3373 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3374 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3375 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3376 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3377 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3378 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3379 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3380 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3381 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3382 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3383 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3384 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3385 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3386 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3387 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3388 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3389 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3390 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3391 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3392 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3393 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3395 shaderpermutation_t;
3397 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3398 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3400 {"#define USEDIFFUSE\n", " diffuse"},
3401 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3402 {"#define USEVIEWTINT\n", " viewtint"},
3403 {"#define USECOLORMAPPING\n", " colormapping"},
3404 {"#define USESATURATION\n", " saturation"},
3405 {"#define USEFOGINSIDE\n", " foginside"},
3406 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3407 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3408 {"#define USEGAMMARAMPS\n", " gammaramps"},
3409 {"#define USECUBEFILTER\n", " cubefilter"},
3410 {"#define USEGLOW\n", " glow"},
3411 {"#define USEBLOOM\n", " bloom"},
3412 {"#define USESPECULAR\n", " specular"},
3413 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3414 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3415 {"#define USEREFLECTION\n", " reflection"},
3416 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3417 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3418 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3419 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3420 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3421 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3422 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3423 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3424 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3425 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3426 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3427 {"#define USEALPHAKILL\n", " alphakill"},
3428 {"#define USEREFLECTCUBE\n", " reflectcube"},
3431 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3432 typedef enum shadermode_e
3434 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3435 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3436 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3437 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3438 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3439 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3440 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3441 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3442 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3443 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3444 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3445 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3446 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3447 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3448 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3449 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3454 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3455 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3457 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3458 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3459 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3460 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3461 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3462 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3463 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3464 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3465 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3466 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3467 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3468 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3469 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3470 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3471 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3472 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3476 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3478 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3479 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3480 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3481 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3482 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3483 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3484 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3485 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3486 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3487 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3488 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3489 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3490 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3491 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3492 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3493 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3497 struct r_glsl_permutation_s;
3498 typedef struct r_glsl_permutation_s
3500 /// hash lookup data
3501 struct r_glsl_permutation_s *hashnext;
3503 unsigned int permutation;
3505 /// indicates if we have tried compiling this permutation already
3507 /// 0 if compilation failed
3509 /// locations of detected uniforms in program object, or -1 if not found
3510 int loc_Texture_First;
3511 int loc_Texture_Second;
3512 int loc_Texture_GammaRamps;
3513 int loc_Texture_Normal;
3514 int loc_Texture_Color;
3515 int loc_Texture_Gloss;
3516 int loc_Texture_Glow;
3517 int loc_Texture_SecondaryNormal;
3518 int loc_Texture_SecondaryColor;
3519 int loc_Texture_SecondaryGloss;
3520 int loc_Texture_SecondaryGlow;
3521 int loc_Texture_Pants;
3522 int loc_Texture_Shirt;
3523 int loc_Texture_FogHeightTexture;
3524 int loc_Texture_FogMask;
3525 int loc_Texture_Lightmap;
3526 int loc_Texture_Deluxemap;
3527 int loc_Texture_Attenuation;
3528 int loc_Texture_Cube;
3529 int loc_Texture_Refraction;
3530 int loc_Texture_Reflection;
3531 int loc_Texture_ShadowMapRect;
3532 int loc_Texture_ShadowMapCube;
3533 int loc_Texture_ShadowMap2D;
3534 int loc_Texture_CubeProjection;
3535 int loc_Texture_ScreenDepth;
3536 int loc_Texture_ScreenNormalMap;
3537 int loc_Texture_ScreenDiffuse;
3538 int loc_Texture_ScreenSpecular;
3539 int loc_Texture_ReflectMask;
3540 int loc_Texture_ReflectCube;
3542 int loc_BloomBlur_Parameters;
3544 int loc_Color_Ambient;
3545 int loc_Color_Diffuse;
3546 int loc_Color_Specular;
3548 int loc_Color_Pants;
3549 int loc_Color_Shirt;
3550 int loc_DeferredColor_Ambient;
3551 int loc_DeferredColor_Diffuse;
3552 int loc_DeferredColor_Specular;
3553 int loc_DeferredMod_Diffuse;
3554 int loc_DeferredMod_Specular;
3555 int loc_DistortScaleRefractReflect;
3556 int loc_EyePosition;
3558 int loc_FogHeightFade;
3560 int loc_FogPlaneViewDist;
3561 int loc_FogRangeRecip;
3564 int loc_LightPosition;
3565 int loc_OffsetMapping_Scale;
3567 int loc_ReflectColor;
3568 int loc_ReflectFactor;
3569 int loc_ReflectOffset;
3570 int loc_RefractColor;
3572 int loc_ScreenCenterRefractReflect;
3573 int loc_ScreenScaleRefractReflect;
3574 int loc_ScreenToDepth;
3575 int loc_ShadowMap_Parameters;
3576 int loc_ShadowMap_TextureScale;
3577 int loc_SpecularPower;
3582 int loc_ViewTintColor;
3583 int loc_ViewToLight;
3584 int loc_ModelToLight;
3586 int loc_BackgroundTexMatrix;
3587 int loc_ModelViewProjectionMatrix;
3588 int loc_ModelViewMatrix;
3589 int loc_PixelToScreenTexCoord;
3590 int loc_ModelToReflectCube;
3591 int loc_ShadowMapMatrix;
3593 r_glsl_permutation_t;
3595 #define SHADERPERMUTATION_HASHSIZE 256
3597 /// information about each possible shader permutation
3598 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3599 /// currently selected permutation
3600 r_glsl_permutation_t *r_glsl_permutation;
3601 /// storage for permutations linked in the hash table
3602 memexpandablearray_t r_glsl_permutationarray;
3604 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3606 //unsigned int hashdepth = 0;
3607 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3608 r_glsl_permutation_t *p;
3609 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3611 if (p->mode == mode && p->permutation == permutation)
3613 //if (hashdepth > 10)
3614 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3619 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3621 p->permutation = permutation;
3622 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3623 r_glsl_permutationhash[mode][hashindex] = p;
3624 //if (hashdepth > 10)
3625 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3629 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3632 if (!filename || !filename[0])
3634 if (!strcmp(filename, "glsl/default.glsl"))
3636 if (!glslshaderstring)
3638 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3639 if (glslshaderstring)
3640 Con_DPrintf("Loading shaders from file %s...\n", filename);
3642 glslshaderstring = (char *)builtinshaderstring;
3644 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3645 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3646 return shaderstring;
3648 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3651 if (printfromdisknotice)
3652 Con_DPrintf("from disk %s... ", filename);
3653 return shaderstring;
3655 return shaderstring;
3658 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3661 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3662 int vertstrings_count = 0;
3663 int geomstrings_count = 0;
3664 int fragstrings_count = 0;
3665 char *vertexstring, *geometrystring, *fragmentstring;
3666 const char *vertstrings_list[32+3];
3667 const char *geomstrings_list[32+3];
3668 const char *fragstrings_list[32+3];
3669 char permutationname[256];
3676 permutationname[0] = 0;
3677 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3678 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3679 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3681 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3683 // the first pretext is which type of shader to compile as
3684 // (later these will all be bound together as a program object)
3685 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3686 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3687 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3689 // the second pretext is the mode (for example a light source)
3690 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3691 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3692 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3693 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3695 // now add all the permutation pretexts
3696 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3698 if (permutation & (1<<i))
3700 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3701 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3702 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3703 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3707 // keep line numbers correct
3708 vertstrings_list[vertstrings_count++] = "\n";
3709 geomstrings_list[geomstrings_count++] = "\n";
3710 fragstrings_list[fragstrings_count++] = "\n";
3714 // now append the shader text itself
3715 vertstrings_list[vertstrings_count++] = vertexstring;
3716 geomstrings_list[geomstrings_count++] = geometrystring;
3717 fragstrings_list[fragstrings_count++] = fragmentstring;
3719 // if any sources were NULL, clear the respective list
3721 vertstrings_count = 0;
3722 if (!geometrystring)
3723 geomstrings_count = 0;
3724 if (!fragmentstring)
3725 fragstrings_count = 0;
3727 // compile the shader program
3728 if (vertstrings_count + geomstrings_count + fragstrings_count)
3729 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3733 qglUseProgramObjectARB(p->program);CHECKGLERROR
3734 // look up all the uniform variable names we care about, so we don't
3735 // have to look them up every time we set them
3737 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3738 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3739 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3740 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3741 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3742 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3743 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3744 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3745 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3746 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3747 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3748 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3749 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3750 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3751 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3752 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3753 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3754 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3755 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3756 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3757 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3758 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3759 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3760 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3761 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3762 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3763 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3764 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3765 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3766 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3767 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3768 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3769 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3770 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3771 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3772 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3773 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3774 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3775 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3776 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3777 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3778 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3779 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3780 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3781 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3782 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3783 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3784 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3785 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3786 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3787 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3788 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3789 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3790 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3791 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3792 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3793 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3794 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3795 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3796 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3797 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3798 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3799 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3800 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3801 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3802 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3803 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3804 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3805 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3806 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3807 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3808 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3809 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3810 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3811 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3812 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3813 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3814 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3815 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3816 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3817 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3818 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3819 // initialize the samplers to refer to the texture units we use
3820 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3821 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3822 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3823 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3824 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3825 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3826 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3827 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3828 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3829 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3830 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3831 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3832 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3833 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3834 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3835 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3836 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3837 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3838 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3839 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3840 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3841 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3842 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3843 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3844 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3845 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3846 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3847 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3848 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3849 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3850 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3852 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3855 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3859 Mem_Free(vertexstring);
3861 Mem_Free(geometrystring);
3863 Mem_Free(fragmentstring);
3866 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3868 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3869 if (r_glsl_permutation != perm)
3871 r_glsl_permutation = perm;
3872 if (!r_glsl_permutation->program)
3874 if (!r_glsl_permutation->compiled)
3875 R_GLSL_CompilePermutation(perm, mode, permutation);
3876 if (!r_glsl_permutation->program)
3878 // remove features until we find a valid permutation
3880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3882 // reduce i more quickly whenever it would not remove any bits
3883 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3884 if (!(permutation & j))
3887 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3888 if (!r_glsl_permutation->compiled)
3889 R_GLSL_CompilePermutation(perm, mode, permutation);
3890 if (r_glsl_permutation->program)
3893 if (i >= SHADERPERMUTATION_COUNT)
3895 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3896 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3897 qglUseProgramObjectARB(0);CHECKGLERROR
3898 return; // no bit left to clear, entire mode is broken
3903 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3905 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3906 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3907 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3911 #include <Cg/cgGL.h>
3912 struct r_cg_permutation_s;
3913 typedef struct r_cg_permutation_s
3915 /// hash lookup data
3916 struct r_cg_permutation_s *hashnext;
3918 unsigned int permutation;
3920 /// indicates if we have tried compiling this permutation already
3922 /// 0 if compilation failed
3925 /// locations of detected parameters in programs, or NULL if not found
3926 CGparameter vp_EyePosition;
3927 CGparameter vp_FogPlane;
3928 CGparameter vp_LightDir;
3929 CGparameter vp_LightPosition;
3930 CGparameter vp_ModelToLight;
3931 CGparameter vp_TexMatrix;
3932 CGparameter vp_BackgroundTexMatrix;
3933 CGparameter vp_ModelViewProjectionMatrix;
3934 CGparameter vp_ModelViewMatrix;
3935 CGparameter vp_ShadowMapMatrix;
3937 CGparameter fp_Texture_First;
3938 CGparameter fp_Texture_Second;
3939 CGparameter fp_Texture_GammaRamps;
3940 CGparameter fp_Texture_Normal;
3941 CGparameter fp_Texture_Color;
3942 CGparameter fp_Texture_Gloss;
3943 CGparameter fp_Texture_Glow;
3944 CGparameter fp_Texture_SecondaryNormal;
3945 CGparameter fp_Texture_SecondaryColor;
3946 CGparameter fp_Texture_SecondaryGloss;
3947 CGparameter fp_Texture_SecondaryGlow;
3948 CGparameter fp_Texture_Pants;
3949 CGparameter fp_Texture_Shirt;
3950 CGparameter fp_Texture_FogHeightTexture;
3951 CGparameter fp_Texture_FogMask;
3952 CGparameter fp_Texture_Lightmap;
3953 CGparameter fp_Texture_Deluxemap;
3954 CGparameter fp_Texture_Attenuation;
3955 CGparameter fp_Texture_Cube;
3956 CGparameter fp_Texture_Refraction;
3957 CGparameter fp_Texture_Reflection;
3958 CGparameter fp_Texture_ShadowMapRect;
3959 CGparameter fp_Texture_ShadowMapCube;
3960 CGparameter fp_Texture_ShadowMap2D;
3961 CGparameter fp_Texture_CubeProjection;
3962 CGparameter fp_Texture_ScreenDepth;
3963 CGparameter fp_Texture_ScreenNormalMap;
3964 CGparameter fp_Texture_ScreenDiffuse;
3965 CGparameter fp_Texture_ScreenSpecular;
3966 CGparameter fp_Texture_ReflectMask;
3967 CGparameter fp_Texture_ReflectCube;
3968 CGparameter fp_Alpha;
3969 CGparameter fp_BloomBlur_Parameters;
3970 CGparameter fp_ClientTime;
3971 CGparameter fp_Color_Ambient;
3972 CGparameter fp_Color_Diffuse;
3973 CGparameter fp_Color_Specular;
3974 CGparameter fp_Color_Glow;
3975 CGparameter fp_Color_Pants;
3976 CGparameter fp_Color_Shirt;
3977 CGparameter fp_DeferredColor_Ambient;
3978 CGparameter fp_DeferredColor_Diffuse;
3979 CGparameter fp_DeferredColor_Specular;
3980 CGparameter fp_DeferredMod_Diffuse;
3981 CGparameter fp_DeferredMod_Specular;
3982 CGparameter fp_DistortScaleRefractReflect;
3983 CGparameter fp_EyePosition;
3984 CGparameter fp_FogColor;
3985 CGparameter fp_FogHeightFade;
3986 CGparameter fp_FogPlane;
3987 CGparameter fp_FogPlaneViewDist;
3988 CGparameter fp_FogRangeRecip;
3989 CGparameter fp_LightColor;
3990 CGparameter fp_LightDir;
3991 CGparameter fp_LightPosition;
3992 CGparameter fp_OffsetMapping_Scale;
3993 CGparameter fp_PixelSize;
3994 CGparameter fp_ReflectColor;
3995 CGparameter fp_ReflectFactor;
3996 CGparameter fp_ReflectOffset;
3997 CGparameter fp_RefractColor;
3998 CGparameter fp_Saturation;
3999 CGparameter fp_ScreenCenterRefractReflect;
4000 CGparameter fp_ScreenScaleRefractReflect;
4001 CGparameter fp_ScreenToDepth;
4002 CGparameter fp_ShadowMap_Parameters;
4003 CGparameter fp_ShadowMap_TextureScale;
4004 CGparameter fp_SpecularPower;
4005 CGparameter fp_UserVec1;
4006 CGparameter fp_UserVec2;
4007 CGparameter fp_UserVec3;
4008 CGparameter fp_UserVec4;
4009 CGparameter fp_ViewTintColor;
4010 CGparameter fp_ViewToLight;
4011 CGparameter fp_PixelToScreenTexCoord;
4012 CGparameter fp_ModelToReflectCube;
4016 /// information about each possible shader permutation
4017 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4018 /// currently selected permutation
4019 r_cg_permutation_t *r_cg_permutation;
4020 /// storage for permutations linked in the hash table
4021 memexpandablearray_t r_cg_permutationarray;
4023 #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));}}
4025 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4027 //unsigned int hashdepth = 0;
4028 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4029 r_cg_permutation_t *p;
4030 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4032 if (p->mode == mode && p->permutation == permutation)
4034 //if (hashdepth > 10)
4035 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4040 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4042 p->permutation = permutation;
4043 p->hashnext = r_cg_permutationhash[mode][hashindex];
4044 r_cg_permutationhash[mode][hashindex] = p;
4045 //if (hashdepth > 10)
4046 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4050 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4053 if (!filename || !filename[0])
4055 if (!strcmp(filename, "cg/default.cg"))
4057 if (!cgshaderstring)
4059 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4061 Con_DPrintf("Loading shaders from file %s...\n", filename);
4063 cgshaderstring = (char *)builtincgshaderstring;
4065 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4066 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4067 return shaderstring;
4069 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4072 if (printfromdisknotice)
4073 Con_DPrintf("from disk %s... ", filename);
4074 return shaderstring;
4076 return shaderstring;
4079 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4081 // TODO: load or create .fp and .vp shader files
4084 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4087 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4088 int vertstrings_count = 0, vertstring_length = 0;
4089 int geomstrings_count = 0, geomstring_length = 0;
4090 int fragstrings_count = 0, fragstring_length = 0;
4092 char *vertexstring, *geometrystring, *fragmentstring;
4093 char *vertstring, *geomstring, *fragstring;
4094 const char *vertstrings_list[32+3];
4095 const char *geomstrings_list[32+3];
4096 const char *fragstrings_list[32+3];
4097 char permutationname[256];
4098 char cachename[256];
4099 CGprofile vertexProfile;
4100 CGprofile fragmentProfile;
4108 permutationname[0] = 0;
4110 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4111 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4112 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4114 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4115 strlcat(cachename, "cg/", sizeof(cachename));
4117 // the first pretext is which type of shader to compile as
4118 // (later these will all be bound together as a program object)
4119 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4120 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4121 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4123 // the second pretext is the mode (for example a light source)
4124 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4125 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4126 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4127 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4128 strlcat(cachename, modeinfo->name, sizeof(cachename));
4130 // now add all the permutation pretexts
4131 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4133 if (permutation & (1<<i))
4135 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4136 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4137 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4138 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4139 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4143 // keep line numbers correct
4144 vertstrings_list[vertstrings_count++] = "\n";
4145 geomstrings_list[geomstrings_count++] = "\n";
4146 fragstrings_list[fragstrings_count++] = "\n";
4150 // replace spaces in the cachename with _ characters
4151 for (i = 0;cachename[i];i++)
4152 if (cachename[i] == ' ')
4155 // now append the shader text itself
4156 vertstrings_list[vertstrings_count++] = vertexstring;
4157 geomstrings_list[geomstrings_count++] = geometrystring;
4158 fragstrings_list[fragstrings_count++] = fragmentstring;
4160 // if any sources were NULL, clear the respective list
4162 vertstrings_count = 0;
4163 if (!geometrystring)
4164 geomstrings_count = 0;
4165 if (!fragmentstring)
4166 fragstrings_count = 0;
4168 vertstring_length = 0;
4169 for (i = 0;i < vertstrings_count;i++)
4170 vertstring_length += strlen(vertstrings_list[i]);
4171 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4172 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4173 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4175 geomstring_length = 0;
4176 for (i = 0;i < geomstrings_count;i++)
4177 geomstring_length += strlen(geomstrings_list[i]);
4178 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4179 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4180 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4182 fragstring_length = 0;
4183 for (i = 0;i < fragstrings_count;i++)
4184 fragstring_length += strlen(fragstrings_list[i]);
4185 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4186 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4187 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4191 //vertexProfile = CG_PROFILE_ARBVP1;
4192 //fragmentProfile = CG_PROFILE_ARBFP1;
4193 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4194 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4195 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4196 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4197 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4200 // try to load the cached shader, or generate one
4201 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4203 // if caching failed, do a dynamic compile for now
4205 if (vertstring[0] && !p->vprogram)
4206 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4208 if (fragstring[0] && !p->fprogram)
4209 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4212 // look up all the uniform variable names we care about, so we don't
4213 // have to look them up every time we set them
4217 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4218 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4219 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4220 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4221 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4222 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4223 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4224 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4225 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4226 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4227 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4228 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4234 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4235 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4236 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4237 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4238 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4239 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4240 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4241 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4242 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4243 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4244 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4245 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4246 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4247 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4248 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4249 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4250 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4251 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4252 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4253 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4254 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4255 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4256 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4257 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4258 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4259 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4260 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4261 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4262 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4263 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4264 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4265 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4266 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4267 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4268 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4269 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4270 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4271 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4272 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4273 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4274 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4275 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4276 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4277 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4278 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4279 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4280 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4281 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4282 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4283 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4284 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4285 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4286 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4287 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4288 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4289 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4290 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4291 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4292 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4293 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4294 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4295 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4296 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4297 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4298 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4299 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4300 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4301 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4302 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4303 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4304 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4305 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4306 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4307 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4308 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4309 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4310 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4311 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4315 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4316 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4318 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4322 Mem_Free(vertstring);
4324 Mem_Free(geomstring);
4326 Mem_Free(fragstring);
4328 Mem_Free(vertexstring);
4330 Mem_Free(geometrystring);
4332 Mem_Free(fragmentstring);
4335 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4337 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4340 if (r_cg_permutation != perm)
4342 r_cg_permutation = perm;
4343 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4345 if (!r_cg_permutation->compiled)
4346 R_CG_CompilePermutation(perm, mode, permutation);
4347 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4349 // remove features until we find a valid permutation
4351 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4353 // reduce i more quickly whenever it would not remove any bits
4354 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4355 if (!(permutation & j))
4358 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4359 if (!r_cg_permutation->compiled)
4360 R_CG_CompilePermutation(perm, mode, permutation);
4361 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4364 if (i >= SHADERPERMUTATION_COUNT)
4366 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4367 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4368 return; // no bit left to clear, entire mode is broken
4374 if (r_cg_permutation->vprogram)
4376 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4377 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4378 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4382 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4383 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4385 if (r_cg_permutation->fprogram)
4387 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4388 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4389 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4393 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4394 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4398 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4399 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4400 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4403 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4405 cgGLSetTextureParameter(param, R_GetTexture(tex));
4406 cgGLEnableTextureParameter(param);
4410 void R_GLSL_Restart_f(void)
4412 unsigned int i, limit;
4413 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4414 Mem_Free(glslshaderstring);
4415 glslshaderstring = NULL;
4416 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4417 Mem_Free(cgshaderstring);
4418 cgshaderstring = NULL;
4419 switch(vid.renderpath)
4421 case RENDERPATH_GL20:
4423 r_glsl_permutation_t *p;
4424 r_glsl_permutation = NULL;
4425 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4426 for (i = 0;i < limit;i++)
4428 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4430 GL_Backend_FreeProgram(p->program);
4431 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4434 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4437 case RENDERPATH_CGGL:
4440 r_cg_permutation_t *p;
4441 r_cg_permutation = NULL;
4442 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4443 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4444 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4445 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4446 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4447 for (i = 0;i < limit;i++)
4449 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4452 cgDestroyProgram(p->vprogram);
4454 cgDestroyProgram(p->fprogram);
4455 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4458 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4462 case RENDERPATH_GL13:
4463 case RENDERPATH_GL11:
4468 void R_GLSL_DumpShader_f(void)
4473 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4476 FS_Print(file, "/* The engine may define the following macros:\n");
4477 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4478 for (i = 0;i < SHADERMODE_COUNT;i++)
4479 FS_Print(file, glslshadermodeinfo[i].pretext);
4480 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4481 FS_Print(file, shaderpermutationinfo[i].pretext);
4482 FS_Print(file, "*/\n");
4483 FS_Print(file, builtinshaderstring);
4485 Con_Printf("glsl/default.glsl written\n");
4488 Con_Printf("failed to write to glsl/default.glsl\n");
4491 file = FS_OpenRealFile("cg/default.cg", "w", false);
4494 FS_Print(file, "/* The engine may define the following macros:\n");
4495 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4496 for (i = 0;i < SHADERMODE_COUNT;i++)
4497 FS_Print(file, cgshadermodeinfo[i].pretext);
4498 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4499 FS_Print(file, shaderpermutationinfo[i].pretext);
4500 FS_Print(file, "*/\n");
4501 FS_Print(file, builtincgshaderstring);
4503 Con_Printf("cg/default.cg written\n");
4506 Con_Printf("failed to write to cg/default.cg\n");
4510 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4513 texturemode = GL_MODULATE;
4514 switch (vid.renderpath)
4516 case RENDERPATH_GL20:
4517 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))));
4518 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4519 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4521 case RENDERPATH_CGGL:
4524 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))));
4525 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4526 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4529 case RENDERPATH_GL13:
4530 R_Mesh_TexBind(0, first );
4531 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4532 R_Mesh_TexBind(1, second);
4534 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4536 case RENDERPATH_GL11:
4537 R_Mesh_TexBind(0, first );
4542 void R_SetupShader_DepthOrShadow(void)
4544 switch (vid.renderpath)
4546 case RENDERPATH_GL20:
4547 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4549 case RENDERPATH_CGGL:
4551 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4554 case RENDERPATH_GL13:
4555 R_Mesh_TexBind(0, 0);
4556 R_Mesh_TexBind(1, 0);
4558 case RENDERPATH_GL11:
4559 R_Mesh_TexBind(0, 0);
4564 void R_SetupShader_ShowDepth(void)
4566 switch (vid.renderpath)
4568 case RENDERPATH_GL20:
4569 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4571 case RENDERPATH_CGGL:
4573 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4576 case RENDERPATH_GL13:
4578 case RENDERPATH_GL11:
4583 extern qboolean r_shadow_usingdeferredprepass;
4584 extern cvar_t r_shadow_deferred_8bitrange;
4585 extern rtexture_t *r_shadow_attenuationgradienttexture;
4586 extern rtexture_t *r_shadow_attenuation2dtexture;
4587 extern rtexture_t *r_shadow_attenuation3dtexture;
4588 extern qboolean r_shadow_usingshadowmaprect;
4589 extern qboolean r_shadow_usingshadowmapcube;
4590 extern qboolean r_shadow_usingshadowmap2d;
4591 extern qboolean r_shadow_usingshadowmaportho;
4592 extern float r_shadow_shadowmap_texturescale[2];
4593 extern float r_shadow_shadowmap_parameters[4];
4594 extern qboolean r_shadow_shadowmapvsdct;
4595 extern qboolean r_shadow_shadowmapsampler;
4596 extern int r_shadow_shadowmappcf;
4597 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4598 extern rtexture_t *r_shadow_shadowmap2dtexture;
4599 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4600 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4601 extern matrix4x4_t r_shadow_shadowmapmatrix;
4602 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4603 extern int r_shadow_prepass_width;
4604 extern int r_shadow_prepass_height;
4605 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4606 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4607 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4608 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4609 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4611 // a blendfunc allows colormod if:
4612 // a) it can never keep the destination pixel invariant, or
4613 // b) it can keep the destination pixel invariant, and still can do so if colormodded
4614 // this is to prevent unintended side effects from colormod
4617 // IF there is a (s, sa) for which for all (d, da),
4618 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4619 // THEN, for this (s, sa) and all (colormod, d, da):
4620 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4621 // OBVIOUSLY, this means that
4622 // s*colormod * src(s*colormod, d, sa, da) = 0
4623 // dst(s*colormod, d, sa, da) = 1
4625 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4627 // main condition to leave dst color invariant:
4628 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4630 // s * 0 + d * dst(s, d, sa, da) == d
4631 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4632 // => colormod is a problem for GL_SRC_COLOR only
4634 // s + d * dst(s, d, sa, da) == d
4636 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4637 // => colormod is never problematic for these
4638 // src == GL_SRC_COLOR:
4639 // s*s + d * dst(s, d, sa, da) == d
4641 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4642 // => colormod is never problematic for these
4643 // src == GL_ONE_MINUS_SRC_COLOR:
4644 // s*(1-s) + d * dst(s, d, sa, da) == d
4645 // => s == 0 or s == 1
4646 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4647 // => colormod is a problem for GL_SRC_COLOR only
4648 // src == GL_DST_COLOR
4649 // s*d + d * dst(s, d, sa, da) == d
4651 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4652 // => colormod is always a problem
4655 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4656 // => colormod is never problematic for these
4657 // => BUT, we do not know s! We must assume it is problematic
4658 // then... except in GL_ONE case, where we know all invariant
4660 // src == GL_ONE_MINUS_DST_COLOR
4661 // s*(1-d) + d * dst(s, d, sa, da) == d
4662 // => s == 0 (1-d is impossible to handle for our desired result)
4663 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4664 // => colormod is never problematic for these
4665 // src == GL_SRC_ALPHA
4666 // s*sa + d * dst(s, d, sa, da) == d
4667 // => s == 0, or sa == 0
4668 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4669 // => colormod breaks in the case GL_SRC_COLOR only
4670 // src == GL_ONE_MINUS_SRC_ALPHA
4671 // s*(1-sa) + d * dst(s, d, sa, da) == d
4672 // => s == 0, or sa == 1
4673 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4674 // => colormod breaks in the case GL_SRC_COLOR only
4675 // src == GL_DST_ALPHA
4676 // s*da + d * dst(s, d, sa, da) == d
4678 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4679 // => colormod is never problematic for these
4684 case GL_ONE_MINUS_SRC_COLOR:
4686 case GL_ONE_MINUS_SRC_ALPHA:
4687 if(dst == GL_SRC_COLOR)
4692 case GL_ONE_MINUS_DST_COLOR:
4694 case GL_ONE_MINUS_DST_ALPHA:
4704 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4706 // select a permutation of the lighting shader appropriate to this
4707 // combination of texture, entity, light source, and fogging, only use the
4708 // minimum features necessary to avoid wasting rendering time in the
4709 // fragment shader on features that are not being used
4710 unsigned int permutation = 0;
4711 unsigned int mode = 0;
4712 qboolean allow_colormod;
4713 static float dummy_colormod[3] = {1, 1, 1};
4714 float *colormod = rsurface.colormod;
4716 if (rsurfacepass == RSURFPASS_BACKGROUND)
4718 // distorted background
4719 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4721 mode = SHADERMODE_WATER;
4722 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4723 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4725 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4727 mode = SHADERMODE_REFRACTION;
4728 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4729 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4733 mode = SHADERMODE_GENERIC;
4734 permutation |= SHADERPERMUTATION_DIFFUSE;
4735 GL_BlendFunc(GL_ONE, GL_ZERO);
4736 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4738 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4739 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4740 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4741 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4742 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4743 R_Mesh_ColorPointer(NULL, 0, 0);
4744 GL_AlphaTest(false);
4746 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4748 if (r_glsl_offsetmapping.integer)
4750 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4751 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4752 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4753 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4754 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4756 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4757 if (r_glsl_offsetmapping_reliefmapping.integer)
4758 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4761 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4762 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4763 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4764 permutation |= SHADERPERMUTATION_ALPHAKILL;
4765 // normalmap (deferred prepass), may use alpha test on diffuse
4766 mode = SHADERMODE_DEFERREDGEOMETRY;
4767 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4768 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4769 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4770 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4771 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4773 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4774 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4775 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4777 R_Mesh_ColorPointer(NULL, 0, 0);
4778 GL_AlphaTest(false);
4779 GL_BlendFunc(GL_ONE, GL_ZERO);
4780 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4782 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4784 if (r_glsl_offsetmapping.integer)
4786 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4787 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4788 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4789 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4790 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4792 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4793 if (r_glsl_offsetmapping_reliefmapping.integer)
4794 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4797 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4798 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4800 mode = SHADERMODE_LIGHTSOURCE;
4801 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4802 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4803 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4804 permutation |= SHADERPERMUTATION_CUBEFILTER;
4805 if (diffusescale > 0)
4806 permutation |= SHADERPERMUTATION_DIFFUSE;
4807 if (specularscale > 0)
4809 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4810 if (r_shadow_glossexact.integer)
4811 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4813 if (r_refdef.fogenabled)
4814 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4815 if (rsurface.texture->colormapping)
4816 permutation |= SHADERPERMUTATION_COLORMAPPING;
4817 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4819 if (r_shadow_usingshadowmaprect)
4820 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4821 if (r_shadow_usingshadowmap2d)
4822 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4823 if (r_shadow_usingshadowmapcube)
4824 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4825 else if(r_shadow_shadowmapvsdct)
4826 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4828 if (r_shadow_shadowmapsampler)
4829 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830 if (r_shadow_shadowmappcf > 1)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832 else if (r_shadow_shadowmappcf)
4833 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4835 if (rsurface.texture->reflectmasktexture)
4836 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4837 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4838 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4840 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4841 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4842 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4846 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4847 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4848 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4850 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4851 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4852 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4854 R_Mesh_ColorPointer(NULL, 0, 0);
4855 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4856 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4857 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4859 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4861 if (r_glsl_offsetmapping.integer)
4863 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4864 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4865 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4866 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4867 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4869 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4870 if (r_glsl_offsetmapping_reliefmapping.integer)
4871 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4875 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4876 // unshaded geometry (fullbright or ambient model lighting)
4877 mode = SHADERMODE_FLATCOLOR;
4878 ambientscale = diffusescale = specularscale = 0;
4879 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4880 permutation |= SHADERPERMUTATION_GLOW;
4881 if (r_refdef.fogenabled)
4882 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4883 if (rsurface.texture->colormapping)
4884 permutation |= SHADERPERMUTATION_COLORMAPPING;
4885 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4887 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4888 if (r_shadow_usingshadowmaprect)
4889 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4890 if (r_shadow_usingshadowmap2d)
4891 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4893 if (r_shadow_shadowmapsampler)
4894 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4895 if (r_shadow_shadowmappcf > 1)
4896 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4897 else if (r_shadow_shadowmappcf)
4898 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4900 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4901 permutation |= SHADERPERMUTATION_REFLECTION;
4902 if (rsurface.texture->reflectmasktexture)
4903 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4904 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4905 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4907 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4908 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4909 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4913 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4914 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4915 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4917 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4918 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4919 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4921 R_Mesh_ColorPointer(NULL, 0, 0);
4922 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4923 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4924 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4928 if (r_glsl_offsetmapping.integer)
4930 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4931 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4932 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4933 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4934 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4936 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4937 if (r_glsl_offsetmapping_reliefmapping.integer)
4938 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4941 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4942 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4943 // directional model lighting
4944 mode = SHADERMODE_LIGHTDIRECTION;
4945 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4946 permutation |= SHADERPERMUTATION_GLOW;
4947 permutation |= SHADERPERMUTATION_DIFFUSE;
4948 if (specularscale > 0)
4950 permutation |= SHADERPERMUTATION_SPECULAR;
4951 if (r_shadow_glossexact.integer)
4952 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4954 if (r_refdef.fogenabled)
4955 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4956 if (rsurface.texture->colormapping)
4957 permutation |= SHADERPERMUTATION_COLORMAPPING;
4958 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4960 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4961 if (r_shadow_usingshadowmaprect)
4962 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4963 if (r_shadow_usingshadowmap2d)
4964 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4966 if (r_shadow_shadowmapsampler)
4967 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4968 if (r_shadow_shadowmappcf > 1)
4969 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4970 else if (r_shadow_shadowmappcf)
4971 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4973 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4974 permutation |= SHADERPERMUTATION_REFLECTION;
4975 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4976 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4977 if (rsurface.texture->reflectmasktexture)
4978 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4979 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4980 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4982 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4983 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4984 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4988 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4989 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4990 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4992 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4993 R_Mesh_ColorPointer(NULL, 0, 0);
4994 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4995 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4996 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4998 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5000 if (r_glsl_offsetmapping.integer)
5002 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5003 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5004 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5005 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5006 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5008 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5009 if (r_glsl_offsetmapping_reliefmapping.integer)
5010 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5014 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5015 // ambient model lighting
5016 mode = SHADERMODE_LIGHTDIRECTION;
5017 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5018 permutation |= SHADERPERMUTATION_GLOW;
5019 if (r_refdef.fogenabled)
5020 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5021 if (rsurface.texture->colormapping)
5022 permutation |= SHADERPERMUTATION_COLORMAPPING;
5023 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5025 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5026 if (r_shadow_usingshadowmaprect)
5027 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5028 if (r_shadow_usingshadowmap2d)
5029 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5031 if (r_shadow_shadowmapsampler)
5032 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5033 if (r_shadow_shadowmappcf > 1)
5034 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5035 else if (r_shadow_shadowmappcf)
5036 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5038 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5039 permutation |= SHADERPERMUTATION_REFLECTION;
5040 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5041 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5042 if (rsurface.texture->reflectmasktexture)
5043 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5044 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5045 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5047 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5048 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5049 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5053 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5054 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5055 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5057 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5058 R_Mesh_ColorPointer(NULL, 0, 0);
5059 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5060 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5061 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5065 if (r_glsl_offsetmapping.integer)
5067 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5068 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5069 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5070 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5071 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5073 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5074 if (r_glsl_offsetmapping_reliefmapping.integer)
5075 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5078 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5079 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5081 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5082 permutation |= SHADERPERMUTATION_GLOW;
5083 if (r_refdef.fogenabled)
5084 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5085 if (rsurface.texture->colormapping)
5086 permutation |= SHADERPERMUTATION_COLORMAPPING;
5087 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5089 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5090 if (r_shadow_usingshadowmaprect)
5091 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5092 if (r_shadow_usingshadowmap2d)
5093 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5095 if (r_shadow_shadowmapsampler)
5096 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5097 if (r_shadow_shadowmappcf > 1)
5098 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5099 else if (r_shadow_shadowmappcf)
5100 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5102 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5103 permutation |= SHADERPERMUTATION_REFLECTION;
5104 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5105 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5106 if (rsurface.texture->reflectmasktexture)
5107 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5108 if (FAKELIGHT_ENABLED)
5110 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5111 mode = SHADERMODE_FAKELIGHT;
5112 permutation |= SHADERPERMUTATION_DIFFUSE;
5113 if (specularscale > 0)
5115 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5116 if (r_shadow_glossexact.integer)
5117 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5119 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5120 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5122 R_Mesh_ColorPointer(NULL, 0, 0);
5124 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5126 // deluxemapping (light direction texture)
5127 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5128 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5130 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5131 permutation |= SHADERPERMUTATION_DIFFUSE;
5132 if (specularscale > 0)
5134 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5135 if (r_shadow_glossexact.integer)
5136 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5138 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5139 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5140 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5142 R_Mesh_ColorPointer(NULL, 0, 0);
5144 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5146 // fake deluxemapping (uniform light direction in tangentspace)
5147 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5148 permutation |= SHADERPERMUTATION_DIFFUSE;
5149 if (specularscale > 0)
5151 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5152 if (r_shadow_glossexact.integer)
5153 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5155 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5156 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5157 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5159 R_Mesh_ColorPointer(NULL, 0, 0);
5161 else if (rsurface.uselightmaptexture)
5163 // ordinary lightmapping (q1bsp, q3bsp)
5164 mode = SHADERMODE_LIGHTMAP;
5165 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5166 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5167 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5169 R_Mesh_ColorPointer(NULL, 0, 0);
5173 // ordinary vertex coloring (q3bsp)
5174 mode = SHADERMODE_VERTEXCOLOR;
5175 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5176 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5178 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5179 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5181 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5182 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5183 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5187 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5188 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5189 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5191 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5192 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5193 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5196 colormod = dummy_colormod;
5197 switch(vid.renderpath)
5199 case RENDERPATH_GL20:
5200 R_SetupShader_SetPermutationGLSL(mode, permutation);
5201 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5202 if (mode == SHADERMODE_LIGHTSOURCE)
5204 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5205 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5206 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5207 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5208 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5209 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);
5211 // additive passes are only darkened by fog, not tinted
5212 if (r_glsl_permutation->loc_FogColor >= 0)
5213 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5214 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5218 if (mode == SHADERMODE_FLATCOLOR)
5220 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5222 else if (mode == SHADERMODE_LIGHTDIRECTION)
5224 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5225 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5226 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);
5227 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5228 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);
5229 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]);
5230 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]);
5234 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5235 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]);
5236 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);
5237 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5238 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);
5240 // additive passes are only darkened by fog, not tinted
5241 if (r_glsl_permutation->loc_FogColor >= 0)
5243 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5244 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5246 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5248 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);
5249 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]);
5250 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]);
5251 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5252 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5253 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5254 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5255 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5257 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5258 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5259 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5260 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]);
5261 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]);
5263 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5264 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5265 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5266 if (r_glsl_permutation->loc_Color_Pants >= 0)
5268 if (rsurface.texture->pantstexture)
5269 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5271 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5273 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5275 if (rsurface.texture->shirttexture)
5276 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5278 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5280 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]);
5281 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5282 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5283 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5284 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5285 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]);
5286 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5288 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5289 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5290 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5291 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5292 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5293 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5294 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5295 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5296 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5297 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5298 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5299 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5300 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5301 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5302 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5303 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5304 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5305 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5306 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5307 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5308 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5309 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5310 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5311 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5312 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5313 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5314 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5316 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5317 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5318 if (rsurface.rtlight)
5320 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5321 if (r_shadow_usingshadowmapcube)
5322 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5323 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5328 case RENDERPATH_CGGL:
5330 R_SetupShader_SetPermutationCG(mode, permutation);
5331 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5332 if (mode == SHADERMODE_LIGHTSOURCE)
5334 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5335 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5339 if (mode == SHADERMODE_LIGHTDIRECTION)
5341 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
5344 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5345 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5346 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5347 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5348 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
5351 if (mode == SHADERMODE_LIGHTSOURCE)
5353 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5354 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5355 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5356 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5357 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
5359 // additive passes are only darkened by fog, not tinted
5360 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5361 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5365 if (mode == SHADERMODE_FLATCOLOR)
5367 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5369 else if (mode == SHADERMODE_LIGHTDIRECTION)
5371 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5372 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5373 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
5374 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5375 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
5376 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
5377 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
5381 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5382 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
5383 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
5384 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5385 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
5387 // additive passes are only darkened by fog, not tinted
5388 if (r_cg_permutation->fp_FogColor)
5390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5391 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5393 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5396 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
5397 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
5398 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
5399 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5400 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5401 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5402 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5403 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5405 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
5406 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
5407 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5408 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5409 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5410 if (r_cg_permutation->fp_Color_Pants)
5412 if (rsurface.texture->pantstexture)
5413 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5415 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5418 if (r_cg_permutation->fp_Color_Shirt)
5420 if (rsurface.texture->shirttexture)
5421 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5423 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5426 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
5427 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5428 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5429 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5430 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5431 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
5432 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5434 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5435 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5436 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5437 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5438 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5439 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5440 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5441 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5442 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5443 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5444 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5445 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5446 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5447 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5448 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
5449 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5450 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5451 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5452 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5453 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5454 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5455 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5456 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5457 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5458 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5459 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5460 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5462 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5463 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5464 if (rsurface.rtlight)
5466 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5467 if (r_shadow_usingshadowmapcube)
5468 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5469 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5476 case RENDERPATH_GL13:
5477 case RENDERPATH_GL11:
5482 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5484 // select a permutation of the lighting shader appropriate to this
5485 // combination of texture, entity, light source, and fogging, only use the
5486 // minimum features necessary to avoid wasting rendering time in the
5487 // fragment shader on features that are not being used
5488 unsigned int permutation = 0;
5489 unsigned int mode = 0;
5490 const float *lightcolorbase = rtlight->currentcolor;
5491 float ambientscale = rtlight->ambientscale;
5492 float diffusescale = rtlight->diffusescale;
5493 float specularscale = rtlight->specularscale;
5494 // this is the location of the light in view space
5495 vec3_t viewlightorigin;
5496 // this transforms from view space (camera) to light space (cubemap)
5497 matrix4x4_t viewtolight;
5498 matrix4x4_t lighttoview;
5499 float viewtolight16f[16];
5500 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5502 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5503 if (rtlight->currentcubemap != r_texture_whitecube)
5504 permutation |= SHADERPERMUTATION_CUBEFILTER;
5505 if (diffusescale > 0)
5506 permutation |= SHADERPERMUTATION_DIFFUSE;
5507 if (specularscale > 0)
5509 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5510 if (r_shadow_glossexact.integer)
5511 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5513 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5515 if (r_shadow_usingshadowmaprect)
5516 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5517 if (r_shadow_usingshadowmap2d)
5518 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5519 if (r_shadow_usingshadowmapcube)
5520 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5521 else if(r_shadow_shadowmapvsdct)
5522 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5524 if (r_shadow_shadowmapsampler)
5525 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5526 if (r_shadow_shadowmappcf > 1)
5527 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5528 else if (r_shadow_shadowmappcf)
5529 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5531 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5532 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5533 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5534 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5535 switch(vid.renderpath)
5537 case RENDERPATH_GL20:
5538 R_SetupShader_SetPermutationGLSL(mode, permutation);
5539 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5540 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5541 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);
5542 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);
5543 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);
5544 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]);
5545 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]);
5546 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));
5547 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]);
5548 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5550 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5551 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5552 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5553 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5554 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5555 if (r_shadow_usingshadowmapcube)
5556 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5557 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5558 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5560 case RENDERPATH_CGGL:
5562 R_SetupShader_SetPermutationCG(mode, permutation);
5563 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5564 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5565 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
5566 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
5567 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
5568 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
5569 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
5570 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
5571 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
5572 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5574 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5575 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5576 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5577 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5578 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5579 if (r_shadow_usingshadowmapcube)
5580 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5581 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5582 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5585 case RENDERPATH_GL13:
5586 case RENDERPATH_GL11:
5591 #define SKINFRAME_HASH 1024
5595 int loadsequence; // incremented each level change
5596 memexpandablearray_t array;
5597 skinframe_t *hash[SKINFRAME_HASH];
5600 r_skinframe_t r_skinframe;
5602 void R_SkinFrame_PrepareForPurge(void)
5604 r_skinframe.loadsequence++;
5605 // wrap it without hitting zero
5606 if (r_skinframe.loadsequence >= 200)
5607 r_skinframe.loadsequence = 1;
5610 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5614 // mark the skinframe as used for the purging code
5615 skinframe->loadsequence = r_skinframe.loadsequence;
5618 void R_SkinFrame_Purge(void)
5622 for (i = 0;i < SKINFRAME_HASH;i++)
5624 for (s = r_skinframe.hash[i];s;s = s->next)
5626 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5628 if (s->merged == s->base)
5630 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5631 R_PurgeTexture(s->stain );s->stain = NULL;
5632 R_PurgeTexture(s->merged);s->merged = NULL;
5633 R_PurgeTexture(s->base );s->base = NULL;
5634 R_PurgeTexture(s->pants );s->pants = NULL;
5635 R_PurgeTexture(s->shirt );s->shirt = NULL;
5636 R_PurgeTexture(s->nmap );s->nmap = NULL;
5637 R_PurgeTexture(s->gloss );s->gloss = NULL;
5638 R_PurgeTexture(s->glow );s->glow = NULL;
5639 R_PurgeTexture(s->fog );s->fog = NULL;
5640 R_PurgeTexture(s->reflect);s->reflect = NULL;
5641 s->loadsequence = 0;
5647 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5649 char basename[MAX_QPATH];
5651 Image_StripImageExtension(name, basename, sizeof(basename));
5653 if( last == NULL ) {
5655 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5656 item = r_skinframe.hash[hashindex];
5661 // linearly search through the hash bucket
5662 for( ; item ; item = item->next ) {
5663 if( !strcmp( item->basename, basename ) ) {
5670 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5674 char basename[MAX_QPATH];
5676 Image_StripImageExtension(name, basename, sizeof(basename));
5678 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5679 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5680 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5684 rtexture_t *dyntexture;
5685 // check whether its a dynamic texture
5686 dyntexture = CL_GetDynTexture( basename );
5687 if (!add && !dyntexture)
5689 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5690 memset(item, 0, sizeof(*item));
5691 strlcpy(item->basename, basename, sizeof(item->basename));
5692 item->base = dyntexture; // either NULL or dyntexture handle
5693 item->textureflags = textureflags;
5694 item->comparewidth = comparewidth;
5695 item->compareheight = compareheight;
5696 item->comparecrc = comparecrc;
5697 item->next = r_skinframe.hash[hashindex];
5698 r_skinframe.hash[hashindex] = item;
5700 else if( item->base == NULL )
5702 rtexture_t *dyntexture;
5703 // check whether its a dynamic texture
5704 // 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]
5705 dyntexture = CL_GetDynTexture( basename );
5706 item->base = dyntexture; // either NULL or dyntexture handle
5709 R_SkinFrame_MarkUsed(item);
5713 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5715 unsigned long long avgcolor[5], wsum; \
5723 for(pix = 0; pix < cnt; ++pix) \
5726 for(comp = 0; comp < 3; ++comp) \
5728 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5731 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5733 for(comp = 0; comp < 3; ++comp) \
5734 avgcolor[comp] += getpixel * w; \
5737 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5738 avgcolor[4] += getpixel; \
5740 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5742 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5743 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5744 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5745 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5748 extern cvar_t gl_picmip;
5749 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5752 unsigned char *pixels;
5753 unsigned char *bumppixels;
5754 unsigned char *basepixels = NULL;
5755 int basepixels_width = 0;
5756 int basepixels_height = 0;
5757 skinframe_t *skinframe;
5758 rtexture_t *ddsbase = NULL;
5759 qboolean ddshasalpha = false;
5760 float ddsavgcolor[4];
5761 char basename[MAX_QPATH];
5762 int miplevel = R_PicmipForFlags(textureflags);
5763 int savemiplevel = miplevel;
5766 if (cls.state == ca_dedicated)
5769 // return an existing skinframe if already loaded
5770 // if loading of the first image fails, don't make a new skinframe as it
5771 // would cause all future lookups of this to be missing
5772 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5773 if (skinframe && skinframe->base)
5776 Image_StripImageExtension(name, basename, sizeof(basename));
5778 // check for DDS texture file first
5779 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5781 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5782 if (basepixels == NULL)
5786 // FIXME handle miplevel
5788 if (developer_loading.integer)
5789 Con_Printf("loading skin \"%s\"\n", name);
5791 // we've got some pixels to store, so really allocate this new texture now
5793 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5794 skinframe->stain = NULL;
5795 skinframe->merged = NULL;
5796 skinframe->base = NULL;
5797 skinframe->pants = NULL;
5798 skinframe->shirt = NULL;
5799 skinframe->nmap = NULL;
5800 skinframe->gloss = NULL;
5801 skinframe->glow = NULL;
5802 skinframe->fog = NULL;
5803 skinframe->reflect = NULL;
5804 skinframe->hasalpha = false;
5808 skinframe->base = ddsbase;
5809 skinframe->hasalpha = ddshasalpha;
5810 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5811 if (r_loadfog && skinframe->hasalpha)
5812 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5813 //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]);
5817 basepixels_width = image_width;
5818 basepixels_height = image_height;
5819 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5820 if (textureflags & TEXF_ALPHA)
5822 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5824 if (basepixels[j] < 255)
5826 skinframe->hasalpha = true;
5830 if (r_loadfog && skinframe->hasalpha)
5832 // has transparent pixels
5833 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5834 for (j = 0;j < image_width * image_height * 4;j += 4)
5839 pixels[j+3] = basepixels[j+3];
5841 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5845 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5846 //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]);
5847 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5848 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5849 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5850 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5855 mymiplevel = savemiplevel;
5856 if (r_loadnormalmap)
5857 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
5858 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5860 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5861 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5862 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5863 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5866 // _norm is the name used by tenebrae and has been adopted as standard
5867 if (r_loadnormalmap && skinframe->nmap == NULL)
5869 mymiplevel = savemiplevel;
5870 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5872 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5876 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5878 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5879 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5880 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5882 Mem_Free(bumppixels);
5884 else if (r_shadow_bumpscale_basetexture.value > 0)
5886 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5887 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5888 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5891 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5892 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5895 // _luma is supported only for tenebrae compatibility
5896 // _glow is the preferred name
5897 mymiplevel = savemiplevel;
5898 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5900 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5901 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5902 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5903 Mem_Free(pixels);pixels = NULL;
5906 mymiplevel = savemiplevel;
5907 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5909 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5910 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5911 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5916 mymiplevel = savemiplevel;
5917 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5919 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5920 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5921 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5926 mymiplevel = savemiplevel;
5927 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5929 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5930 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5931 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5936 mymiplevel = savemiplevel;
5937 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5939 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5940 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5941 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5947 Mem_Free(basepixels);
5952 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5953 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5956 unsigned char *temp1, *temp2;
5957 skinframe_t *skinframe;
5959 if (cls.state == ca_dedicated)
5962 // if already loaded just return it, otherwise make a new skinframe
5963 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5964 if (skinframe && skinframe->base)
5967 skinframe->stain = NULL;
5968 skinframe->merged = NULL;
5969 skinframe->base = NULL;
5970 skinframe->pants = NULL;
5971 skinframe->shirt = NULL;
5972 skinframe->nmap = NULL;
5973 skinframe->gloss = NULL;
5974 skinframe->glow = NULL;
5975 skinframe->fog = NULL;
5976 skinframe->reflect = NULL;
5977 skinframe->hasalpha = false;
5979 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5983 if (developer_loading.integer)
5984 Con_Printf("loading 32bit skin \"%s\"\n", name);
5986 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5988 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5989 temp2 = temp1 + width * height * 4;
5990 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5991 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5994 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5995 if (textureflags & TEXF_ALPHA)
5997 for (i = 3;i < width * height * 4;i += 4)
5999 if (skindata[i] < 255)
6001 skinframe->hasalpha = true;
6005 if (r_loadfog && skinframe->hasalpha)
6007 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6008 memcpy(fogpixels, skindata, width * height * 4);
6009 for (i = 0;i < width * height * 4;i += 4)
6010 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6011 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6012 Mem_Free(fogpixels);
6016 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6017 //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]);
6022 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6026 skinframe_t *skinframe;
6028 if (cls.state == ca_dedicated)
6031 // if already loaded just return it, otherwise make a new skinframe
6032 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6033 if (skinframe && skinframe->base)
6036 skinframe->stain = NULL;
6037 skinframe->merged = NULL;
6038 skinframe->base = NULL;
6039 skinframe->pants = NULL;
6040 skinframe->shirt = NULL;
6041 skinframe->nmap = NULL;
6042 skinframe->gloss = NULL;
6043 skinframe->glow = NULL;
6044 skinframe->fog = NULL;
6045 skinframe->reflect = NULL;
6046 skinframe->hasalpha = false;
6048 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6052 if (developer_loading.integer)
6053 Con_Printf("loading quake skin \"%s\"\n", name);
6055 // 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)
6056 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6057 memcpy(skinframe->qpixels, skindata, width*height);
6058 skinframe->qwidth = width;
6059 skinframe->qheight = height;
6062 for (i = 0;i < width * height;i++)
6063 featuresmask |= palette_featureflags[skindata[i]];
6065 skinframe->hasalpha = false;
6066 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6067 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6068 skinframe->qgeneratemerged = true;
6069 skinframe->qgeneratebase = skinframe->qhascolormapping;
6070 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6072 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6073 //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]);
6078 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6082 unsigned char *skindata;
6084 if (!skinframe->qpixels)
6087 if (!skinframe->qhascolormapping)
6088 colormapped = false;
6092 if (!skinframe->qgeneratebase)
6097 if (!skinframe->qgeneratemerged)
6101 width = skinframe->qwidth;
6102 height = skinframe->qheight;
6103 skindata = skinframe->qpixels;
6105 if (skinframe->qgeneratenmap)
6107 unsigned char *temp1, *temp2;
6108 skinframe->qgeneratenmap = false;
6109 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6110 temp2 = temp1 + width * height * 4;
6111 // use either a custom palette or the quake palette
6112 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6113 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6114 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6118 if (skinframe->qgenerateglow)
6120 skinframe->qgenerateglow = false;
6121 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6126 skinframe->qgeneratebase = false;
6127 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6128 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6129 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6133 skinframe->qgeneratemerged = false;
6134 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6137 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6139 Mem_Free(skinframe->qpixels);
6140 skinframe->qpixels = NULL;
6144 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)
6147 skinframe_t *skinframe;
6149 if (cls.state == ca_dedicated)
6152 // if already loaded just return it, otherwise make a new skinframe
6153 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6154 if (skinframe && skinframe->base)
6157 skinframe->stain = NULL;
6158 skinframe->merged = NULL;
6159 skinframe->base = NULL;
6160 skinframe->pants = NULL;
6161 skinframe->shirt = NULL;
6162 skinframe->nmap = NULL;
6163 skinframe->gloss = NULL;
6164 skinframe->glow = NULL;
6165 skinframe->fog = NULL;
6166 skinframe->reflect = NULL;
6167 skinframe->hasalpha = false;
6169 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6173 if (developer_loading.integer)
6174 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6176 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6177 if (textureflags & TEXF_ALPHA)
6179 for (i = 0;i < width * height;i++)
6181 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6183 skinframe->hasalpha = true;
6187 if (r_loadfog && skinframe->hasalpha)
6188 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6191 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6192 //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]);
6197 skinframe_t *R_SkinFrame_LoadMissing(void)
6199 skinframe_t *skinframe;
6201 if (cls.state == ca_dedicated)
6204 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6205 skinframe->stain = NULL;
6206 skinframe->merged = NULL;
6207 skinframe->base = NULL;
6208 skinframe->pants = NULL;
6209 skinframe->shirt = NULL;
6210 skinframe->nmap = NULL;
6211 skinframe->gloss = NULL;
6212 skinframe->glow = NULL;
6213 skinframe->fog = NULL;
6214 skinframe->reflect = NULL;
6215 skinframe->hasalpha = false;
6217 skinframe->avgcolor[0] = rand() / RAND_MAX;
6218 skinframe->avgcolor[1] = rand() / RAND_MAX;
6219 skinframe->avgcolor[2] = rand() / RAND_MAX;
6220 skinframe->avgcolor[3] = 1;
6225 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6226 typedef struct suffixinfo_s
6229 qboolean flipx, flipy, flipdiagonal;
6232 static suffixinfo_t suffix[3][6] =
6235 {"px", false, false, false},
6236 {"nx", false, false, false},
6237 {"py", false, false, false},
6238 {"ny", false, false, false},
6239 {"pz", false, false, false},
6240 {"nz", false, false, false}
6243 {"posx", false, false, false},
6244 {"negx", false, false, false},
6245 {"posy", false, false, false},
6246 {"negy", false, false, false},
6247 {"posz", false, false, false},
6248 {"negz", false, false, false}
6251 {"rt", true, false, true},
6252 {"lf", false, true, true},
6253 {"ft", true, true, false},
6254 {"bk", false, false, false},
6255 {"up", true, false, true},
6256 {"dn", true, false, true}
6260 static int componentorder[4] = {0, 1, 2, 3};
6262 rtexture_t *R_LoadCubemap(const char *basename)
6264 int i, j, cubemapsize;
6265 unsigned char *cubemappixels, *image_buffer;
6266 rtexture_t *cubemaptexture;
6268 // must start 0 so the first loadimagepixels has no requested width/height
6270 cubemappixels = NULL;
6271 cubemaptexture = NULL;
6272 // keep trying different suffix groups (posx, px, rt) until one loads
6273 for (j = 0;j < 3 && !cubemappixels;j++)
6275 // load the 6 images in the suffix group
6276 for (i = 0;i < 6;i++)
6278 // generate an image name based on the base and and suffix
6279 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6281 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6283 // an image loaded, make sure width and height are equal
6284 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6286 // if this is the first image to load successfully, allocate the cubemap memory
6287 if (!cubemappixels && image_width >= 1)
6289 cubemapsize = image_width;
6290 // note this clears to black, so unavailable sides are black
6291 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6293 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6295 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);
6298 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6300 Mem_Free(image_buffer);
6304 // if a cubemap loaded, upload it
6307 if (developer_loading.integer)
6308 Con_Printf("loading cubemap \"%s\"\n", basename);
6310 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6311 Mem_Free(cubemappixels);
6315 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6316 if (developer_loading.integer)
6318 Con_Printf("(tried tried images ");
6319 for (j = 0;j < 3;j++)
6320 for (i = 0;i < 6;i++)
6321 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6322 Con_Print(" and was unable to find any of them).\n");
6325 return cubemaptexture;
6328 rtexture_t *R_GetCubemap(const char *basename)
6331 for (i = 0;i < r_texture_numcubemaps;i++)
6332 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6333 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6334 if (i >= MAX_CUBEMAPS)
6335 return r_texture_whitecube;
6336 r_texture_numcubemaps++;
6337 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6338 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6339 return r_texture_cubemaps[i].texture;
6342 void R_FreeCubemaps(void)
6345 for (i = 0;i < r_texture_numcubemaps;i++)
6347 if (developer_loading.integer)
6348 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6349 if (r_texture_cubemaps[i].texture)
6350 R_FreeTexture(r_texture_cubemaps[i].texture);
6352 r_texture_numcubemaps = 0;
6355 void R_Main_FreeViewCache(void)
6357 if (r_refdef.viewcache.entityvisible)
6358 Mem_Free(r_refdef.viewcache.entityvisible);
6359 if (r_refdef.viewcache.world_pvsbits)
6360 Mem_Free(r_refdef.viewcache.world_pvsbits);
6361 if (r_refdef.viewcache.world_leafvisible)
6362 Mem_Free(r_refdef.viewcache.world_leafvisible);
6363 if (r_refdef.viewcache.world_surfacevisible)
6364 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6365 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6368 void R_Main_ResizeViewCache(void)
6370 int numentities = r_refdef.scene.numentities;
6371 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6372 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6373 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6374 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6375 if (r_refdef.viewcache.maxentities < numentities)
6377 r_refdef.viewcache.maxentities = numentities;
6378 if (r_refdef.viewcache.entityvisible)
6379 Mem_Free(r_refdef.viewcache.entityvisible);
6380 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6382 if (r_refdef.viewcache.world_numclusters != numclusters)
6384 r_refdef.viewcache.world_numclusters = numclusters;
6385 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6386 if (r_refdef.viewcache.world_pvsbits)
6387 Mem_Free(r_refdef.viewcache.world_pvsbits);
6388 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6390 if (r_refdef.viewcache.world_numleafs != numleafs)
6392 r_refdef.viewcache.world_numleafs = numleafs;
6393 if (r_refdef.viewcache.world_leafvisible)
6394 Mem_Free(r_refdef.viewcache.world_leafvisible);
6395 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6397 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6399 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6400 if (r_refdef.viewcache.world_surfacevisible)
6401 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6402 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6406 extern rtexture_t *loadingscreentexture;
6407 void gl_main_start(void)
6409 loadingscreentexture = NULL;
6410 r_texture_blanknormalmap = NULL;
6411 r_texture_white = NULL;
6412 r_texture_grey128 = NULL;
6413 r_texture_black = NULL;
6414 r_texture_whitecube = NULL;
6415 r_texture_normalizationcube = NULL;
6416 r_texture_fogattenuation = NULL;
6417 r_texture_fogheighttexture = NULL;
6418 r_texture_gammaramps = NULL;
6419 r_texture_numcubemaps = 0;
6421 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6422 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6424 switch(vid.renderpath)
6426 case RENDERPATH_GL20:
6427 case RENDERPATH_CGGL:
6428 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6429 Cvar_SetValueQuick(&gl_combine, 1);
6430 Cvar_SetValueQuick(&r_glsl, 1);
6431 r_loadnormalmap = true;
6435 case RENDERPATH_GL13:
6436 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6437 Cvar_SetValueQuick(&gl_combine, 1);
6438 Cvar_SetValueQuick(&r_glsl, 0);
6439 r_loadnormalmap = false;
6440 r_loadgloss = false;
6443 case RENDERPATH_GL11:
6444 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6445 Cvar_SetValueQuick(&gl_combine, 0);
6446 Cvar_SetValueQuick(&r_glsl, 0);
6447 r_loadnormalmap = false;
6448 r_loadgloss = false;
6454 R_FrameData_Reset();
6458 memset(r_queries, 0, sizeof(r_queries));
6460 r_qwskincache = NULL;
6461 r_qwskincache_size = 0;
6463 // set up r_skinframe loading system for textures
6464 memset(&r_skinframe, 0, sizeof(r_skinframe));
6465 r_skinframe.loadsequence = 1;
6466 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6468 r_main_texturepool = R_AllocTexturePool();
6469 R_BuildBlankTextures();
6471 if (vid.support.arb_texture_cube_map)
6474 R_BuildNormalizationCube();
6476 r_texture_fogattenuation = NULL;
6477 r_texture_fogheighttexture = NULL;
6478 r_texture_gammaramps = NULL;
6479 //r_texture_fogintensity = NULL;
6480 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6481 memset(&r_waterstate, 0, sizeof(r_waterstate));
6482 r_glsl_permutation = NULL;
6483 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6484 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6485 glslshaderstring = NULL;
6487 r_cg_permutation = NULL;
6488 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6489 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6490 cgshaderstring = NULL;
6492 memset(&r_svbsp, 0, sizeof (r_svbsp));
6494 r_refdef.fogmasktable_density = 0;
6497 void gl_main_shutdown(void)
6500 R_FrameData_Reset();
6502 R_Main_FreeViewCache();
6505 qglDeleteQueriesARB(r_maxqueries, r_queries);
6509 memset(r_queries, 0, sizeof(r_queries));
6511 r_qwskincache = NULL;
6512 r_qwskincache_size = 0;
6514 // clear out the r_skinframe state
6515 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6516 memset(&r_skinframe, 0, sizeof(r_skinframe));
6519 Mem_Free(r_svbsp.nodes);
6520 memset(&r_svbsp, 0, sizeof (r_svbsp));
6521 R_FreeTexturePool(&r_main_texturepool);
6522 loadingscreentexture = NULL;
6523 r_texture_blanknormalmap = NULL;
6524 r_texture_white = NULL;
6525 r_texture_grey128 = NULL;
6526 r_texture_black = NULL;
6527 r_texture_whitecube = NULL;
6528 r_texture_normalizationcube = NULL;
6529 r_texture_fogattenuation = NULL;
6530 r_texture_fogheighttexture = NULL;
6531 r_texture_gammaramps = NULL;
6532 r_texture_numcubemaps = 0;
6533 //r_texture_fogintensity = NULL;
6534 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6535 memset(&r_waterstate, 0, sizeof(r_waterstate));
6536 r_glsl_permutation = NULL;
6537 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6538 glslshaderstring = NULL;
6540 r_cg_permutation = NULL;
6541 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6542 cgshaderstring = NULL;
6547 extern void CL_ParseEntityLump(char *entitystring);
6548 void gl_main_newmap(void)
6550 // FIXME: move this code to client
6551 char *entities, entname[MAX_QPATH];
6553 Mem_Free(r_qwskincache);
6554 r_qwskincache = NULL;
6555 r_qwskincache_size = 0;
6558 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6559 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6561 CL_ParseEntityLump(entities);
6565 if (cl.worldmodel->brush.entities)
6566 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6568 R_Main_FreeViewCache();
6570 R_FrameData_Reset();
6573 void GL_Main_Init(void)
6575 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6577 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6578 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6579 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6580 if (gamemode == GAME_NEHAHRA)
6582 Cvar_RegisterVariable (&gl_fogenable);
6583 Cvar_RegisterVariable (&gl_fogdensity);
6584 Cvar_RegisterVariable (&gl_fogred);
6585 Cvar_RegisterVariable (&gl_foggreen);
6586 Cvar_RegisterVariable (&gl_fogblue);
6587 Cvar_RegisterVariable (&gl_fogstart);
6588 Cvar_RegisterVariable (&gl_fogend);
6589 Cvar_RegisterVariable (&gl_skyclip);
6591 Cvar_RegisterVariable(&r_motionblur);
6592 Cvar_RegisterVariable(&r_motionblur_maxblur);
6593 Cvar_RegisterVariable(&r_motionblur_bmin);
6594 Cvar_RegisterVariable(&r_motionblur_vmin);
6595 Cvar_RegisterVariable(&r_motionblur_vmax);
6596 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6597 Cvar_RegisterVariable(&r_motionblur_randomize);
6598 Cvar_RegisterVariable(&r_damageblur);
6599 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6600 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6601 Cvar_RegisterVariable(&r_equalize_entities_by);
6602 Cvar_RegisterVariable(&r_equalize_entities_to);
6603 Cvar_RegisterVariable(&r_depthfirst);
6604 Cvar_RegisterVariable(&r_useinfinitefarclip);
6605 Cvar_RegisterVariable(&r_farclip_base);
6606 Cvar_RegisterVariable(&r_farclip_world);
6607 Cvar_RegisterVariable(&r_nearclip);
6608 Cvar_RegisterVariable(&r_showbboxes);
6609 Cvar_RegisterVariable(&r_showsurfaces);
6610 Cvar_RegisterVariable(&r_showtris);
6611 Cvar_RegisterVariable(&r_shownormals);
6612 Cvar_RegisterVariable(&r_showlighting);
6613 Cvar_RegisterVariable(&r_showshadowvolumes);
6614 Cvar_RegisterVariable(&r_showcollisionbrushes);
6615 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6616 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6617 Cvar_RegisterVariable(&r_showdisabledepthtest);
6618 Cvar_RegisterVariable(&r_drawportals);
6619 Cvar_RegisterVariable(&r_drawentities);
6620 Cvar_RegisterVariable(&r_draw2d);
6621 Cvar_RegisterVariable(&r_drawworld);
6622 Cvar_RegisterVariable(&r_cullentities_trace);
6623 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6624 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6625 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6626 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6627 Cvar_RegisterVariable(&r_drawviewmodel);
6628 Cvar_RegisterVariable(&r_drawexteriormodel);
6629 Cvar_RegisterVariable(&r_speeds);
6630 Cvar_RegisterVariable(&r_fullbrights);
6631 Cvar_RegisterVariable(&r_wateralpha);
6632 Cvar_RegisterVariable(&r_dynamic);
6633 Cvar_RegisterVariable(&r_fakelight);
6634 Cvar_RegisterVariable(&r_fakelight_intensity);
6635 Cvar_RegisterVariable(&r_fullbright);
6636 Cvar_RegisterVariable(&r_shadows);
6637 Cvar_RegisterVariable(&r_shadows_darken);
6638 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6639 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6640 Cvar_RegisterVariable(&r_shadows_throwdistance);
6641 Cvar_RegisterVariable(&r_shadows_throwdirection);
6642 Cvar_RegisterVariable(&r_shadows_focus);
6643 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6644 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6645 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6646 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6647 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6648 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6649 Cvar_RegisterVariable(&r_fog_exp2);
6650 Cvar_RegisterVariable(&r_drawfog);
6651 Cvar_RegisterVariable(&r_transparentdepthmasking);
6652 Cvar_RegisterVariable(&r_texture_dds_load);
6653 Cvar_RegisterVariable(&r_texture_dds_save);
6654 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6655 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6656 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6657 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6658 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6659 Cvar_RegisterVariable(&r_textureunits);
6660 Cvar_RegisterVariable(&gl_combine);
6661 Cvar_RegisterVariable(&r_glsl);
6662 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6663 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6664 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6665 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6666 Cvar_RegisterVariable(&r_glsl_postprocess);
6667 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6668 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6669 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6670 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6671 Cvar_RegisterVariable(&r_water);
6672 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6673 Cvar_RegisterVariable(&r_water_clippingplanebias);
6674 Cvar_RegisterVariable(&r_water_refractdistort);
6675 Cvar_RegisterVariable(&r_water_reflectdistort);
6676 Cvar_RegisterVariable(&r_water_scissormode);
6677 Cvar_RegisterVariable(&r_lerpsprites);
6678 Cvar_RegisterVariable(&r_lerpmodels);
6679 Cvar_RegisterVariable(&r_lerplightstyles);
6680 Cvar_RegisterVariable(&r_waterscroll);
6681 Cvar_RegisterVariable(&r_bloom);
6682 Cvar_RegisterVariable(&r_bloom_colorscale);
6683 Cvar_RegisterVariable(&r_bloom_brighten);
6684 Cvar_RegisterVariable(&r_bloom_blur);
6685 Cvar_RegisterVariable(&r_bloom_resolution);
6686 Cvar_RegisterVariable(&r_bloom_colorexponent);
6687 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6688 Cvar_RegisterVariable(&r_hdr);
6689 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6690 Cvar_RegisterVariable(&r_hdr_glowintensity);
6691 Cvar_RegisterVariable(&r_hdr_range);
6692 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6693 Cvar_RegisterVariable(&developer_texturelogging);
6694 Cvar_RegisterVariable(&gl_lightmaps);
6695 Cvar_RegisterVariable(&r_test);
6696 Cvar_RegisterVariable(&r_batchmode);
6697 Cvar_RegisterVariable(&r_glsl_saturation);
6698 Cvar_RegisterVariable(&r_framedatasize);
6699 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6700 Cvar_SetValue("r_fullbrights", 0);
6701 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6703 Cvar_RegisterVariable(&r_track_sprites);
6704 Cvar_RegisterVariable(&r_track_sprites_flags);
6705 Cvar_RegisterVariable(&r_track_sprites_scalew);
6706 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6707 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6708 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6711 extern void R_Textures_Init(void);
6712 extern void GL_Draw_Init(void);
6713 extern void GL_Main_Init(void);
6714 extern void R_Shadow_Init(void);
6715 extern void R_Sky_Init(void);
6716 extern void GL_Surf_Init(void);
6717 extern void R_Particles_Init(void);
6718 extern void R_Explosion_Init(void);
6719 extern void gl_backend_init(void);
6720 extern void Sbar_Init(void);
6721 extern void R_LightningBeams_Init(void);
6722 extern void Mod_RenderInit(void);
6723 extern void Font_Init(void);
6725 void Render_Init(void)
6738 R_LightningBeams_Init();
6747 extern char *ENGINE_EXTENSIONS;
6750 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6751 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6752 gl_version = (const char *)qglGetString(GL_VERSION);
6753 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6757 if (!gl_platformextensions)
6758 gl_platformextensions = "";
6760 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6761 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6762 Con_Printf("GL_VERSION: %s\n", gl_version);
6763 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6764 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6766 VID_CheckExtensions();
6768 // LordHavoc: report supported extensions
6769 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6771 // clear to black (loading plaque will be seen over this)
6773 qglClearColor(0,0,0,1);CHECKGLERROR
6774 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6777 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6781 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6783 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6786 p = r_refdef.view.frustum + i;
6791 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6795 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6799 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6803 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6807 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6811 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6815 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6819 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6827 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6831 for (i = 0;i < numplanes;i++)
6838 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6842 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6846 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6850 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6854 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6858 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6862 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6866 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6874 //==================================================================================
6876 // LordHavoc: this stores temporary data used within the same frame
6878 qboolean r_framedata_failed;
6879 static size_t r_framedata_size;
6880 static size_t r_framedata_current;
6881 static void *r_framedata_base;
6883 void R_FrameData_Reset(void)
6885 if (r_framedata_base)
6886 Mem_Free(r_framedata_base);
6887 r_framedata_base = NULL;
6888 r_framedata_size = 0;
6889 r_framedata_current = 0;
6890 r_framedata_failed = false;
6893 void R_FrameData_NewFrame(void)
6896 if (r_framedata_failed)
6897 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6898 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6899 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6900 if (r_framedata_size != wantedsize)
6902 r_framedata_size = wantedsize;
6903 if (r_framedata_base)
6904 Mem_Free(r_framedata_base);
6905 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6907 r_framedata_current = 0;
6908 r_framedata_failed = false;
6911 void *R_FrameData_Alloc(size_t size)
6915 // align to 16 byte boundary
6916 size = (size + 15) & ~15;
6917 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6918 r_framedata_current += size;
6921 if (r_framedata_current > r_framedata_size)
6922 r_framedata_failed = true;
6924 // return NULL on everything after a failure
6925 if (r_framedata_failed)
6931 void *R_FrameData_Store(size_t size, void *data)
6933 void *d = R_FrameData_Alloc(size);
6935 memcpy(d, data, size);
6939 //==================================================================================
6941 // LordHavoc: animcache originally written by Echon, rewritten since then
6944 * Animation cache prevents re-generating mesh data for an animated model
6945 * multiple times in one frame for lighting, shadowing, reflections, etc.
6948 void R_AnimCache_Free(void)
6952 void R_AnimCache_ClearCache(void)
6955 entity_render_t *ent;
6957 for (i = 0;i < r_refdef.scene.numentities;i++)
6959 ent = r_refdef.scene.entities[i];
6960 ent->animcache_vertex3f = NULL;
6961 ent->animcache_normal3f = NULL;
6962 ent->animcache_svector3f = NULL;
6963 ent->animcache_tvector3f = NULL;
6967 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6969 dp_model_t *model = ent->model;
6971 // see if it's already cached this frame
6972 if (ent->animcache_vertex3f)
6974 // add normals/tangents if needed
6975 if (wantnormals || wanttangents)
6977 if (ent->animcache_normal3f)
6978 wantnormals = false;
6979 if (ent->animcache_svector3f)
6980 wanttangents = false;
6981 if (wantnormals || wanttangents)
6983 numvertices = model->surfmesh.num_vertices;
6985 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6988 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6989 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6991 if (!r_framedata_failed)
6992 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6998 // see if this ent is worth caching
6999 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7001 // get some memory for this entity and generate mesh data
7002 numvertices = model->surfmesh.num_vertices;
7003 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7005 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7008 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7009 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7011 if (!r_framedata_failed)
7012 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7014 return !r_framedata_failed;
7017 void R_AnimCache_CacheVisibleEntities(void)
7020 qboolean wantnormals = !r_showsurfaces.integer;
7021 qboolean wanttangents = !r_showsurfaces.integer;
7023 switch(vid.renderpath)
7025 case RENDERPATH_GL20:
7026 case RENDERPATH_CGGL:
7028 case RENDERPATH_GL13:
7029 case RENDERPATH_GL11:
7030 wanttangents = false;
7034 // TODO: thread this
7035 // NOTE: R_PrepareRTLights() also caches entities
7037 for (i = 0;i < r_refdef.scene.numentities;i++)
7038 if (r_refdef.viewcache.entityvisible[i])
7039 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7042 //==================================================================================
7044 static void R_View_UpdateEntityLighting (void)
7047 entity_render_t *ent;
7048 vec3_t tempdiffusenormal, avg;
7049 vec_t f, fa, fd, fdd;
7050 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7052 for (i = 0;i < r_refdef.scene.numentities;i++)
7054 ent = r_refdef.scene.entities[i];
7056 // skip unseen models
7057 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7061 if (ent->model && ent->model->brush.num_leafs)
7063 // TODO: use modellight for r_ambient settings on world?
7064 VectorSet(ent->modellight_ambient, 0, 0, 0);
7065 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7066 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7070 // fetch the lighting from the worldmodel data
7071 VectorClear(ent->modellight_ambient);
7072 VectorClear(ent->modellight_diffuse);
7073 VectorClear(tempdiffusenormal);
7074 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7077 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7078 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7079 if(ent->flags & RENDER_EQUALIZE)
7081 // first fix up ambient lighting...
7082 if(r_equalize_entities_minambient.value > 0)
7084 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7087 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7088 if(fa < r_equalize_entities_minambient.value * fd)
7091 // fa'/fd' = minambient
7092 // fa'+0.25*fd' = fa+0.25*fd
7094 // fa' = fd' * minambient
7095 // fd'*(0.25+minambient) = fa+0.25*fd
7097 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7098 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7100 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7101 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
7102 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7103 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7108 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7110 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7111 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7114 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7115 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7116 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7122 VectorSet(ent->modellight_ambient, 1, 1, 1);
7124 // move the light direction into modelspace coordinates for lighting code
7125 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7126 if(VectorLength2(ent->modellight_lightdir) == 0)
7127 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7128 VectorNormalize(ent->modellight_lightdir);
7132 #define MAX_LINEOFSIGHTTRACES 64
7134 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7137 vec3_t boxmins, boxmaxs;
7140 dp_model_t *model = r_refdef.scene.worldmodel;
7142 if (!model || !model->brush.TraceLineOfSight)
7145 // expand the box a little
7146 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7147 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7148 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7149 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7150 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7151 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7153 // return true if eye is inside enlarged box
7154 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7158 VectorCopy(eye, start);
7159 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7160 if (model->brush.TraceLineOfSight(model, start, end))
7163 // try various random positions
7164 for (i = 0;i < numsamples;i++)
7166 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7167 if (model->brush.TraceLineOfSight(model, start, end))
7175 static void R_View_UpdateEntityVisible (void)
7180 entity_render_t *ent;
7182 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7183 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7184 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7185 : RENDER_EXTERIORMODEL;
7186 if (!r_drawviewmodel.integer)
7187 renderimask |= RENDER_VIEWMODEL;
7188 if (!r_drawexteriormodel.integer)
7189 renderimask |= RENDER_EXTERIORMODEL;
7190 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7192 // worldmodel can check visibility
7193 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7194 for (i = 0;i < r_refdef.scene.numentities;i++)
7196 ent = r_refdef.scene.entities[i];
7197 if (!(ent->flags & renderimask))
7198 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7199 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))
7200 r_refdef.viewcache.entityvisible[i] = true;
7202 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7203 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7205 for (i = 0;i < r_refdef.scene.numentities;i++)
7207 ent = r_refdef.scene.entities[i];
7208 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7210 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7212 continue; // temp entities do pvs only
7213 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7214 ent->last_trace_visibility = realtime;
7215 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7216 r_refdef.viewcache.entityvisible[i] = 0;
7223 // no worldmodel or it can't check visibility
7224 for (i = 0;i < r_refdef.scene.numentities;i++)
7226 ent = r_refdef.scene.entities[i];
7227 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));
7232 /// only used if skyrendermasked, and normally returns false
7233 int R_DrawBrushModelsSky (void)
7236 entity_render_t *ent;
7239 for (i = 0;i < r_refdef.scene.numentities;i++)
7241 if (!r_refdef.viewcache.entityvisible[i])
7243 ent = r_refdef.scene.entities[i];
7244 if (!ent->model || !ent->model->DrawSky)
7246 ent->model->DrawSky(ent);
7252 static void R_DrawNoModel(entity_render_t *ent);
7253 static void R_DrawModels(void)
7256 entity_render_t *ent;
7258 for (i = 0;i < r_refdef.scene.numentities;i++)
7260 if (!r_refdef.viewcache.entityvisible[i])
7262 ent = r_refdef.scene.entities[i];
7263 r_refdef.stats.entities++;
7264 if (ent->model && ent->model->Draw != NULL)
7265 ent->model->Draw(ent);
7271 static void R_DrawModelsDepth(void)
7274 entity_render_t *ent;
7276 for (i = 0;i < r_refdef.scene.numentities;i++)
7278 if (!r_refdef.viewcache.entityvisible[i])
7280 ent = r_refdef.scene.entities[i];
7281 if (ent->model && ent->model->DrawDepth != NULL)
7282 ent->model->DrawDepth(ent);
7286 static void R_DrawModelsDebug(void)
7289 entity_render_t *ent;
7291 for (i = 0;i < r_refdef.scene.numentities;i++)
7293 if (!r_refdef.viewcache.entityvisible[i])
7295 ent = r_refdef.scene.entities[i];
7296 if (ent->model && ent->model->DrawDebug != NULL)
7297 ent->model->DrawDebug(ent);
7301 static void R_DrawModelsAddWaterPlanes(void)
7304 entity_render_t *ent;
7306 for (i = 0;i < r_refdef.scene.numentities;i++)
7308 if (!r_refdef.viewcache.entityvisible[i])
7310 ent = r_refdef.scene.entities[i];
7311 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7312 ent->model->DrawAddWaterPlanes(ent);
7316 static void R_View_SetFrustum(const int *scissor)
7319 double fpx, fnx, fpy, fny;
7320 vec3_t forward, left, up, origin, v;
7324 // flipped x coordinates (because x points left here)
7325 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7326 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7328 // non-flipped y coordinates
7329 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7330 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7338 // we can't trust r_refdef.view.forward and friends in reflected scenes
7339 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7342 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7343 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7344 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7345 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7346 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7347 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7348 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7349 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7350 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7351 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7352 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7353 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7357 zNear = r_refdef.nearclip;
7358 nudge = 1.0 - 1.0 / (1<<23);
7359 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7360 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7361 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7362 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7363 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7364 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7365 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7366 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7372 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7373 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7374 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7375 r_refdef.view.frustum[0].dist = m[15] - m[12];
7377 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7378 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7379 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7380 r_refdef.view.frustum[1].dist = m[15] + m[12];
7382 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7383 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7384 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7385 r_refdef.view.frustum[2].dist = m[15] - m[13];
7387 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7388 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7389 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7390 r_refdef.view.frustum[3].dist = m[15] + m[13];
7392 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7393 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7394 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7395 r_refdef.view.frustum[4].dist = m[15] - m[14];
7397 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7398 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7399 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7400 r_refdef.view.frustum[5].dist = m[15] + m[14];
7403 if (r_refdef.view.useperspective)
7405 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7406 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7407 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7408 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7409 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7411 // then the normals from the corners relative to origin
7412 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
7413 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
7414 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
7415 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
7417 // in a NORMAL view, forward cross left == up
7418 // in a REFLECTED view, forward cross left == down
7419 // so our cross products above need to be adjusted for a left handed coordinate system
7420 CrossProduct(forward, left, v);
7421 if(DotProduct(v, up) < 0)
7423 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
7424 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
7425 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
7426 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
7429 // Leaving those out was a mistake, those were in the old code, and they
7430 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7431 // I couldn't reproduce it after adding those normalizations. --blub
7432 VectorNormalize(r_refdef.view.frustum[0].normal);
7433 VectorNormalize(r_refdef.view.frustum[1].normal);
7434 VectorNormalize(r_refdef.view.frustum[2].normal);
7435 VectorNormalize(r_refdef.view.frustum[3].normal);
7437 // make the corners absolute
7438 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
7439 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
7440 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
7441 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
7444 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7446 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7447 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7448 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7449 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7450 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7454 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7455 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7456 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7457 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7458 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7459 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7460 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7461 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7462 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7463 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7465 r_refdef.view.numfrustumplanes = 5;
7467 if (r_refdef.view.useclipplane)
7469 r_refdef.view.numfrustumplanes = 6;
7470 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7473 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7474 PlaneClassify(r_refdef.view.frustum + i);
7476 // LordHavoc: note to all quake engine coders, Quake had a special case
7477 // for 90 degrees which assumed a square view (wrong), so I removed it,
7478 // Quake2 has it disabled as well.
7480 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7481 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7482 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7483 //PlaneClassify(&frustum[0]);
7485 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7486 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7487 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7488 //PlaneClassify(&frustum[1]);
7490 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7491 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7492 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7493 //PlaneClassify(&frustum[2]);
7495 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7496 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7497 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7498 //PlaneClassify(&frustum[3]);
7501 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7502 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7503 //PlaneClassify(&frustum[4]);
7506 void R_View_UpdateWithScissor(const int *myscissor)
7508 R_Main_ResizeViewCache();
7509 R_View_SetFrustum(myscissor);
7510 R_View_WorldVisibility(r_refdef.view.useclipplane);
7511 R_View_UpdateEntityVisible();
7512 R_View_UpdateEntityLighting();
7515 void R_View_Update(void)
7517 R_Main_ResizeViewCache();
7518 R_View_SetFrustum(NULL);
7519 R_View_WorldVisibility(r_refdef.view.useclipplane);
7520 R_View_UpdateEntityVisible();
7521 R_View_UpdateEntityLighting();
7524 void R_SetupView(qboolean allowwaterclippingplane)
7526 const float *customclipplane = NULL;
7528 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7530 // LordHavoc: couldn't figure out how to make this approach the
7531 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7532 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7533 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7534 dist = r_refdef.view.clipplane.dist;
7535 plane[0] = r_refdef.view.clipplane.normal[0];
7536 plane[1] = r_refdef.view.clipplane.normal[1];
7537 plane[2] = r_refdef.view.clipplane.normal[2];
7539 customclipplane = plane;
7542 if (!r_refdef.view.useperspective)
7543 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);
7544 else if (vid.stencil && r_useinfinitefarclip.integer)
7545 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);
7547 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);
7548 R_SetViewport(&r_refdef.view.viewport);
7551 void R_EntityMatrix(const matrix4x4_t *matrix)
7553 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7555 gl_modelmatrixchanged = false;
7556 gl_modelmatrix = *matrix;
7557 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7558 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7559 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7560 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7562 switch(vid.renderpath)
7564 case RENDERPATH_GL20:
7565 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7566 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7567 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7569 case RENDERPATH_CGGL:
7572 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7573 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7574 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7577 case RENDERPATH_GL13:
7578 case RENDERPATH_GL11:
7579 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7585 void R_ResetViewRendering2D(void)
7587 r_viewport_t viewport;
7590 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7591 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);
7592 R_SetViewport(&viewport);
7593 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7594 GL_Color(1, 1, 1, 1);
7595 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7596 GL_BlendFunc(GL_ONE, GL_ZERO);
7597 GL_AlphaTest(false);
7598 GL_ScissorTest(false);
7599 GL_DepthMask(false);
7600 GL_DepthRange(0, 1);
7601 GL_DepthTest(false);
7602 R_EntityMatrix(&identitymatrix);
7603 R_Mesh_ResetTextureState();
7604 GL_PolygonOffset(0, 0);
7605 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7606 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7607 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7608 qglStencilMask(~0);CHECKGLERROR
7609 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7610 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7611 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7614 void R_ResetViewRendering3D(void)
7619 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7620 GL_Color(1, 1, 1, 1);
7621 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7622 GL_BlendFunc(GL_ONE, GL_ZERO);
7623 GL_AlphaTest(false);
7624 GL_ScissorTest(true);
7626 GL_DepthRange(0, 1);
7628 R_EntityMatrix(&identitymatrix);
7629 R_Mesh_ResetTextureState();
7630 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7631 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7632 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7633 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7634 qglStencilMask(~0);CHECKGLERROR
7635 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7636 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7637 GL_CullFace(r_refdef.view.cullface_back);
7642 R_RenderView_UpdateViewVectors
7645 static void R_RenderView_UpdateViewVectors(void)
7647 // break apart the view matrix into vectors for various purposes
7648 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7649 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7650 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7651 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7652 // make an inverted copy of the view matrix for tracking sprites
7653 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7656 void R_RenderScene(void);
7657 void R_RenderWaterPlanes(void);
7659 static void R_Water_StartFrame(void)
7662 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7663 r_waterstate_waterplane_t *p;
7665 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7668 switch(vid.renderpath)
7670 case RENDERPATH_GL20:
7671 case RENDERPATH_CGGL:
7673 case RENDERPATH_GL13:
7674 case RENDERPATH_GL11:
7678 // set waterwidth and waterheight to the water resolution that will be
7679 // used (often less than the screen resolution for faster rendering)
7680 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7681 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7683 // calculate desired texture sizes
7684 // can't use water if the card does not support the texture size
7685 if (!r_water.integer || r_showsurfaces.integer)
7686 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7687 else if (vid.support.arb_texture_non_power_of_two)
7689 texturewidth = waterwidth;
7690 textureheight = waterheight;
7691 camerawidth = waterwidth;
7692 cameraheight = waterheight;
7696 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7697 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7698 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7699 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7702 // allocate textures as needed
7703 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7705 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7706 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7708 if (p->texture_refraction)
7709 R_FreeTexture(p->texture_refraction);
7710 p->texture_refraction = NULL;
7711 if (p->texture_reflection)
7712 R_FreeTexture(p->texture_reflection);
7713 p->texture_reflection = NULL;
7714 if (p->texture_camera)
7715 R_FreeTexture(p->texture_camera);
7716 p->texture_camera = NULL;
7718 memset(&r_waterstate, 0, sizeof(r_waterstate));
7719 r_waterstate.texturewidth = texturewidth;
7720 r_waterstate.textureheight = textureheight;
7721 r_waterstate.camerawidth = camerawidth;
7722 r_waterstate.cameraheight = cameraheight;
7725 if (r_waterstate.texturewidth)
7727 r_waterstate.enabled = true;
7729 // when doing a reduced render (HDR) we want to use a smaller area
7730 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7731 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7733 // set up variables that will be used in shader setup
7734 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7735 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7736 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7737 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7740 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7741 r_waterstate.numwaterplanes = 0;
7744 void R_Water_AddWaterPlane(msurface_t *surface)
7746 int triangleindex, planeindex;
7753 r_waterstate_waterplane_t *p;
7754 texture_t *t = R_GetCurrentTexture(surface->texture);
7755 cam_ent = t->camera_entity;
7756 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7759 // just use the first triangle with a valid normal for any decisions
7760 VectorClear(normal);
7761 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7763 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7764 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7765 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7766 TriangleNormal(vert[0], vert[1], vert[2], normal);
7767 if (VectorLength2(normal) >= 0.001)
7771 VectorCopy(normal, plane.normal);
7772 VectorNormalize(plane.normal);
7773 plane.dist = DotProduct(vert[0], plane.normal);
7774 PlaneClassify(&plane);
7775 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7777 // skip backfaces (except if nocullface is set)
7778 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7780 VectorNegate(plane.normal, plane.normal);
7782 PlaneClassify(&plane);
7786 // find a matching plane if there is one
7787 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7788 if(p->camera_entity == t->camera_entity)
7789 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7791 if (planeindex >= r_waterstate.maxwaterplanes)
7792 return; // nothing we can do, out of planes
7794 // if this triangle does not fit any known plane rendered this frame, add one
7795 if (planeindex >= r_waterstate.numwaterplanes)
7797 // store the new plane
7798 r_waterstate.numwaterplanes++;
7800 // clear materialflags and pvs
7801 p->materialflags = 0;
7802 p->pvsvalid = false;
7803 p->camera_entity = t->camera_entity;
7804 VectorCopy(surface->mins, p->mins);
7805 VectorCopy(surface->maxs, p->maxs);
7810 p->mins[0] = min(p->mins[0], surface->mins[0]);
7811 p->mins[1] = min(p->mins[1], surface->mins[1]);
7812 p->mins[2] = min(p->mins[2], surface->mins[2]);
7813 p->maxs[0] = min(p->maxs[0], surface->maxs[0]);
7814 p->maxs[1] = min(p->maxs[1], surface->maxs[1]);
7815 p->maxs[2] = min(p->maxs[2], surface->maxs[2]);
7817 // merge this surface's materialflags into the waterplane
7818 p->materialflags |= t->currentmaterialflags;
7819 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7821 // merge this surface's PVS into the waterplane
7822 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7823 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7824 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7826 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7832 static void R_Water_ProcessPlanes(void)
7835 r_refdef_view_t originalview;
7836 r_refdef_view_t myview;
7838 r_waterstate_waterplane_t *p;
7841 originalview = r_refdef.view;
7843 // make sure enough textures are allocated
7844 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7846 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7848 if (!p->texture_refraction)
7849 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, -1, NULL);
7850 if (!p->texture_refraction)
7853 else if (p->materialflags & MATERIALFLAG_CAMERA)
7855 if (!p->texture_camera)
7856 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7857 if (!p->texture_camera)
7861 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7863 if (!p->texture_reflection)
7864 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, -1, NULL);
7865 if (!p->texture_reflection)
7871 r_refdef.view = originalview;
7872 r_refdef.view.showdebug = false;
7873 r_refdef.view.width = r_waterstate.waterwidth;
7874 r_refdef.view.height = r_waterstate.waterheight;
7875 r_refdef.view.useclipplane = true;
7876 myview = r_refdef.view;
7877 r_waterstate.renderingscene = true;
7878 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7880 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7882 r_refdef.view = myview;
7883 if(r_water_scissormode.integer)
7886 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7887 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7890 // render reflected scene and copy into texture
7891 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7892 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7893 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7894 r_refdef.view.clipplane = p->plane;
7896 // reverse the cullface settings for this render
7897 r_refdef.view.cullface_front = GL_FRONT;
7898 r_refdef.view.cullface_back = GL_BACK;
7899 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7901 r_refdef.view.usecustompvs = true;
7903 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7905 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7908 R_ResetViewRendering3D();
7909 R_ClearScreen(r_refdef.fogenabled);
7910 if(r_water_scissormode.integer & 2)
7911 R_View_UpdateWithScissor(myscissor);
7914 if(r_water_scissormode.integer & 1)
7915 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
7918 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);
7921 // render the normal view scene and copy into texture
7922 // (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)
7923 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7925 r_refdef.view = myview;
7926 if(r_water_scissormode.integer)
7929 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7930 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7933 r_waterstate.renderingrefraction = true;
7935 r_refdef.view.clipplane = p->plane;
7936 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7937 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7939 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7941 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7942 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7943 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7944 R_RenderView_UpdateViewVectors();
7945 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7947 r_refdef.view.usecustompvs = true;
7948 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7952 PlaneClassify(&r_refdef.view.clipplane);
7954 R_ResetViewRendering3D();
7955 R_ClearScreen(r_refdef.fogenabled);
7956 if(r_water_scissormode.integer & 2)
7957 R_View_UpdateWithScissor(myscissor);
7960 if(r_water_scissormode.integer & 1)
7961 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
7964 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);
7965 r_waterstate.renderingrefraction = false;
7967 else if (p->materialflags & MATERIALFLAG_CAMERA)
7969 r_refdef.view = myview;
7971 r_refdef.view.clipplane = p->plane;
7972 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7973 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7975 r_refdef.view.width = r_waterstate.camerawidth;
7976 r_refdef.view.height = r_waterstate.cameraheight;
7977 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7978 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7980 if(p->camera_entity)
7982 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7983 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7986 // note: all of the view is used for displaying... so
7987 // there is no use in scissoring
7989 // reverse the cullface settings for this render
7990 r_refdef.view.cullface_front = GL_FRONT;
7991 r_refdef.view.cullface_back = GL_BACK;
7992 // also reverse the view matrix
7993 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7994 R_RenderView_UpdateViewVectors();
7995 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7997 r_refdef.view.usecustompvs = true;
7998 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8001 // camera needs no clipplane
8002 r_refdef.view.useclipplane = false;
8004 PlaneClassify(&r_refdef.view.clipplane);
8006 R_ResetViewRendering3D();
8007 R_ClearScreen(r_refdef.fogenabled);
8011 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8012 r_waterstate.renderingrefraction = false;
8016 r_waterstate.renderingscene = false;
8017 r_refdef.view = originalview;
8018 R_ResetViewRendering3D();
8019 R_ClearScreen(r_refdef.fogenabled);
8023 r_refdef.view = originalview;
8024 r_waterstate.renderingscene = false;
8025 Cvar_SetValueQuick(&r_water, 0);
8026 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8030 void R_Bloom_StartFrame(void)
8032 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8034 switch(vid.renderpath)
8036 case RENDERPATH_GL20:
8037 case RENDERPATH_CGGL:
8039 case RENDERPATH_GL13:
8040 case RENDERPATH_GL11:
8044 // set bloomwidth and bloomheight to the bloom resolution that will be
8045 // used (often less than the screen resolution for faster rendering)
8046 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8047 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8048 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8049 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8050 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8052 // calculate desired texture sizes
8053 if (vid.support.arb_texture_non_power_of_two)
8055 screentexturewidth = r_refdef.view.width;
8056 screentextureheight = r_refdef.view.height;
8057 bloomtexturewidth = r_bloomstate.bloomwidth;
8058 bloomtextureheight = r_bloomstate.bloomheight;
8062 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8063 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8064 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8065 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8068 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))
8070 Cvar_SetValueQuick(&r_hdr, 0);
8071 Cvar_SetValueQuick(&r_bloom, 0);
8072 Cvar_SetValueQuick(&r_motionblur, 0);
8073 Cvar_SetValueQuick(&r_damageblur, 0);
8076 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)))
8077 screentexturewidth = screentextureheight = 0;
8078 if (!r_hdr.integer && !r_bloom.integer)
8079 bloomtexturewidth = bloomtextureheight = 0;
8081 // allocate textures as needed
8082 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8084 if (r_bloomstate.texture_screen)
8085 R_FreeTexture(r_bloomstate.texture_screen);
8086 r_bloomstate.texture_screen = NULL;
8087 r_bloomstate.screentexturewidth = screentexturewidth;
8088 r_bloomstate.screentextureheight = screentextureheight;
8089 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8090 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8092 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8094 if (r_bloomstate.texture_bloom)
8095 R_FreeTexture(r_bloomstate.texture_bloom);
8096 r_bloomstate.texture_bloom = NULL;
8097 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8098 r_bloomstate.bloomtextureheight = bloomtextureheight;
8099 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8100 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8103 // when doing a reduced render (HDR) we want to use a smaller area
8104 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8105 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8106 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8107 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8108 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8110 // set up a texcoord array for the full resolution screen image
8111 // (we have to keep this around to copy back during final render)
8112 r_bloomstate.screentexcoord2f[0] = 0;
8113 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8114 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8115 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8116 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8117 r_bloomstate.screentexcoord2f[5] = 0;
8118 r_bloomstate.screentexcoord2f[6] = 0;
8119 r_bloomstate.screentexcoord2f[7] = 0;
8121 // set up a texcoord array for the reduced resolution bloom image
8122 // (which will be additive blended over the screen image)
8123 r_bloomstate.bloomtexcoord2f[0] = 0;
8124 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8125 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8126 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8127 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8128 r_bloomstate.bloomtexcoord2f[5] = 0;
8129 r_bloomstate.bloomtexcoord2f[6] = 0;
8130 r_bloomstate.bloomtexcoord2f[7] = 0;
8132 if (r_hdr.integer || r_bloom.integer)
8134 r_bloomstate.enabled = true;
8135 r_bloomstate.hdr = r_hdr.integer != 0;
8138 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);
8141 void R_Bloom_CopyBloomTexture(float colorscale)
8143 r_refdef.stats.bloom++;
8145 // scale down screen texture to the bloom texture size
8147 R_SetViewport(&r_bloomstate.viewport);
8148 GL_BlendFunc(GL_ONE, GL_ZERO);
8149 GL_Color(colorscale, colorscale, colorscale, 1);
8150 // TODO: optimize with multitexture or GLSL
8151 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8152 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8153 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8154 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8156 // we now have a bloom image in the framebuffer
8157 // copy it into the bloom image texture for later processing
8158 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);
8159 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8162 void R_Bloom_CopyHDRTexture(void)
8164 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);
8165 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8168 void R_Bloom_MakeTexture(void)
8171 float xoffset, yoffset, r, brighten;
8173 r_refdef.stats.bloom++;
8175 R_ResetViewRendering2D();
8176 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8177 R_Mesh_ColorPointer(NULL, 0, 0);
8179 // we have a bloom image in the framebuffer
8181 R_SetViewport(&r_bloomstate.viewport);
8183 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8186 r = bound(0, r_bloom_colorexponent.value / x, 1);
8187 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8188 GL_Color(r, r, r, 1);
8189 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8190 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8191 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8192 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8194 // copy the vertically blurred bloom view to a texture
8195 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);
8196 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8199 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8200 brighten = r_bloom_brighten.value;
8202 brighten *= r_hdr_range.value;
8203 brighten = sqrt(brighten);
8205 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8206 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8207 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8209 for (dir = 0;dir < 2;dir++)
8211 // blend on at multiple vertical offsets to achieve a vertical blur
8212 // TODO: do offset blends using GLSL
8213 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8214 GL_BlendFunc(GL_ONE, GL_ZERO);
8215 for (x = -range;x <= range;x++)
8217 if (!dir){xoffset = 0;yoffset = x;}
8218 else {xoffset = x;yoffset = 0;}
8219 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8220 yoffset /= (float)r_bloomstate.bloomtextureheight;
8221 // compute a texcoord array with the specified x and y offset
8222 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8223 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8224 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8225 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8226 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8227 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8228 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8229 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8230 // this r value looks like a 'dot' particle, fading sharply to
8231 // black at the edges
8232 // (probably not realistic but looks good enough)
8233 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8234 //r = brighten/(range*2+1);
8235 r = brighten / (range * 2 + 1);
8237 r *= (1 - x*x/(float)(range*range));
8238 GL_Color(r, r, r, 1);
8239 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8240 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8241 GL_BlendFunc(GL_ONE, GL_ONE);
8244 // copy the vertically blurred bloom view to a texture
8245 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);
8246 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8249 // apply subtract last
8250 // (just like it would be in a GLSL shader)
8251 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8253 GL_BlendFunc(GL_ONE, GL_ZERO);
8254 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8255 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8256 GL_Color(1, 1, 1, 1);
8257 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8258 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8260 GL_BlendFunc(GL_ONE, GL_ONE);
8261 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8262 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8263 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8264 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8265 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8266 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8267 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8269 // copy the darkened bloom view to a texture
8270 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);
8271 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8275 void R_HDR_RenderBloomTexture(void)
8277 int oldwidth, oldheight;
8278 float oldcolorscale;
8280 oldcolorscale = r_refdef.view.colorscale;
8281 oldwidth = r_refdef.view.width;
8282 oldheight = r_refdef.view.height;
8283 r_refdef.view.width = r_bloomstate.bloomwidth;
8284 r_refdef.view.height = r_bloomstate.bloomheight;
8286 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8287 // TODO: add exposure compensation features
8288 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8290 r_refdef.view.showdebug = false;
8291 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8293 R_ResetViewRendering3D();
8295 R_ClearScreen(r_refdef.fogenabled);
8296 if (r_timereport_active)
8297 R_TimeReport("HDRclear");
8300 if (r_timereport_active)
8301 R_TimeReport("visibility");
8303 // only do secondary renders with HDR if r_hdr is 2 or higher
8304 r_waterstate.numwaterplanes = 0;
8305 if (r_waterstate.enabled && r_hdr.integer >= 2)
8306 R_RenderWaterPlanes();
8308 r_refdef.view.showdebug = true;
8310 r_waterstate.numwaterplanes = 0;
8312 R_ResetViewRendering2D();
8314 R_Bloom_CopyHDRTexture();
8315 R_Bloom_MakeTexture();
8317 // restore the view settings
8318 r_refdef.view.width = oldwidth;
8319 r_refdef.view.height = oldheight;
8320 r_refdef.view.colorscale = oldcolorscale;
8322 R_ResetViewRendering3D();
8324 R_ClearScreen(r_refdef.fogenabled);
8325 if (r_timereport_active)
8326 R_TimeReport("viewclear");
8329 static void R_BlendView(void)
8331 unsigned int permutation;
8332 float uservecs[4][4];
8334 switch (vid.renderpath)
8336 case RENDERPATH_GL20:
8337 case RENDERPATH_CGGL:
8339 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8340 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8341 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8342 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8343 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8345 if (r_bloomstate.texture_screen)
8347 // make sure the buffer is available
8348 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8350 R_ResetViewRendering2D();
8351 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8352 R_Mesh_ColorPointer(NULL, 0, 0);
8354 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8356 // declare variables
8358 static float avgspeed;
8360 speed = VectorLength(cl.movement_velocity);
8362 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8363 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8365 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8366 speed = bound(0, speed, 1);
8367 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8369 // calculate values into a standard alpha
8370 cl.motionbluralpha = 1 - exp(-
8372 (r_motionblur.value * speed / 80)
8374 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8377 max(0.0001, cl.time - cl.oldtime) // fps independent
8380 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8381 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8383 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8385 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8386 GL_Color(1, 1, 1, cl.motionbluralpha);
8387 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8388 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8389 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8390 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8394 // copy view into the screen texture
8395 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);
8396 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8398 else if (!r_bloomstate.texture_bloom)
8400 // we may still have to do view tint...
8401 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8403 // apply a color tint to the whole view
8404 R_ResetViewRendering2D();
8405 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8406 R_Mesh_ColorPointer(NULL, 0, 0);
8407 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8408 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8409 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8410 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8412 break; // no screen processing, no bloom, skip it
8415 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8417 // render simple bloom effect
8418 // copy the screen and shrink it and darken it for the bloom process
8419 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8420 // make the bloom texture
8421 R_Bloom_MakeTexture();
8424 #if _MSC_VER >= 1400
8425 #define sscanf sscanf_s
8427 memset(uservecs, 0, sizeof(uservecs));
8428 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8429 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8430 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8431 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8433 R_ResetViewRendering2D();
8434 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8435 R_Mesh_ColorPointer(NULL, 0, 0);
8436 GL_Color(1, 1, 1, 1);
8437 GL_BlendFunc(GL_ONE, GL_ZERO);
8438 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8439 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8441 switch(vid.renderpath)
8443 case RENDERPATH_GL20:
8444 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8445 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8446 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8447 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8448 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]);
8449 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8450 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]);
8451 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]);
8452 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]);
8453 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]);
8454 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8455 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8457 case RENDERPATH_CGGL:
8459 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8460 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8461 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8462 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8463 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
8464 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8465 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
8466 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
8467 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
8468 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
8469 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8470 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8476 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8477 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8479 case RENDERPATH_GL13:
8480 case RENDERPATH_GL11:
8481 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8483 // apply a color tint to the whole view
8484 R_ResetViewRendering2D();
8485 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8486 R_Mesh_ColorPointer(NULL, 0, 0);
8487 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8488 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8489 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8490 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8496 matrix4x4_t r_waterscrollmatrix;
8498 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8500 if (r_refdef.fog_density)
8502 r_refdef.fogcolor[0] = r_refdef.fog_red;
8503 r_refdef.fogcolor[1] = r_refdef.fog_green;
8504 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8506 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8507 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8508 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8509 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8513 VectorCopy(r_refdef.fogcolor, fogvec);
8514 // color.rgb *= ContrastBoost * SceneBrightness;
8515 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8516 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8517 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8518 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8523 void R_UpdateVariables(void)
8527 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8529 r_refdef.farclip = r_farclip_base.value;
8530 if (r_refdef.scene.worldmodel)
8531 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8532 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8534 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8535 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8536 r_refdef.polygonfactor = 0;
8537 r_refdef.polygonoffset = 0;
8538 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8539 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8541 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8542 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8543 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8544 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8545 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8546 if (FAKELIGHT_ENABLED)
8548 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8550 if (r_showsurfaces.integer)
8552 r_refdef.scene.rtworld = false;
8553 r_refdef.scene.rtworldshadows = false;
8554 r_refdef.scene.rtdlight = false;
8555 r_refdef.scene.rtdlightshadows = false;
8556 r_refdef.lightmapintensity = 0;
8559 if (gamemode == GAME_NEHAHRA)
8561 if (gl_fogenable.integer)
8563 r_refdef.oldgl_fogenable = true;
8564 r_refdef.fog_density = gl_fogdensity.value;
8565 r_refdef.fog_red = gl_fogred.value;
8566 r_refdef.fog_green = gl_foggreen.value;
8567 r_refdef.fog_blue = gl_fogblue.value;
8568 r_refdef.fog_alpha = 1;
8569 r_refdef.fog_start = 0;
8570 r_refdef.fog_end = gl_skyclip.value;
8571 r_refdef.fog_height = 1<<30;
8572 r_refdef.fog_fadedepth = 128;
8574 else if (r_refdef.oldgl_fogenable)
8576 r_refdef.oldgl_fogenable = false;
8577 r_refdef.fog_density = 0;
8578 r_refdef.fog_red = 0;
8579 r_refdef.fog_green = 0;
8580 r_refdef.fog_blue = 0;
8581 r_refdef.fog_alpha = 0;
8582 r_refdef.fog_start = 0;
8583 r_refdef.fog_end = 0;
8584 r_refdef.fog_height = 1<<30;
8585 r_refdef.fog_fadedepth = 128;
8589 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8590 r_refdef.fog_start = max(0, r_refdef.fog_start);
8591 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8593 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8595 if (r_refdef.fog_density && r_drawfog.integer)
8597 r_refdef.fogenabled = true;
8598 // this is the point where the fog reaches 0.9986 alpha, which we
8599 // consider a good enough cutoff point for the texture
8600 // (0.9986 * 256 == 255.6)
8601 if (r_fog_exp2.integer)
8602 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8604 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8605 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8606 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8607 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8608 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8609 R_BuildFogHeightTexture();
8610 // fog color was already set
8611 // update the fog texture
8612 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)
8613 R_BuildFogTexture();
8614 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8615 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8618 r_refdef.fogenabled = false;
8620 switch(vid.renderpath)
8622 case RENDERPATH_GL20:
8623 case RENDERPATH_CGGL:
8624 if(v_glslgamma.integer && !vid_gammatables_trivial)
8626 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8628 // build GLSL gamma texture
8629 #define RAMPWIDTH 256
8630 unsigned short ramp[RAMPWIDTH * 3];
8631 unsigned char rampbgr[RAMPWIDTH][4];
8634 r_texture_gammaramps_serial = vid_gammatables_serial;
8636 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8637 for(i = 0; i < RAMPWIDTH; ++i)
8639 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8640 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8641 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8644 if (r_texture_gammaramps)
8646 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8650 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8656 // remove GLSL gamma texture
8659 case RENDERPATH_GL13:
8660 case RENDERPATH_GL11:
8665 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8666 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8672 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8673 if( scenetype != r_currentscenetype ) {
8674 // store the old scenetype
8675 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8676 r_currentscenetype = scenetype;
8677 // move in the new scene
8678 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8687 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8689 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8690 if( scenetype == r_currentscenetype ) {
8691 return &r_refdef.scene;
8693 return &r_scenes_store[ scenetype ];
8702 void R_RenderView(void)
8704 if (r_timereport_active)
8705 R_TimeReport("start");
8706 r_textureframe++; // used only by R_GetCurrentTexture
8707 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8709 if (!r_drawentities.integer)
8710 r_refdef.scene.numentities = 0;
8712 R_AnimCache_ClearCache();
8713 R_FrameData_NewFrame();
8715 if (r_refdef.view.isoverlay)
8717 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8718 GL_Clear( GL_DEPTH_BUFFER_BIT );
8719 R_TimeReport("depthclear");
8721 r_refdef.view.showdebug = false;
8723 r_waterstate.enabled = false;
8724 r_waterstate.numwaterplanes = 0;
8732 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8733 return; //Host_Error ("R_RenderView: NULL worldmodel");
8735 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8737 R_RenderView_UpdateViewVectors();
8739 R_Shadow_UpdateWorldLightSelection();
8741 R_Bloom_StartFrame();
8742 R_Water_StartFrame();
8745 if (r_timereport_active)
8746 R_TimeReport("viewsetup");
8748 R_ResetViewRendering3D();
8750 if (r_refdef.view.clear || r_refdef.fogenabled)
8752 R_ClearScreen(r_refdef.fogenabled);
8753 if (r_timereport_active)
8754 R_TimeReport("viewclear");
8756 r_refdef.view.clear = true;
8758 // this produces a bloom texture to be used in R_BlendView() later
8759 if (r_hdr.integer && r_bloomstate.bloomwidth)
8761 R_HDR_RenderBloomTexture();
8762 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8763 r_textureframe++; // used only by R_GetCurrentTexture
8766 r_refdef.view.showdebug = true;
8769 if (r_timereport_active)
8770 R_TimeReport("visibility");
8772 r_waterstate.numwaterplanes = 0;
8773 if (r_waterstate.enabled)
8774 R_RenderWaterPlanes();
8777 r_waterstate.numwaterplanes = 0;
8780 if (r_timereport_active)
8781 R_TimeReport("blendview");
8783 GL_Scissor(0, 0, vid.width, vid.height);
8784 GL_ScissorTest(false);
8789 void R_RenderWaterPlanes(void)
8791 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8793 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8794 if (r_timereport_active)
8795 R_TimeReport("waterworld");
8798 // don't let sound skip if going slow
8799 if (r_refdef.scene.extraupdate)
8802 R_DrawModelsAddWaterPlanes();
8803 if (r_timereport_active)
8804 R_TimeReport("watermodels");
8806 if (r_waterstate.numwaterplanes)
8808 R_Water_ProcessPlanes();
8809 if (r_timereport_active)
8810 R_TimeReport("waterscenes");
8814 extern void R_DrawLightningBeams (void);
8815 extern void VM_CL_AddPolygonsToMeshQueue (void);
8816 extern void R_DrawPortals (void);
8817 extern cvar_t cl_locs_show;
8818 static void R_DrawLocs(void);
8819 static void R_DrawEntityBBoxes(void);
8820 static void R_DrawModelDecals(void);
8821 extern void R_DrawModelShadows(void);
8822 extern void R_DrawModelShadowMaps(void);
8823 extern cvar_t cl_decals_newsystem;
8824 extern qboolean r_shadow_usingdeferredprepass;
8825 void R_RenderScene(void)
8827 qboolean shadowmapping = false;
8829 if (r_timereport_active)
8830 R_TimeReport("beginscene");
8832 r_refdef.stats.renders++;
8836 // don't let sound skip if going slow
8837 if (r_refdef.scene.extraupdate)
8840 R_MeshQueue_BeginScene();
8844 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);
8846 if (r_timereport_active)
8847 R_TimeReport("skystartframe");
8849 if (cl.csqc_vidvars.drawworld)
8851 // don't let sound skip if going slow
8852 if (r_refdef.scene.extraupdate)
8855 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8857 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8858 if (r_timereport_active)
8859 R_TimeReport("worldsky");
8862 if (R_DrawBrushModelsSky() && r_timereport_active)
8863 R_TimeReport("bmodelsky");
8865 if (skyrendermasked && skyrenderlater)
8867 // we have to force off the water clipping plane while rendering sky
8871 if (r_timereport_active)
8872 R_TimeReport("sky");
8876 R_AnimCache_CacheVisibleEntities();
8877 if (r_timereport_active)
8878 R_TimeReport("animation");
8880 R_Shadow_PrepareLights();
8881 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8882 R_Shadow_PrepareModelShadows();
8883 if (r_timereport_active)
8884 R_TimeReport("preparelights");
8886 if (R_Shadow_ShadowMappingEnabled())
8887 shadowmapping = true;
8889 if (r_shadow_usingdeferredprepass)
8890 R_Shadow_DrawPrepass();
8892 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8894 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8895 if (r_timereport_active)
8896 R_TimeReport("worlddepth");
8898 if (r_depthfirst.integer >= 2)
8900 R_DrawModelsDepth();
8901 if (r_timereport_active)
8902 R_TimeReport("modeldepth");
8905 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8907 R_DrawModelShadowMaps();
8908 R_ResetViewRendering3D();
8909 // don't let sound skip if going slow
8910 if (r_refdef.scene.extraupdate)
8914 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8916 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8917 if (r_timereport_active)
8918 R_TimeReport("world");
8921 // don't let sound skip if going slow
8922 if (r_refdef.scene.extraupdate)
8926 if (r_timereport_active)
8927 R_TimeReport("models");
8929 // don't let sound skip if going slow
8930 if (r_refdef.scene.extraupdate)
8933 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8935 R_DrawModelShadows();
8936 R_ResetViewRendering3D();
8937 // don't let sound skip if going slow
8938 if (r_refdef.scene.extraupdate)
8942 if (!r_shadow_usingdeferredprepass)
8944 R_Shadow_DrawLights();
8945 if (r_timereport_active)
8946 R_TimeReport("rtlights");
8949 // don't let sound skip if going slow
8950 if (r_refdef.scene.extraupdate)
8953 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8955 R_DrawModelShadows();
8956 R_ResetViewRendering3D();
8957 // don't let sound skip if going slow
8958 if (r_refdef.scene.extraupdate)
8962 if (cl.csqc_vidvars.drawworld)
8964 if (cl_decals_newsystem.integer)
8966 R_DrawModelDecals();
8967 if (r_timereport_active)
8968 R_TimeReport("modeldecals");
8973 if (r_timereport_active)
8974 R_TimeReport("decals");
8978 if (r_timereport_active)
8979 R_TimeReport("particles");
8982 if (r_timereport_active)
8983 R_TimeReport("explosions");
8985 R_DrawLightningBeams();
8986 if (r_timereport_active)
8987 R_TimeReport("lightning");
8990 VM_CL_AddPolygonsToMeshQueue();
8992 if (r_refdef.view.showdebug)
8994 if (cl_locs_show.integer)
8997 if (r_timereport_active)
8998 R_TimeReport("showlocs");
9001 if (r_drawportals.integer)
9004 if (r_timereport_active)
9005 R_TimeReport("portals");
9008 if (r_showbboxes.value > 0)
9010 R_DrawEntityBBoxes();
9011 if (r_timereport_active)
9012 R_TimeReport("bboxes");
9016 R_MeshQueue_RenderTransparent();
9017 if (r_timereport_active)
9018 R_TimeReport("drawtrans");
9020 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))
9022 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9023 if (r_timereport_active)
9024 R_TimeReport("worlddebug");
9025 R_DrawModelsDebug();
9026 if (r_timereport_active)
9027 R_TimeReport("modeldebug");
9030 if (cl.csqc_vidvars.drawworld)
9032 R_Shadow_DrawCoronas();
9033 if (r_timereport_active)
9034 R_TimeReport("coronas");
9039 GL_DepthTest(false);
9040 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9041 GL_Color(1, 1, 1, 1);
9042 qglBegin(GL_POLYGON);
9043 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9044 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9045 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9046 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9048 qglBegin(GL_POLYGON);
9049 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9050 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9051 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9052 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9054 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9058 // don't let sound skip if going slow
9059 if (r_refdef.scene.extraupdate)
9062 R_ResetViewRendering2D();
9065 static const unsigned short bboxelements[36] =
9075 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9078 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9080 RSurf_ActiveWorldEntity();
9082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9083 GL_DepthMask(false);
9084 GL_DepthRange(0, 1);
9085 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9086 R_Mesh_ResetTextureState();
9088 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9089 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9090 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9091 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9092 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9093 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9094 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9095 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9096 R_FillColors(color4f, 8, cr, cg, cb, ca);
9097 if (r_refdef.fogenabled)
9099 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9101 f1 = RSurf_FogVertex(v);
9103 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9104 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9105 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9108 R_Mesh_VertexPointer(vertex3f, 0, 0);
9109 R_Mesh_ColorPointer(color4f, 0, 0);
9110 R_Mesh_ResetTextureState();
9111 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9112 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9115 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9119 prvm_edict_t *edict;
9120 prvm_prog_t *prog_save = prog;
9122 // this function draws bounding boxes of server entities
9126 GL_CullFace(GL_NONE);
9127 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9131 for (i = 0;i < numsurfaces;i++)
9133 edict = PRVM_EDICT_NUM(surfacelist[i]);
9134 switch ((int)edict->fields.server->solid)
9136 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9137 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9138 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9139 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9140 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9141 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9143 color[3] *= r_showbboxes.value;
9144 color[3] = bound(0, color[3], 1);
9145 GL_DepthTest(!r_showdisabledepthtest.integer);
9146 GL_CullFace(r_refdef.view.cullface_front);
9147 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9153 static void R_DrawEntityBBoxes(void)
9156 prvm_edict_t *edict;
9158 prvm_prog_t *prog_save = prog;
9160 // this function draws bounding boxes of server entities
9166 for (i = 0;i < prog->num_edicts;i++)
9168 edict = PRVM_EDICT_NUM(i);
9169 if (edict->priv.server->free)
9171 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9172 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9174 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9176 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9177 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9183 static const int nomodelelement3i[24] =
9195 static const unsigned short nomodelelement3s[24] =
9207 static const float nomodelvertex3f[6*3] =
9217 static const float nomodelcolor4f[6*4] =
9219 0.0f, 0.0f, 0.5f, 1.0f,
9220 0.0f, 0.0f, 0.5f, 1.0f,
9221 0.0f, 0.5f, 0.0f, 1.0f,
9222 0.0f, 0.5f, 0.0f, 1.0f,
9223 0.5f, 0.0f, 0.0f, 1.0f,
9224 0.5f, 0.0f, 0.0f, 1.0f
9227 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9233 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);
9235 // this is only called once per entity so numsurfaces is always 1, and
9236 // surfacelist is always {0}, so this code does not handle batches
9238 if (rsurface.ent_flags & RENDER_ADDITIVE)
9240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9241 GL_DepthMask(false);
9243 else if (rsurface.colormod[3] < 1)
9245 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9246 GL_DepthMask(false);
9250 GL_BlendFunc(GL_ONE, GL_ZERO);
9253 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9254 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9255 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9256 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9257 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9258 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9259 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9260 R_Mesh_ColorPointer(color4f, 0, 0);
9261 for (i = 0, c = color4f;i < 6;i++, c += 4)
9263 c[0] *= rsurface.colormod[0];
9264 c[1] *= rsurface.colormod[1];
9265 c[2] *= rsurface.colormod[2];
9266 c[3] *= rsurface.colormod[3];
9268 if (r_refdef.fogenabled)
9270 for (i = 0, c = color4f;i < 6;i++, c += 4)
9272 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9274 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9275 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9276 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9279 R_Mesh_ResetTextureState();
9280 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9283 void R_DrawNoModel(entity_render_t *ent)
9286 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9287 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9288 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9290 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9293 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9295 vec3_t right1, right2, diff, normal;
9297 VectorSubtract (org2, org1, normal);
9299 // calculate 'right' vector for start
9300 VectorSubtract (r_refdef.view.origin, org1, diff);
9301 CrossProduct (normal, diff, right1);
9302 VectorNormalize (right1);
9304 // calculate 'right' vector for end
9305 VectorSubtract (r_refdef.view.origin, org2, diff);
9306 CrossProduct (normal, diff, right2);
9307 VectorNormalize (right2);
9309 vert[ 0] = org1[0] + width * right1[0];
9310 vert[ 1] = org1[1] + width * right1[1];
9311 vert[ 2] = org1[2] + width * right1[2];
9312 vert[ 3] = org1[0] - width * right1[0];
9313 vert[ 4] = org1[1] - width * right1[1];
9314 vert[ 5] = org1[2] - width * right1[2];
9315 vert[ 6] = org2[0] - width * right2[0];
9316 vert[ 7] = org2[1] - width * right2[1];
9317 vert[ 8] = org2[2] - width * right2[2];
9318 vert[ 9] = org2[0] + width * right2[0];
9319 vert[10] = org2[1] + width * right2[1];
9320 vert[11] = org2[2] + width * right2[2];
9323 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)
9325 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9326 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9327 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9328 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9329 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9330 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9331 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9332 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9333 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9334 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9335 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9336 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9339 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9344 VectorSet(v, x, y, z);
9345 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9346 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9348 if (i == mesh->numvertices)
9350 if (mesh->numvertices < mesh->maxvertices)
9352 VectorCopy(v, vertex3f);
9353 mesh->numvertices++;
9355 return mesh->numvertices;
9361 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9365 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9366 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9367 e = mesh->element3i + mesh->numtriangles * 3;
9368 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9370 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9371 if (mesh->numtriangles < mesh->maxtriangles)
9376 mesh->numtriangles++;
9378 element[1] = element[2];
9382 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9386 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9387 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9388 e = mesh->element3i + mesh->numtriangles * 3;
9389 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9391 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9392 if (mesh->numtriangles < mesh->maxtriangles)
9397 mesh->numtriangles++;
9399 element[1] = element[2];
9403 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9404 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9406 int planenum, planenum2;
9409 mplane_t *plane, *plane2;
9411 double temppoints[2][256*3];
9412 // figure out how large a bounding box we need to properly compute this brush
9414 for (w = 0;w < numplanes;w++)
9415 maxdist = max(maxdist, fabs(planes[w].dist));
9416 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9417 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9418 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9422 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9423 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9425 if (planenum2 == planenum)
9427 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);
9430 if (tempnumpoints < 3)
9432 // generate elements forming a triangle fan for this polygon
9433 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9437 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)
9439 texturelayer_t *layer;
9440 layer = t->currentlayers + t->currentnumlayers++;
9442 layer->depthmask = depthmask;
9443 layer->blendfunc1 = blendfunc1;
9444 layer->blendfunc2 = blendfunc2;
9445 layer->texture = texture;
9446 layer->texmatrix = *matrix;
9447 layer->color[0] = r;
9448 layer->color[1] = g;
9449 layer->color[2] = b;
9450 layer->color[3] = a;
9453 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9455 if(parms[0] == 0 && parms[1] == 0)
9457 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9458 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9463 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9466 index = parms[2] + r_refdef.scene.time * parms[3];
9467 index -= floor(index);
9468 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9471 case Q3WAVEFUNC_NONE:
9472 case Q3WAVEFUNC_NOISE:
9473 case Q3WAVEFUNC_COUNT:
9476 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9477 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9478 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9479 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9480 case Q3WAVEFUNC_TRIANGLE:
9482 f = index - floor(index);
9493 f = parms[0] + parms[1] * f;
9494 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9495 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9499 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9504 matrix4x4_t matrix, temp;
9505 switch(tcmod->tcmod)
9509 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9510 matrix = r_waterscrollmatrix;
9512 matrix = identitymatrix;
9514 case Q3TCMOD_ENTITYTRANSLATE:
9515 // this is used in Q3 to allow the gamecode to control texcoord
9516 // scrolling on the entity, which is not supported in darkplaces yet.
9517 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9519 case Q3TCMOD_ROTATE:
9520 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9521 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9522 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9525 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9527 case Q3TCMOD_SCROLL:
9528 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9530 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9531 w = (int) tcmod->parms[0];
9532 h = (int) tcmod->parms[1];
9533 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9535 idx = (int) floor(f * w * h);
9536 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9538 case Q3TCMOD_STRETCH:
9539 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9540 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9542 case Q3TCMOD_TRANSFORM:
9543 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9544 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9545 VectorSet(tcmat + 6, 0 , 0 , 1);
9546 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9547 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9549 case Q3TCMOD_TURBULENT:
9550 // this is handled in the RSurf_PrepareVertices function
9551 matrix = identitymatrix;
9555 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9558 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9560 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9561 char name[MAX_QPATH];
9562 skinframe_t *skinframe;
9563 unsigned char pixels[296*194];
9564 strlcpy(cache->name, skinname, sizeof(cache->name));
9565 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9566 if (developer_loading.integer)
9567 Con_Printf("loading %s\n", name);
9568 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9569 if (!skinframe || !skinframe->base)
9572 fs_offset_t filesize;
9574 f = FS_LoadFile(name, tempmempool, true, &filesize);
9577 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9578 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9582 cache->skinframe = skinframe;
9585 texture_t *R_GetCurrentTexture(texture_t *t)
9588 const entity_render_t *ent = rsurface.entity;
9589 dp_model_t *model = ent->model;
9590 q3shaderinfo_layer_tcmod_t *tcmod;
9592 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9593 return t->currentframe;
9594 t->update_lastrenderframe = r_textureframe;
9595 t->update_lastrenderentity = (void *)ent;
9597 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9598 t->camera_entity = ent->entitynumber;
9600 t->camera_entity = 0;
9602 // switch to an alternate material if this is a q1bsp animated material
9604 texture_t *texture = t;
9605 int s = rsurface.ent_skinnum;
9606 if ((unsigned int)s >= (unsigned int)model->numskins)
9608 if (model->skinscenes)
9610 if (model->skinscenes[s].framecount > 1)
9611 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9613 s = model->skinscenes[s].firstframe;
9616 t = t + s * model->num_surfaces;
9619 // use an alternate animation if the entity's frame is not 0,
9620 // and only if the texture has an alternate animation
9621 if (rsurface.ent_alttextures && t->anim_total[1])
9622 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9624 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9626 texture->currentframe = t;
9629 // update currentskinframe to be a qw skin or animation frame
9630 if (rsurface.ent_qwskin >= 0)
9632 i = rsurface.ent_qwskin;
9633 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9635 r_qwskincache_size = cl.maxclients;
9637 Mem_Free(r_qwskincache);
9638 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9640 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9641 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9642 t->currentskinframe = r_qwskincache[i].skinframe;
9643 if (t->currentskinframe == NULL)
9644 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9646 else if (t->numskinframes >= 2)
9647 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9648 if (t->backgroundnumskinframes >= 2)
9649 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9651 t->currentmaterialflags = t->basematerialflags;
9652 t->currentalpha = rsurface.colormod[3];
9653 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9654 t->currentalpha *= r_wateralpha.value;
9655 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9656 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9657 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9658 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9659 if (!(rsurface.ent_flags & RENDER_LIGHT))
9660 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9661 else if (FAKELIGHT_ENABLED)
9663 // no modellight if using fakelight for the map
9665 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9667 // pick a model lighting mode
9668 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9669 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9671 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9673 if (rsurface.ent_flags & RENDER_ADDITIVE)
9674 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9675 else if (t->currentalpha < 1)
9676 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9677 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9678 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9679 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9680 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9681 if (t->backgroundnumskinframes)
9682 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9683 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9685 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9686 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9689 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9690 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9691 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9693 // there is no tcmod
9694 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9696 t->currenttexmatrix = r_waterscrollmatrix;
9697 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9699 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9701 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9702 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9705 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9706 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9707 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9708 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9710 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9711 if (t->currentskinframe->qpixels)
9712 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9713 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9714 if (!t->basetexture)
9715 t->basetexture = r_texture_notexture;
9716 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9717 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9718 t->nmaptexture = t->currentskinframe->nmap;
9719 if (!t->nmaptexture)
9720 t->nmaptexture = r_texture_blanknormalmap;
9721 t->glosstexture = r_texture_black;
9722 t->glowtexture = t->currentskinframe->glow;
9723 t->fogtexture = t->currentskinframe->fog;
9724 t->reflectmasktexture = t->currentskinframe->reflect;
9725 if (t->backgroundnumskinframes)
9727 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9728 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9729 t->backgroundglosstexture = r_texture_black;
9730 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9731 if (!t->backgroundnmaptexture)
9732 t->backgroundnmaptexture = r_texture_blanknormalmap;
9736 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9737 t->backgroundnmaptexture = r_texture_blanknormalmap;
9738 t->backgroundglosstexture = r_texture_black;
9739 t->backgroundglowtexture = NULL;
9741 t->specularpower = r_shadow_glossexponent.value;
9742 // TODO: store reference values for these in the texture?
9743 t->specularscale = 0;
9744 if (r_shadow_gloss.integer > 0)
9746 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9748 if (r_shadow_glossintensity.value > 0)
9750 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9751 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9752 t->specularscale = r_shadow_glossintensity.value;
9755 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9757 t->glosstexture = r_texture_white;
9758 t->backgroundglosstexture = r_texture_white;
9759 t->specularscale = r_shadow_gloss2intensity.value;
9760 t->specularpower = r_shadow_gloss2exponent.value;
9763 t->specularscale *= t->specularscalemod;
9764 t->specularpower *= t->specularpowermod;
9766 // lightmaps mode looks bad with dlights using actual texturing, so turn
9767 // off the colormap and glossmap, but leave the normalmap on as it still
9768 // accurately represents the shading involved
9769 if (gl_lightmaps.integer)
9771 t->basetexture = r_texture_grey128;
9772 t->pantstexture = r_texture_black;
9773 t->shirttexture = r_texture_black;
9774 t->nmaptexture = r_texture_blanknormalmap;
9775 t->glosstexture = r_texture_black;
9776 t->glowtexture = NULL;
9777 t->fogtexture = NULL;
9778 t->reflectmasktexture = NULL;
9779 t->backgroundbasetexture = NULL;
9780 t->backgroundnmaptexture = r_texture_blanknormalmap;
9781 t->backgroundglosstexture = r_texture_black;
9782 t->backgroundglowtexture = NULL;
9783 t->specularscale = 0;
9784 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9787 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9788 VectorClear(t->dlightcolor);
9789 t->currentnumlayers = 0;
9790 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9792 int blendfunc1, blendfunc2;
9794 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9796 blendfunc1 = GL_SRC_ALPHA;
9797 blendfunc2 = GL_ONE;
9799 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9801 blendfunc1 = GL_SRC_ALPHA;
9802 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9804 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9806 blendfunc1 = t->customblendfunc[0];
9807 blendfunc2 = t->customblendfunc[1];
9811 blendfunc1 = GL_ONE;
9812 blendfunc2 = GL_ZERO;
9814 // don't colormod evilblend textures
9815 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9816 VectorSet(t->lightmapcolor, 1, 1, 1);
9817 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9818 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9820 // fullbright is not affected by r_refdef.lightmapintensity
9821 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]);
9822 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9823 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]);
9824 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9825 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]);
9829 vec3_t ambientcolor;
9831 // set the color tint used for lights affecting this surface
9832 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9834 // q3bsp has no lightmap updates, so the lightstylevalue that
9835 // would normally be baked into the lightmap must be
9836 // applied to the color
9837 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9838 if (model->type == mod_brushq3)
9839 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9840 colorscale *= r_refdef.lightmapintensity;
9841 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9842 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9843 // basic lit geometry
9844 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]);
9845 // add pants/shirt if needed
9846 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9847 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]);
9848 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9849 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]);
9850 // now add ambient passes if needed
9851 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9853 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]);
9854 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9855 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]);
9856 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9857 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]);
9860 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9861 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]);
9862 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9864 // if this is opaque use alpha blend which will darken the earlier
9867 // if this is an alpha blended material, all the earlier passes
9868 // were darkened by fog already, so we only need to add the fog
9869 // color ontop through the fog mask texture
9871 // if this is an additive blended material, all the earlier passes
9872 // were darkened by fog already, and we should not add fog color
9873 // (because the background was not darkened, there is no fog color
9874 // that was lost behind it).
9875 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]);
9879 return t->currentframe;
9882 rsurfacestate_t rsurface;
9884 void R_Mesh_ResizeArrays(int newvertices)
9887 if (rsurface.array_size >= newvertices)
9889 if (rsurface.array_modelvertex3f)
9890 Mem_Free(rsurface.array_modelvertex3f);
9891 rsurface.array_size = (newvertices + 1023) & ~1023;
9892 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9893 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9894 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9895 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9896 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9897 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9898 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9899 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9900 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9901 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9902 rsurface.array_color4f = base + rsurface.array_size * 27;
9903 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9906 void RSurf_ActiveWorldEntity(void)
9908 dp_model_t *model = r_refdef.scene.worldmodel;
9909 //if (rsurface.entity == r_refdef.scene.worldentity)
9911 rsurface.entity = r_refdef.scene.worldentity;
9912 rsurface.skeleton = NULL;
9913 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9914 rsurface.ent_skinnum = 0;
9915 rsurface.ent_qwskin = -1;
9916 rsurface.ent_shadertime = 0;
9917 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9918 if (rsurface.array_size < model->surfmesh.num_vertices)
9919 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9920 rsurface.matrix = identitymatrix;
9921 rsurface.inversematrix = identitymatrix;
9922 rsurface.matrixscale = 1;
9923 rsurface.inversematrixscale = 1;
9924 R_EntityMatrix(&identitymatrix);
9925 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9926 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9927 rsurface.fograngerecip = r_refdef.fograngerecip;
9928 rsurface.fogheightfade = r_refdef.fogheightfade;
9929 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9930 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9931 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9932 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9933 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9934 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9935 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9936 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9937 rsurface.colormod[3] = 1;
9938 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);
9939 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9940 rsurface.frameblend[0].lerp = 1;
9941 rsurface.ent_alttextures = false;
9942 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9943 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9944 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9945 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9946 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9947 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9948 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9949 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9950 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9951 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9952 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9953 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9954 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9955 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9956 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9957 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9958 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9959 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9960 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9961 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9962 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9963 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9964 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9965 rsurface.modelelement3i = model->surfmesh.data_element3i;
9966 rsurface.modelelement3s = model->surfmesh.data_element3s;
9967 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9968 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9969 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9970 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9971 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9972 rsurface.modelsurfaces = model->data_surfaces;
9973 rsurface.generatedvertex = false;
9974 rsurface.vertex3f = rsurface.modelvertex3f;
9975 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9976 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9977 rsurface.svector3f = rsurface.modelsvector3f;
9978 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9979 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9980 rsurface.tvector3f = rsurface.modeltvector3f;
9981 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9982 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9983 rsurface.normal3f = rsurface.modelnormal3f;
9984 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9985 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9986 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9989 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9991 dp_model_t *model = ent->model;
9992 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9994 rsurface.entity = (entity_render_t *)ent;
9995 rsurface.skeleton = ent->skeleton;
9996 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9997 rsurface.ent_skinnum = ent->skinnum;
9998 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;
9999 rsurface.ent_shadertime = ent->shadertime;
10000 rsurface.ent_flags = ent->flags;
10001 if (rsurface.array_size < model->surfmesh.num_vertices)
10002 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10003 rsurface.matrix = ent->matrix;
10004 rsurface.inversematrix = ent->inversematrix;
10005 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10006 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10007 R_EntityMatrix(&rsurface.matrix);
10008 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10009 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10010 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10011 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10012 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10013 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10014 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10015 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10016 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10017 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10018 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10019 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10020 rsurface.colormod[3] = ent->alpha;
10021 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10022 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10023 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10024 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10025 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10026 if (ent->model->brush.submodel && !prepass)
10028 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10029 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10031 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10033 if (ent->animcache_vertex3f && !r_framedata_failed)
10035 rsurface.modelvertex3f = ent->animcache_vertex3f;
10036 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10037 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10038 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10040 else if (wanttangents)
10042 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10043 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10044 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10045 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10046 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10048 else if (wantnormals)
10050 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10051 rsurface.modelsvector3f = NULL;
10052 rsurface.modeltvector3f = NULL;
10053 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10054 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10058 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10059 rsurface.modelsvector3f = NULL;
10060 rsurface.modeltvector3f = NULL;
10061 rsurface.modelnormal3f = NULL;
10062 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10064 rsurface.modelvertex3f_bufferobject = 0;
10065 rsurface.modelvertex3f_bufferoffset = 0;
10066 rsurface.modelsvector3f_bufferobject = 0;
10067 rsurface.modelsvector3f_bufferoffset = 0;
10068 rsurface.modeltvector3f_bufferobject = 0;
10069 rsurface.modeltvector3f_bufferoffset = 0;
10070 rsurface.modelnormal3f_bufferobject = 0;
10071 rsurface.modelnormal3f_bufferoffset = 0;
10072 rsurface.generatedvertex = true;
10076 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10077 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10078 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10079 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10080 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10081 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10082 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10083 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10084 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10085 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10086 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10087 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10088 rsurface.generatedvertex = false;
10090 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10091 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10092 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10093 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10094 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10095 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10096 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10097 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10098 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10099 rsurface.modelelement3i = model->surfmesh.data_element3i;
10100 rsurface.modelelement3s = model->surfmesh.data_element3s;
10101 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10102 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10103 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10104 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10105 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10106 rsurface.modelsurfaces = model->data_surfaces;
10107 rsurface.vertex3f = rsurface.modelvertex3f;
10108 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10109 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10110 rsurface.svector3f = rsurface.modelsvector3f;
10111 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10112 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10113 rsurface.tvector3f = rsurface.modeltvector3f;
10114 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10115 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10116 rsurface.normal3f = rsurface.modelnormal3f;
10117 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10118 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10119 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10122 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)
10124 rsurface.entity = r_refdef.scene.worldentity;
10125 rsurface.skeleton = NULL;
10126 rsurface.ent_skinnum = 0;
10127 rsurface.ent_qwskin = -1;
10128 rsurface.ent_shadertime = shadertime;
10129 rsurface.ent_flags = entflags;
10130 rsurface.modelnum_vertices = numvertices;
10131 rsurface.modelnum_triangles = numtriangles;
10132 if (rsurface.array_size < rsurface.modelnum_vertices)
10133 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10134 rsurface.matrix = *matrix;
10135 rsurface.inversematrix = *inversematrix;
10136 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10137 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10138 R_EntityMatrix(&rsurface.matrix);
10139 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10140 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10141 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10142 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10143 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10144 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10145 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10146 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10147 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10148 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10149 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10150 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10151 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);
10152 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10153 rsurface.frameblend[0].lerp = 1;
10154 rsurface.ent_alttextures = false;
10155 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10156 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10159 rsurface.modelvertex3f = vertex3f;
10160 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10161 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10162 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10164 else if (wantnormals)
10166 rsurface.modelvertex3f = vertex3f;
10167 rsurface.modelsvector3f = NULL;
10168 rsurface.modeltvector3f = NULL;
10169 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10173 rsurface.modelvertex3f = vertex3f;
10174 rsurface.modelsvector3f = NULL;
10175 rsurface.modeltvector3f = NULL;
10176 rsurface.modelnormal3f = NULL;
10178 rsurface.modelvertex3f_bufferobject = 0;
10179 rsurface.modelvertex3f_bufferoffset = 0;
10180 rsurface.modelsvector3f_bufferobject = 0;
10181 rsurface.modelsvector3f_bufferoffset = 0;
10182 rsurface.modeltvector3f_bufferobject = 0;
10183 rsurface.modeltvector3f_bufferoffset = 0;
10184 rsurface.modelnormal3f_bufferobject = 0;
10185 rsurface.modelnormal3f_bufferoffset = 0;
10186 rsurface.generatedvertex = true;
10187 rsurface.modellightmapcolor4f = color4f;
10188 rsurface.modellightmapcolor4f_bufferobject = 0;
10189 rsurface.modellightmapcolor4f_bufferoffset = 0;
10190 rsurface.modeltexcoordtexture2f = texcoord2f;
10191 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10192 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10193 rsurface.modeltexcoordlightmap2f = NULL;
10194 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10195 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10196 rsurface.modelelement3i = element3i;
10197 rsurface.modelelement3s = element3s;
10198 rsurface.modelelement3i_bufferobject = 0;
10199 rsurface.modelelement3s_bufferobject = 0;
10200 rsurface.modellightmapoffsets = NULL;
10201 rsurface.modelsurfaces = NULL;
10202 rsurface.vertex3f = rsurface.modelvertex3f;
10203 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10204 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10205 rsurface.svector3f = rsurface.modelsvector3f;
10206 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10207 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10208 rsurface.tvector3f = rsurface.modeltvector3f;
10209 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10210 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10211 rsurface.normal3f = rsurface.modelnormal3f;
10212 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10213 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10214 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10216 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10218 if ((wantnormals || wanttangents) && !normal3f)
10219 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10220 if (wanttangents && !svector3f)
10221 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);
10225 float RSurf_FogPoint(const float *v)
10227 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10228 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10229 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10230 float FogHeightFade = r_refdef.fogheightfade;
10232 unsigned int fogmasktableindex;
10233 if (r_refdef.fogplaneviewabove)
10234 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10236 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10237 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10238 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10241 float RSurf_FogVertex(const float *v)
10243 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10244 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10245 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10246 float FogHeightFade = rsurface.fogheightfade;
10248 unsigned int fogmasktableindex;
10249 if (r_refdef.fogplaneviewabove)
10250 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10252 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10253 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10254 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10257 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10258 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10261 int texturesurfaceindex;
10266 const float *v1, *in_tc;
10268 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10269 float waveparms[4];
10270 q3shaderinfo_deform_t *deform;
10271 // 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
10272 if (rsurface.generatedvertex)
10274 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10275 generatenormals = true;
10276 for (i = 0;i < Q3MAXDEFORMS;i++)
10278 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10280 generatetangents = true;
10281 generatenormals = true;
10283 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10284 generatenormals = true;
10286 if (generatenormals && !rsurface.modelnormal3f)
10288 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10289 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10290 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10291 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10293 if (generatetangents && !rsurface.modelsvector3f)
10295 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10296 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10297 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10298 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10299 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10300 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10301 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);
10304 rsurface.vertex3f = rsurface.modelvertex3f;
10305 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10306 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10307 rsurface.svector3f = rsurface.modelsvector3f;
10308 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10309 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10310 rsurface.tvector3f = rsurface.modeltvector3f;
10311 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10312 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10313 rsurface.normal3f = rsurface.modelnormal3f;
10314 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10315 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10316 // if vertices are deformed (sprite flares and things in maps, possibly
10317 // water waves, bulges and other deformations), generate them into
10318 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10319 // (may be static model data or generated data for an animated model, or
10320 // the previous deform pass)
10321 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10323 switch (deform->deform)
10326 case Q3DEFORM_PROJECTIONSHADOW:
10327 case Q3DEFORM_TEXT0:
10328 case Q3DEFORM_TEXT1:
10329 case Q3DEFORM_TEXT2:
10330 case Q3DEFORM_TEXT3:
10331 case Q3DEFORM_TEXT4:
10332 case Q3DEFORM_TEXT5:
10333 case Q3DEFORM_TEXT6:
10334 case Q3DEFORM_TEXT7:
10335 case Q3DEFORM_NONE:
10337 case Q3DEFORM_AUTOSPRITE:
10338 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10339 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10340 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10341 VectorNormalize(newforward);
10342 VectorNormalize(newright);
10343 VectorNormalize(newup);
10344 // make deformed versions of only the model vertices used by the specified surfaces
10345 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10347 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10348 // a single autosprite surface can contain multiple sprites...
10349 for (j = 0;j < surface->num_vertices - 3;j += 4)
10351 VectorClear(center);
10352 for (i = 0;i < 4;i++)
10353 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10354 VectorScale(center, 0.25f, center);
10355 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10356 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10357 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10358 for (i = 0;i < 4;i++)
10360 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10361 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10364 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);
10365 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);
10367 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10368 rsurface.vertex3f_bufferobject = 0;
10369 rsurface.vertex3f_bufferoffset = 0;
10370 rsurface.svector3f = rsurface.array_deformedsvector3f;
10371 rsurface.svector3f_bufferobject = 0;
10372 rsurface.svector3f_bufferoffset = 0;
10373 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10374 rsurface.tvector3f_bufferobject = 0;
10375 rsurface.tvector3f_bufferoffset = 0;
10376 rsurface.normal3f = rsurface.array_deformednormal3f;
10377 rsurface.normal3f_bufferobject = 0;
10378 rsurface.normal3f_bufferoffset = 0;
10380 case Q3DEFORM_AUTOSPRITE2:
10381 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10382 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10383 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10384 VectorNormalize(newforward);
10385 VectorNormalize(newright);
10386 VectorNormalize(newup);
10387 // make deformed versions of only the model vertices used by the specified surfaces
10388 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10390 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10391 const float *v1, *v2;
10401 memset(shortest, 0, sizeof(shortest));
10402 // a single autosprite surface can contain multiple sprites...
10403 for (j = 0;j < surface->num_vertices - 3;j += 4)
10405 VectorClear(center);
10406 for (i = 0;i < 4;i++)
10407 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10408 VectorScale(center, 0.25f, center);
10409 // find the two shortest edges, then use them to define the
10410 // axis vectors for rotating around the central axis
10411 for (i = 0;i < 6;i++)
10413 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10414 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10416 Debug_PolygonBegin(NULL, 0);
10417 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10418 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);
10419 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10420 Debug_PolygonEnd();
10422 l = VectorDistance2(v1, v2);
10423 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10424 if (v1[2] != v2[2])
10425 l += (1.0f / 1024.0f);
10426 if (shortest[0].length2 > l || i == 0)
10428 shortest[1] = shortest[0];
10429 shortest[0].length2 = l;
10430 shortest[0].v1 = v1;
10431 shortest[0].v2 = v2;
10433 else if (shortest[1].length2 > l || i == 1)
10435 shortest[1].length2 = l;
10436 shortest[1].v1 = v1;
10437 shortest[1].v2 = v2;
10440 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10441 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10443 Debug_PolygonBegin(NULL, 0);
10444 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10445 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);
10446 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10447 Debug_PolygonEnd();
10449 // this calculates the right vector from the shortest edge
10450 // and the up vector from the edge midpoints
10451 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10452 VectorNormalize(right);
10453 VectorSubtract(end, start, up);
10454 VectorNormalize(up);
10455 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10456 VectorSubtract(rsurface.localvieworigin, center, forward);
10457 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10458 VectorNegate(forward, forward);
10459 VectorReflect(forward, 0, up, forward);
10460 VectorNormalize(forward);
10461 CrossProduct(up, forward, newright);
10462 VectorNormalize(newright);
10464 Debug_PolygonBegin(NULL, 0);
10465 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);
10466 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10467 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10468 Debug_PolygonEnd();
10471 Debug_PolygonBegin(NULL, 0);
10472 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10473 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10474 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10475 Debug_PolygonEnd();
10477 // rotate the quad around the up axis vector, this is made
10478 // especially easy by the fact we know the quad is flat,
10479 // so we only have to subtract the center position and
10480 // measure distance along the right vector, and then
10481 // multiply that by the newright vector and add back the
10483 // we also need to subtract the old position to undo the
10484 // displacement from the center, which we do with a
10485 // DotProduct, the subtraction/addition of center is also
10486 // optimized into DotProducts here
10487 l = DotProduct(right, center);
10488 for (i = 0;i < 4;i++)
10490 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10491 f = DotProduct(right, v1) - l;
10492 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10495 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);
10496 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);
10498 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10499 rsurface.vertex3f_bufferobject = 0;
10500 rsurface.vertex3f_bufferoffset = 0;
10501 rsurface.svector3f = rsurface.array_deformedsvector3f;
10502 rsurface.svector3f_bufferobject = 0;
10503 rsurface.svector3f_bufferoffset = 0;
10504 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10505 rsurface.tvector3f_bufferobject = 0;
10506 rsurface.tvector3f_bufferoffset = 0;
10507 rsurface.normal3f = rsurface.array_deformednormal3f;
10508 rsurface.normal3f_bufferobject = 0;
10509 rsurface.normal3f_bufferoffset = 0;
10511 case Q3DEFORM_NORMAL:
10512 // deform the normals to make reflections wavey
10513 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10515 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10516 for (j = 0;j < surface->num_vertices;j++)
10519 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10520 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10521 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10522 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10523 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10524 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10525 VectorNormalize(normal);
10527 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);
10529 rsurface.svector3f = rsurface.array_deformedsvector3f;
10530 rsurface.svector3f_bufferobject = 0;
10531 rsurface.svector3f_bufferoffset = 0;
10532 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10533 rsurface.tvector3f_bufferobject = 0;
10534 rsurface.tvector3f_bufferoffset = 0;
10535 rsurface.normal3f = rsurface.array_deformednormal3f;
10536 rsurface.normal3f_bufferobject = 0;
10537 rsurface.normal3f_bufferoffset = 0;
10539 case Q3DEFORM_WAVE:
10540 // deform vertex array to make wavey water and flags and such
10541 waveparms[0] = deform->waveparms[0];
10542 waveparms[1] = deform->waveparms[1];
10543 waveparms[2] = deform->waveparms[2];
10544 waveparms[3] = deform->waveparms[3];
10545 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10546 break; // if wavefunc is a nop, don't make a dynamic vertex array
10547 // this is how a divisor of vertex influence on deformation
10548 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10549 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10550 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10553 for (j = 0;j < surface->num_vertices;j++)
10555 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10556 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10557 // if the wavefunc depends on time, evaluate it per-vertex
10560 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10561 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10563 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10566 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10567 rsurface.vertex3f_bufferobject = 0;
10568 rsurface.vertex3f_bufferoffset = 0;
10570 case Q3DEFORM_BULGE:
10571 // deform vertex array to make the surface have moving bulges
10572 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10574 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10575 for (j = 0;j < surface->num_vertices;j++)
10577 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10578 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10581 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10582 rsurface.vertex3f_bufferobject = 0;
10583 rsurface.vertex3f_bufferoffset = 0;
10585 case Q3DEFORM_MOVE:
10586 // deform vertex array
10587 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10588 break; // if wavefunc is a nop, don't make a dynamic vertex array
10589 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10590 VectorScale(deform->parms, scale, waveparms);
10591 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10593 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10594 for (j = 0;j < surface->num_vertices;j++)
10595 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10597 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10598 rsurface.vertex3f_bufferobject = 0;
10599 rsurface.vertex3f_bufferoffset = 0;
10603 // generate texcoords based on the chosen texcoord source
10604 switch(rsurface.texture->tcgen.tcgen)
10607 case Q3TCGEN_TEXTURE:
10608 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10609 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10610 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10612 case Q3TCGEN_LIGHTMAP:
10613 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10614 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10615 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10617 case Q3TCGEN_VECTOR:
10618 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10620 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10621 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)
10623 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10624 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10627 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10628 rsurface.texcoordtexture2f_bufferobject = 0;
10629 rsurface.texcoordtexture2f_bufferoffset = 0;
10631 case Q3TCGEN_ENVIRONMENT:
10632 // make environment reflections using a spheremap
10633 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10635 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10636 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10637 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10638 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10639 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10641 // identical to Q3A's method, but executed in worldspace so
10642 // carried models can be shiny too
10644 float viewer[3], d, reflected[3], worldreflected[3];
10646 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10647 // VectorNormalize(viewer);
10649 d = DotProduct(normal, viewer);
10651 reflected[0] = normal[0]*2*d - viewer[0];
10652 reflected[1] = normal[1]*2*d - viewer[1];
10653 reflected[2] = normal[2]*2*d - viewer[2];
10654 // note: this is proportinal to viewer, so we can normalize later
10656 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10657 VectorNormalize(worldreflected);
10659 // note: this sphere map only uses world x and z!
10660 // so positive and negative y will LOOK THE SAME.
10661 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10662 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10665 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10666 rsurface.texcoordtexture2f_bufferobject = 0;
10667 rsurface.texcoordtexture2f_bufferoffset = 0;
10670 // the only tcmod that needs software vertex processing is turbulent, so
10671 // check for it here and apply the changes if needed
10672 // and we only support that as the first one
10673 // (handling a mixture of turbulent and other tcmods would be problematic
10674 // without punting it entirely to a software path)
10675 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10677 amplitude = rsurface.texture->tcmods[0].parms[1];
10678 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10679 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10681 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10682 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)
10684 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10685 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10688 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10689 rsurface.texcoordtexture2f_bufferobject = 0;
10690 rsurface.texcoordtexture2f_bufferoffset = 0;
10692 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10693 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10694 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10695 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10698 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10701 const msurface_t *surface = texturesurfacelist[0];
10702 const msurface_t *surface2;
10707 // TODO: lock all array ranges before render, rather than on each surface
10708 if (texturenumsurfaces == 1)
10709 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);
10710 else if (r_batchmode.integer == 2)
10712 #define MAXBATCHTRIANGLES 65536
10713 int batchtriangles = 0;
10714 static int batchelements[MAXBATCHTRIANGLES*3];
10715 for (i = 0;i < texturenumsurfaces;i = j)
10717 surface = texturesurfacelist[i];
10719 if (surface->num_triangles > MAXBATCHTRIANGLES)
10721 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);
10724 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10725 batchtriangles = surface->num_triangles;
10726 firstvertex = surface->num_firstvertex;
10727 endvertex = surface->num_firstvertex + surface->num_vertices;
10728 for (;j < texturenumsurfaces;j++)
10730 surface2 = texturesurfacelist[j];
10731 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10733 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10734 batchtriangles += surface2->num_triangles;
10735 firstvertex = min(firstvertex, surface2->num_firstvertex);
10736 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10738 surface2 = texturesurfacelist[j-1];
10739 numvertices = endvertex - firstvertex;
10740 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10743 else if (r_batchmode.integer == 1)
10745 for (i = 0;i < texturenumsurfaces;i = j)
10747 surface = texturesurfacelist[i];
10748 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10749 if (texturesurfacelist[j] != surface2)
10751 surface2 = texturesurfacelist[j-1];
10752 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10753 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10754 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10759 for (i = 0;i < texturenumsurfaces;i++)
10761 surface = texturesurfacelist[i];
10762 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);
10767 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10769 switch(vid.renderpath)
10771 case RENDERPATH_CGGL:
10773 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10774 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10777 case RENDERPATH_GL20:
10778 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10779 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10781 case RENDERPATH_GL13:
10782 case RENDERPATH_GL11:
10783 R_Mesh_TexBind(0, surface->lightmaptexture);
10788 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10790 // pick the closest matching water plane and bind textures
10791 int planeindex, vertexindex;
10795 r_waterstate_waterplane_t *p, *bestp;
10798 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10800 if(p->camera_entity != rsurface.texture->camera_entity)
10803 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10805 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10806 d += fabs(PlaneDiff(vert, &p->plane));
10808 if (bestd > d || !bestp)
10814 switch(vid.renderpath)
10816 case RENDERPATH_CGGL:
10818 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10819 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10820 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10823 case RENDERPATH_GL20:
10824 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10825 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10826 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10828 case RENDERPATH_GL13:
10829 case RENDERPATH_GL11:
10834 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10837 const msurface_t *surface;
10838 if (r_waterstate.renderingscene)
10840 for (i = 0;i < texturenumsurfaces;i++)
10842 surface = texturesurfacelist[i];
10843 RSurf_BindLightmapForSurface(surface);
10844 RSurf_BindReflectionForSurface(surface);
10845 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);
10849 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10853 const msurface_t *surface = texturesurfacelist[0];
10854 const msurface_t *surface2;
10859 if (texturenumsurfaces == 1)
10861 RSurf_BindLightmapForSurface(surface);
10862 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);
10864 else if (r_batchmode.integer == 2)
10866 int batchtriangles = 0;
10867 static int batchelements[MAXBATCHTRIANGLES*3];
10868 for (i = 0;i < texturenumsurfaces;i = j)
10870 surface = texturesurfacelist[i];
10871 RSurf_BindLightmapForSurface(surface);
10873 if (surface->num_triangles > MAXBATCHTRIANGLES)
10875 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);
10878 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10879 batchtriangles = surface->num_triangles;
10880 firstvertex = surface->num_firstvertex;
10881 endvertex = surface->num_firstvertex + surface->num_vertices;
10882 for (;j < texturenumsurfaces;j++)
10884 surface2 = texturesurfacelist[j];
10885 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10887 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10888 batchtriangles += surface2->num_triangles;
10889 firstvertex = min(firstvertex, surface2->num_firstvertex);
10890 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10892 surface2 = texturesurfacelist[j-1];
10893 numvertices = endvertex - firstvertex;
10894 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10897 else if (r_batchmode.integer == 1)
10900 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10901 for (i = 0;i < texturenumsurfaces;i = j)
10903 surface = texturesurfacelist[i];
10904 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10905 if (texturesurfacelist[j] != surface2)
10907 Con_Printf(" %i", j - i);
10910 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10912 for (i = 0;i < texturenumsurfaces;i = j)
10914 surface = texturesurfacelist[i];
10915 RSurf_BindLightmapForSurface(surface);
10916 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10917 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10920 Con_Printf(" %i", j - i);
10922 surface2 = texturesurfacelist[j-1];
10923 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10924 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10925 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10933 for (i = 0;i < texturenumsurfaces;i++)
10935 surface = texturesurfacelist[i];
10936 RSurf_BindLightmapForSurface(surface);
10937 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);
10942 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10945 int texturesurfaceindex;
10946 if (r_showsurfaces.integer == 2)
10948 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10950 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10951 for (j = 0;j < surface->num_triangles;j++)
10953 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10954 GL_Color(f, f, f, 1);
10955 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10961 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10963 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10964 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10965 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);
10966 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);
10971 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10973 int texturesurfaceindex;
10977 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10979 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10980 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)
10988 rsurface.lightmapcolor4f = rsurface.array_color4f;
10989 rsurface.lightmapcolor4f_bufferobject = 0;
10990 rsurface.lightmapcolor4f_bufferoffset = 0;
10993 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10995 int texturesurfaceindex;
11001 if (rsurface.lightmapcolor4f)
11003 // generate color arrays for the surfaces in this list
11004 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11006 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11007 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)
11009 f = RSurf_FogVertex(v);
11019 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11021 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11022 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)
11024 f = RSurf_FogVertex(v);
11032 rsurface.lightmapcolor4f = rsurface.array_color4f;
11033 rsurface.lightmapcolor4f_bufferobject = 0;
11034 rsurface.lightmapcolor4f_bufferoffset = 0;
11037 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11039 int texturesurfaceindex;
11045 if (!rsurface.lightmapcolor4f)
11047 // generate color arrays for the surfaces in this list
11048 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11050 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11051 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)
11053 f = RSurf_FogVertex(v);
11054 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11055 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11056 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11060 rsurface.lightmapcolor4f = rsurface.array_color4f;
11061 rsurface.lightmapcolor4f_bufferobject = 0;
11062 rsurface.lightmapcolor4f_bufferoffset = 0;
11065 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
11067 int texturesurfaceindex;
11071 if (!rsurface.lightmapcolor4f)
11073 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11075 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11076 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)
11084 rsurface.lightmapcolor4f = rsurface.array_color4f;
11085 rsurface.lightmapcolor4f_bufferobject = 0;
11086 rsurface.lightmapcolor4f_bufferoffset = 0;
11089 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11091 int texturesurfaceindex;
11095 if (!rsurface.lightmapcolor4f)
11097 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11099 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11100 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)
11102 c2[0] = c[0] + r_refdef.scene.ambient;
11103 c2[1] = c[1] + r_refdef.scene.ambient;
11104 c2[2] = c[2] + r_refdef.scene.ambient;
11108 rsurface.lightmapcolor4f = rsurface.array_color4f;
11109 rsurface.lightmapcolor4f_bufferobject = 0;
11110 rsurface.lightmapcolor4f_bufferoffset = 0;
11113 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11116 rsurface.lightmapcolor4f = NULL;
11117 rsurface.lightmapcolor4f_bufferobject = 0;
11118 rsurface.lightmapcolor4f_bufferoffset = 0;
11119 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11120 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11121 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11122 GL_Color(r, g, b, a);
11123 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11126 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11128 // TODO: optimize applyfog && applycolor case
11129 // just apply fog if necessary, and tint the fog color array if necessary
11130 rsurface.lightmapcolor4f = NULL;
11131 rsurface.lightmapcolor4f_bufferobject = 0;
11132 rsurface.lightmapcolor4f_bufferoffset = 0;
11133 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11134 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11135 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11136 GL_Color(r, g, b, a);
11137 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11140 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11142 int texturesurfaceindex;
11146 if (texturesurfacelist[0]->lightmapinfo)
11148 // generate color arrays for the surfaces in this list
11149 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11151 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11152 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11154 if (surface->lightmapinfo->samples)
11156 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11157 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11158 VectorScale(lm, scale, c);
11159 if (surface->lightmapinfo->styles[1] != 255)
11161 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11163 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11164 VectorMA(c, scale, lm, c);
11165 if (surface->lightmapinfo->styles[2] != 255)
11168 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11169 VectorMA(c, scale, lm, c);
11170 if (surface->lightmapinfo->styles[3] != 255)
11173 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11174 VectorMA(c, scale, lm, c);
11184 rsurface.lightmapcolor4f = rsurface.array_color4f;
11185 rsurface.lightmapcolor4f_bufferobject = 0;
11186 rsurface.lightmapcolor4f_bufferoffset = 0;
11190 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11191 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11192 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11194 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11195 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11196 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11197 GL_Color(r, g, b, a);
11198 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11201 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11203 int texturesurfaceindex;
11212 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11214 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11215 int numverts = surface->num_vertices;
11216 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11217 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11218 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11219 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11221 f = -DotProduct(r_refdef.view.forward, n);
11223 f = f * 0.85 + 0.15; // work around so stuff won't get black
11224 f *= r_refdef.lightmapintensity;
11225 Vector4Set(c, f, f, f, 1);
11229 rsurface.lightmapcolor4f = rsurface.array_color4f;
11230 rsurface.lightmapcolor4f_bufferobject = 0;
11231 rsurface.lightmapcolor4f_bufferoffset = 0;
11234 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11236 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11237 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11238 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11239 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11240 GL_Color(r, g, b, a);
11241 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11244 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11246 int texturesurfaceindex;
11253 vec3_t ambientcolor;
11254 vec3_t diffusecolor;
11258 VectorCopy(rsurface.modellight_lightdir, lightdir);
11259 f = 0.5f * r_refdef.lightmapintensity;
11260 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11261 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11262 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11263 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11264 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11265 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11267 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11269 // generate color arrays for the surfaces in this list
11270 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11272 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11273 int numverts = surface->num_vertices;
11274 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11275 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11276 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11277 // q3-style directional shading
11278 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11280 if ((f = DotProduct(n, lightdir)) > 0)
11281 VectorMA(ambientcolor, f, diffusecolor, c);
11283 VectorCopy(ambientcolor, c);
11291 rsurface.lightmapcolor4f = rsurface.array_color4f;
11292 rsurface.lightmapcolor4f_bufferobject = 0;
11293 rsurface.lightmapcolor4f_bufferoffset = 0;
11294 *applycolor = false;
11298 *r = ambientcolor[0];
11299 *g = ambientcolor[1];
11300 *b = ambientcolor[2];
11301 rsurface.lightmapcolor4f = NULL;
11302 rsurface.lightmapcolor4f_bufferobject = 0;
11303 rsurface.lightmapcolor4f_bufferoffset = 0;
11307 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11309 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11310 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11311 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11312 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11313 GL_Color(r, g, b, a);
11314 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11317 void RSurf_SetupDepthAndCulling(void)
11319 // submodels are biased to avoid z-fighting with world surfaces that they
11320 // may be exactly overlapping (avoids z-fighting artifacts on certain
11321 // doors and things in Quake maps)
11322 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11323 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11324 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11325 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11328 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11330 // transparent sky would be ridiculous
11331 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11333 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11334 skyrenderlater = true;
11335 RSurf_SetupDepthAndCulling();
11336 GL_DepthMask(true);
11337 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11338 // skymasking on them, and Quake3 never did sky masking (unlike
11339 // software Quake and software Quake2), so disable the sky masking
11340 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11341 // and skymasking also looks very bad when noclipping outside the
11342 // level, so don't use it then either.
11343 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11345 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11346 R_Mesh_ColorPointer(NULL, 0, 0);
11347 R_Mesh_ResetTextureState();
11348 if (skyrendermasked)
11350 R_SetupShader_DepthOrShadow();
11351 // depth-only (masking)
11352 GL_ColorMask(0,0,0,0);
11353 // just to make sure that braindead drivers don't draw
11354 // anything despite that colormask...
11355 GL_BlendFunc(GL_ZERO, GL_ONE);
11359 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11361 GL_BlendFunc(GL_ONE, GL_ZERO);
11363 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11364 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11365 if (skyrendermasked)
11366 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11368 R_Mesh_ResetTextureState();
11369 GL_Color(1, 1, 1, 1);
11372 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11373 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11374 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11376 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11378 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11381 // render screenspace normalmap to texture
11382 GL_DepthMask(true);
11383 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11384 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11386 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11388 // render water or distortion background, then blend surface on top
11389 GL_DepthMask(true);
11390 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11391 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11392 GL_DepthMask(false);
11393 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11394 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11395 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11397 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11401 // render surface normally
11402 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11403 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11404 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11405 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11406 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11407 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11409 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11413 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11415 // OpenGL 1.3 path - anything not completely ancient
11416 int texturesurfaceindex;
11417 qboolean applycolor;
11420 const texturelayer_t *layer;
11421 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11423 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11426 int layertexrgbscale;
11427 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11429 if (layerindex == 0)
11430 GL_AlphaTest(true);
11433 GL_AlphaTest(false);
11434 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11437 GL_DepthMask(layer->depthmask && writedepth);
11438 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11439 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11441 layertexrgbscale = 4;
11442 VectorScale(layer->color, 0.25f, layercolor);
11444 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11446 layertexrgbscale = 2;
11447 VectorScale(layer->color, 0.5f, layercolor);
11451 layertexrgbscale = 1;
11452 VectorScale(layer->color, 1.0f, layercolor);
11454 layercolor[3] = layer->color[3];
11455 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11456 R_Mesh_ColorPointer(NULL, 0, 0);
11457 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11458 switch (layer->type)
11460 case TEXTURELAYERTYPE_LITTEXTURE:
11461 // single-pass lightmapped texture with 2x rgbscale
11462 R_Mesh_TexBind(0, r_texture_white);
11463 R_Mesh_TexMatrix(0, NULL);
11464 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11465 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11466 R_Mesh_TexBind(1, layer->texture);
11467 R_Mesh_TexMatrix(1, &layer->texmatrix);
11468 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11469 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11470 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11471 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11472 else if (FAKELIGHT_ENABLED)
11473 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11474 else if (rsurface.uselightmaptexture)
11475 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11477 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11479 case TEXTURELAYERTYPE_TEXTURE:
11480 // singletexture unlit texture with transparency support
11481 R_Mesh_TexBind(0, layer->texture);
11482 R_Mesh_TexMatrix(0, &layer->texmatrix);
11483 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11484 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11485 R_Mesh_TexBind(1, 0);
11486 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11487 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11489 case TEXTURELAYERTYPE_FOG:
11490 // singletexture fogging
11491 if (layer->texture)
11493 R_Mesh_TexBind(0, layer->texture);
11494 R_Mesh_TexMatrix(0, &layer->texmatrix);
11495 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11496 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11500 R_Mesh_TexBind(0, 0);
11501 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11503 R_Mesh_TexBind(1, 0);
11504 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11505 // generate a color array for the fog pass
11506 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11507 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11513 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11514 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)
11516 f = 1 - RSurf_FogVertex(v);
11517 c[0] = layercolor[0];
11518 c[1] = layercolor[1];
11519 c[2] = layercolor[2];
11520 c[3] = f * layercolor[3];
11523 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11526 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11530 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11532 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11533 GL_AlphaTest(false);
11537 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11539 // OpenGL 1.1 - crusty old voodoo path
11540 int texturesurfaceindex;
11543 const texturelayer_t *layer;
11544 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11546 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11548 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11550 if (layerindex == 0)
11551 GL_AlphaTest(true);
11554 GL_AlphaTest(false);
11555 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11558 GL_DepthMask(layer->depthmask && writedepth);
11559 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11560 R_Mesh_ColorPointer(NULL, 0, 0);
11561 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11562 switch (layer->type)
11564 case TEXTURELAYERTYPE_LITTEXTURE:
11565 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11567 // two-pass lit texture with 2x rgbscale
11568 // first the lightmap pass
11569 R_Mesh_TexBind(0, r_texture_white);
11570 R_Mesh_TexMatrix(0, NULL);
11571 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11572 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11573 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11574 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11575 else if (FAKELIGHT_ENABLED)
11576 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11577 else if (rsurface.uselightmaptexture)
11578 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11580 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11581 // then apply the texture to it
11582 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11583 R_Mesh_TexBind(0, layer->texture);
11584 R_Mesh_TexMatrix(0, &layer->texmatrix);
11585 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11586 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11587 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);
11591 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11592 R_Mesh_TexBind(0, layer->texture);
11593 R_Mesh_TexMatrix(0, &layer->texmatrix);
11594 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11595 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11596 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11597 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);
11599 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);
11602 case TEXTURELAYERTYPE_TEXTURE:
11603 // singletexture unlit texture with transparency support
11604 R_Mesh_TexBind(0, layer->texture);
11605 R_Mesh_TexMatrix(0, &layer->texmatrix);
11606 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11607 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11608 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);
11610 case TEXTURELAYERTYPE_FOG:
11611 // singletexture fogging
11612 if (layer->texture)
11614 R_Mesh_TexBind(0, layer->texture);
11615 R_Mesh_TexMatrix(0, &layer->texmatrix);
11616 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11617 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11621 R_Mesh_TexBind(0, 0);
11622 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11624 // generate a color array for the fog pass
11625 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11626 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11632 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11633 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)
11635 f = 1 - RSurf_FogVertex(v);
11636 c[0] = layer->color[0];
11637 c[1] = layer->color[1];
11638 c[2] = layer->color[2];
11639 c[3] = f * layer->color[3];
11642 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11645 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11649 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11651 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11652 GL_AlphaTest(false);
11656 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11660 GL_AlphaTest(false);
11661 R_Mesh_ColorPointer(NULL, 0, 0);
11662 R_Mesh_ResetTextureState();
11663 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11665 if(rsurface.texture && rsurface.texture->currentskinframe)
11667 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11668 c[3] *= rsurface.texture->currentalpha;
11678 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11680 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11681 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11682 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11685 // brighten it up (as texture value 127 means "unlit")
11686 c[0] *= 2 * r_refdef.view.colorscale;
11687 c[1] *= 2 * r_refdef.view.colorscale;
11688 c[2] *= 2 * r_refdef.view.colorscale;
11690 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11691 c[3] *= r_wateralpha.value;
11693 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11695 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11696 GL_DepthMask(false);
11698 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11700 GL_BlendFunc(GL_ONE, GL_ONE);
11701 GL_DepthMask(false);
11703 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11705 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11706 GL_DepthMask(false);
11708 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11710 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11711 GL_DepthMask(false);
11715 GL_BlendFunc(GL_ONE, GL_ZERO);
11716 GL_DepthMask(writedepth);
11719 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11721 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11723 rsurface.lightmapcolor4f = NULL;
11724 rsurface.lightmapcolor4f_bufferobject = 0;
11725 rsurface.lightmapcolor4f_bufferoffset = 0;
11727 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11729 qboolean applycolor = true;
11732 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11734 r_refdef.lightmapintensity = 1;
11735 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11736 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11738 else if (FAKELIGHT_ENABLED)
11740 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11742 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11743 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11744 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11748 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11750 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11751 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11752 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11755 if(!rsurface.lightmapcolor4f)
11756 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11758 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11759 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11760 if(r_refdef.fogenabled)
11761 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11763 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11764 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11767 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11770 RSurf_SetupDepthAndCulling();
11771 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11773 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11776 switch (vid.renderpath)
11778 case RENDERPATH_GL20:
11779 case RENDERPATH_CGGL:
11780 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11782 case RENDERPATH_GL13:
11783 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11785 case RENDERPATH_GL11:
11786 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11792 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11795 RSurf_SetupDepthAndCulling();
11796 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11798 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11801 switch (vid.renderpath)
11803 case RENDERPATH_GL20:
11804 case RENDERPATH_CGGL:
11805 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11807 case RENDERPATH_GL13:
11808 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11810 case RENDERPATH_GL11:
11811 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11817 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11820 int texturenumsurfaces, endsurface;
11821 texture_t *texture;
11822 const msurface_t *surface;
11823 #define MAXBATCH_TRANSPARENTSURFACES 256
11824 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11826 // if the model is static it doesn't matter what value we give for
11827 // wantnormals and wanttangents, so this logic uses only rules applicable
11828 // to a model, knowing that they are meaningless otherwise
11829 if (ent == r_refdef.scene.worldentity)
11830 RSurf_ActiveWorldEntity();
11831 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11832 RSurf_ActiveModelEntity(ent, false, false, false);
11835 switch (vid.renderpath)
11837 case RENDERPATH_GL20:
11838 case RENDERPATH_CGGL:
11839 RSurf_ActiveModelEntity(ent, true, true, false);
11841 case RENDERPATH_GL13:
11842 case RENDERPATH_GL11:
11843 RSurf_ActiveModelEntity(ent, true, false, false);
11848 if (r_transparentdepthmasking.integer)
11850 qboolean setup = false;
11851 for (i = 0;i < numsurfaces;i = j)
11854 surface = rsurface.modelsurfaces + surfacelist[i];
11855 texture = surface->texture;
11856 rsurface.texture = R_GetCurrentTexture(texture);
11857 // scan ahead until we find a different texture
11858 endsurface = min(i + 1024, numsurfaces);
11859 texturenumsurfaces = 0;
11860 texturesurfacelist[texturenumsurfaces++] = surface;
11861 if(FAKELIGHT_ENABLED)
11863 rsurface.uselightmaptexture = false;
11864 for (;j < endsurface;j++)
11866 surface = rsurface.modelsurfaces + surfacelist[j];
11867 if (texture != surface->texture)
11869 texturesurfacelist[texturenumsurfaces++] = surface;
11874 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11875 for (;j < endsurface;j++)
11877 surface = rsurface.modelsurfaces + surfacelist[j];
11878 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11880 texturesurfacelist[texturenumsurfaces++] = surface;
11883 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11885 // render the range of surfaces as depth
11889 GL_ColorMask(0,0,0,0);
11891 GL_DepthTest(true);
11892 GL_BlendFunc(GL_ONE, GL_ZERO);
11893 GL_DepthMask(true);
11894 GL_AlphaTest(false);
11895 R_Mesh_ColorPointer(NULL, 0, 0);
11896 R_Mesh_ResetTextureState();
11897 R_SetupShader_DepthOrShadow();
11899 RSurf_SetupDepthAndCulling();
11900 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11901 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11904 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11907 for (i = 0;i < numsurfaces;i = j)
11910 surface = rsurface.modelsurfaces + surfacelist[i];
11911 texture = surface->texture;
11912 rsurface.texture = R_GetCurrentTexture(texture);
11913 // scan ahead until we find a different texture
11914 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11915 texturenumsurfaces = 0;
11916 texturesurfacelist[texturenumsurfaces++] = surface;
11917 if(FAKELIGHT_ENABLED)
11919 rsurface.uselightmaptexture = false;
11920 for (;j < endsurface;j++)
11922 surface = rsurface.modelsurfaces + surfacelist[j];
11923 if (texture != surface->texture)
11925 texturesurfacelist[texturenumsurfaces++] = surface;
11930 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11931 for (;j < endsurface;j++)
11933 surface = rsurface.modelsurfaces + surfacelist[j];
11934 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11936 texturesurfacelist[texturenumsurfaces++] = surface;
11939 // render the range of surfaces
11940 if (ent == r_refdef.scene.worldentity)
11941 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11943 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11945 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11946 GL_AlphaTest(false);
11949 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11951 // transparent surfaces get pushed off into the transparent queue
11952 int surfacelistindex;
11953 const msurface_t *surface;
11954 vec3_t tempcenter, center;
11955 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11957 surface = texturesurfacelist[surfacelistindex];
11958 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11959 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11960 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11961 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11962 if (queueentity->transparent_offset) // transparent offset
11964 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11965 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11966 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11968 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11972 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11974 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11978 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11980 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11982 RSurf_SetupDepthAndCulling();
11983 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11984 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11988 if (!rsurface.texture->currentnumlayers)
11990 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11991 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11993 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11995 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11997 RSurf_SetupDepthAndCulling();
11998 GL_AlphaTest(false);
11999 R_Mesh_ColorPointer(NULL, 0, 0);
12000 R_Mesh_ResetTextureState();
12001 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12002 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12003 GL_DepthMask(true);
12004 GL_BlendFunc(GL_ONE, GL_ZERO);
12005 GL_Color(0, 0, 0, 1);
12006 GL_DepthTest(writedepth);
12007 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12009 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
12011 RSurf_SetupDepthAndCulling();
12012 GL_AlphaTest(false);
12013 R_Mesh_ColorPointer(NULL, 0, 0);
12014 R_Mesh_ResetTextureState();
12015 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12016 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12017 GL_DepthMask(true);
12018 GL_BlendFunc(GL_ONE, GL_ZERO);
12019 GL_DepthTest(true);
12020 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12022 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12023 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12024 else if (!rsurface.texture->currentnumlayers)
12026 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12028 // in the deferred case, transparent surfaces were queued during prepass
12029 if (!r_shadow_usingdeferredprepass)
12030 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12034 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12035 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12040 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12043 texture_t *texture;
12044 // break the surface list down into batches by texture and use of lightmapping
12045 for (i = 0;i < numsurfaces;i = j)
12048 // texture is the base texture pointer, rsurface.texture is the
12049 // current frame/skin the texture is directing us to use (for example
12050 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12051 // use skin 1 instead)
12052 texture = surfacelist[i]->texture;
12053 rsurface.texture = R_GetCurrentTexture(texture);
12054 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12056 // if this texture is not the kind we want, skip ahead to the next one
12057 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12061 if(FAKELIGHT_ENABLED || depthonly || prepass)
12063 rsurface.uselightmaptexture = false;
12064 // simply scan ahead until we find a different texture or lightmap state
12065 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12070 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12071 // simply scan ahead until we find a different texture or lightmap state
12072 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12075 // render the range of surfaces
12076 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12080 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12085 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12087 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12089 RSurf_SetupDepthAndCulling();
12090 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12091 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12095 if (!rsurface.texture->currentnumlayers)
12097 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12098 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12100 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12102 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
12104 RSurf_SetupDepthAndCulling();
12105 GL_AlphaTest(false);
12106 R_Mesh_ColorPointer(NULL, 0, 0);
12107 R_Mesh_ResetTextureState();
12108 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12109 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12110 GL_DepthMask(true);
12111 GL_BlendFunc(GL_ONE, GL_ZERO);
12112 GL_Color(0, 0, 0, 1);
12113 GL_DepthTest(writedepth);
12114 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12116 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12118 RSurf_SetupDepthAndCulling();
12119 GL_AlphaTest(false);
12120 R_Mesh_ColorPointer(NULL, 0, 0);
12121 R_Mesh_ResetTextureState();
12122 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12123 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12124 GL_DepthMask(true);
12125 GL_BlendFunc(GL_ONE, GL_ZERO);
12126 GL_DepthTest(true);
12127 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12129 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12130 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12131 else if (!rsurface.texture->currentnumlayers)
12133 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12135 // in the deferred case, transparent surfaces were queued during prepass
12136 if (!r_shadow_usingdeferredprepass)
12137 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12141 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12142 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12147 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12150 texture_t *texture;
12151 // break the surface list down into batches by texture and use of lightmapping
12152 for (i = 0;i < numsurfaces;i = j)
12155 // texture is the base texture pointer, rsurface.texture is the
12156 // current frame/skin the texture is directing us to use (for example
12157 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12158 // use skin 1 instead)
12159 texture = surfacelist[i]->texture;
12160 rsurface.texture = R_GetCurrentTexture(texture);
12161 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12163 // if this texture is not the kind we want, skip ahead to the next one
12164 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12168 if(FAKELIGHT_ENABLED || depthonly || prepass)
12170 rsurface.uselightmaptexture = false;
12171 // simply scan ahead until we find a different texture or lightmap state
12172 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12177 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12178 // simply scan ahead until we find a different texture or lightmap state
12179 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12182 // render the range of surfaces
12183 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12187 float locboxvertex3f[6*4*3] =
12189 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12190 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12191 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12192 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12193 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12194 1,0,0, 0,0,0, 0,1,0, 1,1,0
12197 unsigned short locboxelements[6*2*3] =
12202 12,13,14, 12,14,15,
12203 16,17,18, 16,18,19,
12207 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12210 cl_locnode_t *loc = (cl_locnode_t *)ent;
12212 float vertex3f[6*4*3];
12214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12215 GL_DepthMask(false);
12216 GL_DepthRange(0, 1);
12217 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12218 GL_DepthTest(true);
12219 GL_CullFace(GL_NONE);
12220 R_EntityMatrix(&identitymatrix);
12222 R_Mesh_VertexPointer(vertex3f, 0, 0);
12223 R_Mesh_ColorPointer(NULL, 0, 0);
12224 R_Mesh_ResetTextureState();
12225 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12227 i = surfacelist[0];
12228 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12229 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12230 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12231 surfacelist[0] < 0 ? 0.5f : 0.125f);
12233 if (VectorCompare(loc->mins, loc->maxs))
12235 VectorSet(size, 2, 2, 2);
12236 VectorMA(loc->mins, -0.5f, size, mins);
12240 VectorCopy(loc->mins, mins);
12241 VectorSubtract(loc->maxs, loc->mins, size);
12244 for (i = 0;i < 6*4*3;)
12245 for (j = 0;j < 3;j++, i++)
12246 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12248 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12251 void R_DrawLocs(void)
12254 cl_locnode_t *loc, *nearestloc;
12256 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12257 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12259 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12260 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12264 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12266 if (decalsystem->decals)
12267 Mem_Free(decalsystem->decals);
12268 memset(decalsystem, 0, sizeof(*decalsystem));
12271 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)
12274 tridecal_t *decals;
12277 // expand or initialize the system
12278 if (decalsystem->maxdecals <= decalsystem->numdecals)
12280 decalsystem_t old = *decalsystem;
12281 qboolean useshortelements;
12282 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12283 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12284 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)));
12285 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12286 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12287 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12288 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12289 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12290 if (decalsystem->numdecals)
12291 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12293 Mem_Free(old.decals);
12294 for (i = 0;i < decalsystem->maxdecals*3;i++)
12295 decalsystem->element3i[i] = i;
12296 if (useshortelements)
12297 for (i = 0;i < decalsystem->maxdecals*3;i++)
12298 decalsystem->element3s[i] = i;
12301 // grab a decal and search for another free slot for the next one
12302 decals = decalsystem->decals;
12303 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12304 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12306 decalsystem->freedecal = i;
12307 if (decalsystem->numdecals <= i)
12308 decalsystem->numdecals = i + 1;
12310 // initialize the decal
12312 decal->triangleindex = triangleindex;
12313 decal->surfaceindex = surfaceindex;
12314 decal->decalsequence = decalsequence;
12315 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12316 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12317 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12318 decal->color4ub[0][3] = 255;
12319 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12320 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12321 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12322 decal->color4ub[1][3] = 255;
12323 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12324 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12325 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12326 decal->color4ub[2][3] = 255;
12327 decal->vertex3f[0][0] = v0[0];
12328 decal->vertex3f[0][1] = v0[1];
12329 decal->vertex3f[0][2] = v0[2];
12330 decal->vertex3f[1][0] = v1[0];
12331 decal->vertex3f[1][1] = v1[1];
12332 decal->vertex3f[1][2] = v1[2];
12333 decal->vertex3f[2][0] = v2[0];
12334 decal->vertex3f[2][1] = v2[1];
12335 decal->vertex3f[2][2] = v2[2];
12336 decal->texcoord2f[0][0] = t0[0];
12337 decal->texcoord2f[0][1] = t0[1];
12338 decal->texcoord2f[1][0] = t1[0];
12339 decal->texcoord2f[1][1] = t1[1];
12340 decal->texcoord2f[2][0] = t2[0];
12341 decal->texcoord2f[2][1] = t2[1];
12344 extern cvar_t cl_decals_bias;
12345 extern cvar_t cl_decals_models;
12346 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12347 // baseparms, parms, temps
12348 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
12353 const float *vertex3f;
12355 float points[2][9][3];
12362 e = rsurface.modelelement3i + 3*triangleindex;
12364 vertex3f = rsurface.modelvertex3f;
12366 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12368 index = 3*e[cornerindex];
12369 VectorCopy(vertex3f + index, v[cornerindex]);
12372 //TriangleNormal(v[0], v[1], v[2], normal);
12373 //if (DotProduct(normal, localnormal) < 0.0f)
12375 // clip by each of the box planes formed from the projection matrix
12376 // if anything survives, we emit the decal
12377 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]);
12380 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]);
12383 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]);
12386 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]);
12389 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]);
12392 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]);
12395 // some part of the triangle survived, so we have to accept it...
12398 // dynamic always uses the original triangle
12400 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12402 index = 3*e[cornerindex];
12403 VectorCopy(vertex3f + index, v[cornerindex]);
12406 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12408 // convert vertex positions to texcoords
12409 Matrix4x4_Transform(projection, v[cornerindex], temp);
12410 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12411 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12412 // calculate distance fade from the projection origin
12413 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12414 f = bound(0.0f, f, 1.0f);
12415 c[cornerindex][0] = r * f;
12416 c[cornerindex][1] = g * f;
12417 c[cornerindex][2] = b * f;
12418 c[cornerindex][3] = 1.0f;
12419 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12422 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12424 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12425 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);
12427 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)
12429 matrix4x4_t projection;
12430 decalsystem_t *decalsystem;
12433 const msurface_t *surface;
12434 const msurface_t *surfaces;
12435 const int *surfacelist;
12436 const texture_t *texture;
12438 int numsurfacelist;
12439 int surfacelistindex;
12442 float localorigin[3];
12443 float localnormal[3];
12444 float localmins[3];
12445 float localmaxs[3];
12448 float planes[6][4];
12451 int bih_triangles_count;
12452 int bih_triangles[256];
12453 int bih_surfaces[256];
12455 decalsystem = &ent->decalsystem;
12456 model = ent->model;
12457 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12459 R_DecalSystem_Reset(&ent->decalsystem);
12463 if (!model->brush.data_nodes && !cl_decals_models.integer)
12465 if (decalsystem->model)
12466 R_DecalSystem_Reset(decalsystem);
12470 if (decalsystem->model != model)
12471 R_DecalSystem_Reset(decalsystem);
12472 decalsystem->model = model;
12474 RSurf_ActiveModelEntity(ent, false, false, false);
12476 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12477 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12478 VectorNormalize(localnormal);
12479 localsize = worldsize*rsurface.inversematrixscale;
12480 localmins[0] = localorigin[0] - localsize;
12481 localmins[1] = localorigin[1] - localsize;
12482 localmins[2] = localorigin[2] - localsize;
12483 localmaxs[0] = localorigin[0] + localsize;
12484 localmaxs[1] = localorigin[1] + localsize;
12485 localmaxs[2] = localorigin[2] + localsize;
12487 //VectorCopy(localnormal, planes[4]);
12488 //VectorVectors(planes[4], planes[2], planes[0]);
12489 AnglesFromVectors(angles, localnormal, NULL, false);
12490 AngleVectors(angles, planes[0], planes[2], planes[4]);
12491 VectorNegate(planes[0], planes[1]);
12492 VectorNegate(planes[2], planes[3]);
12493 VectorNegate(planes[4], planes[5]);
12494 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12495 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12496 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12497 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12498 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12499 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12504 matrix4x4_t forwardprojection;
12505 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12506 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12511 float projectionvector[4][3];
12512 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12513 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12514 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12515 projectionvector[0][0] = planes[0][0] * ilocalsize;
12516 projectionvector[0][1] = planes[1][0] * ilocalsize;
12517 projectionvector[0][2] = planes[2][0] * ilocalsize;
12518 projectionvector[1][0] = planes[0][1] * ilocalsize;
12519 projectionvector[1][1] = planes[1][1] * ilocalsize;
12520 projectionvector[1][2] = planes[2][1] * ilocalsize;
12521 projectionvector[2][0] = planes[0][2] * ilocalsize;
12522 projectionvector[2][1] = planes[1][2] * ilocalsize;
12523 projectionvector[2][2] = planes[2][2] * ilocalsize;
12524 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12525 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12526 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12527 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12531 dynamic = model->surfmesh.isanimated;
12532 numsurfacelist = model->nummodelsurfaces;
12533 surfacelist = model->sortedmodelsurfaces;
12534 surfaces = model->data_surfaces;
12537 bih_triangles_count = -1;
12540 if(model->render_bih.numleafs)
12541 bih = &model->render_bih;
12542 else if(model->collision_bih.numleafs)
12543 bih = &model->collision_bih;
12546 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12547 if(bih_triangles_count == 0)
12549 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12551 if(bih_triangles_count > 0)
12553 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12555 surfaceindex = bih_surfaces[triangleindex];
12556 surface = surfaces + surfaceindex;
12557 texture = surface->texture;
12558 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12560 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12562 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12567 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12569 surfaceindex = surfacelist[surfacelistindex];
12570 surface = surfaces + surfaceindex;
12571 // check cull box first because it rejects more than any other check
12572 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12574 // skip transparent surfaces
12575 texture = surface->texture;
12576 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12578 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12580 numtriangles = surface->num_triangles;
12581 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12582 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12587 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12588 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)
12590 int renderentityindex;
12591 float worldmins[3];
12592 float worldmaxs[3];
12593 entity_render_t *ent;
12595 if (!cl_decals_newsystem.integer)
12598 worldmins[0] = worldorigin[0] - worldsize;
12599 worldmins[1] = worldorigin[1] - worldsize;
12600 worldmins[2] = worldorigin[2] - worldsize;
12601 worldmaxs[0] = worldorigin[0] + worldsize;
12602 worldmaxs[1] = worldorigin[1] + worldsize;
12603 worldmaxs[2] = worldorigin[2] + worldsize;
12605 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12607 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12609 ent = r_refdef.scene.entities[renderentityindex];
12610 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12613 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12617 typedef struct r_decalsystem_splatqueue_s
12619 vec3_t worldorigin;
12620 vec3_t worldnormal;
12626 r_decalsystem_splatqueue_t;
12628 int r_decalsystem_numqueued = 0;
12629 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12631 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)
12633 r_decalsystem_splatqueue_t *queue;
12635 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12638 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12639 VectorCopy(worldorigin, queue->worldorigin);
12640 VectorCopy(worldnormal, queue->worldnormal);
12641 Vector4Set(queue->color, r, g, b, a);
12642 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12643 queue->worldsize = worldsize;
12644 queue->decalsequence = cl.decalsequence++;
12647 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12650 r_decalsystem_splatqueue_t *queue;
12652 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12653 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);
12654 r_decalsystem_numqueued = 0;
12657 extern cvar_t cl_decals_max;
12658 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12661 decalsystem_t *decalsystem = &ent->decalsystem;
12668 if (!decalsystem->numdecals)
12671 if (r_showsurfaces.integer)
12674 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12676 R_DecalSystem_Reset(decalsystem);
12680 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12681 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12683 if (decalsystem->lastupdatetime)
12684 frametime = (cl.time - decalsystem->lastupdatetime);
12687 decalsystem->lastupdatetime = cl.time;
12688 decal = decalsystem->decals;
12689 numdecals = decalsystem->numdecals;
12691 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12693 if (decal->color4ub[0][3])
12695 decal->lived += frametime;
12696 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12698 memset(decal, 0, sizeof(*decal));
12699 if (decalsystem->freedecal > i)
12700 decalsystem->freedecal = i;
12704 decal = decalsystem->decals;
12705 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12708 // collapse the array by shuffling the tail decals into the gaps
12711 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12712 decalsystem->freedecal++;
12713 if (decalsystem->freedecal == numdecals)
12715 decal[decalsystem->freedecal] = decal[--numdecals];
12718 decalsystem->numdecals = numdecals;
12720 if (numdecals <= 0)
12722 // if there are no decals left, reset decalsystem
12723 R_DecalSystem_Reset(decalsystem);
12727 extern skinframe_t *decalskinframe;
12728 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12731 decalsystem_t *decalsystem = &ent->decalsystem;
12740 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12743 numdecals = decalsystem->numdecals;
12747 if (r_showsurfaces.integer)
12750 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12752 R_DecalSystem_Reset(decalsystem);
12756 // if the model is static it doesn't matter what value we give for
12757 // wantnormals and wanttangents, so this logic uses only rules applicable
12758 // to a model, knowing that they are meaningless otherwise
12759 if (ent == r_refdef.scene.worldentity)
12760 RSurf_ActiveWorldEntity();
12762 RSurf_ActiveModelEntity(ent, false, false, false);
12764 decalsystem->lastupdatetime = cl.time;
12765 decal = decalsystem->decals;
12767 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12769 // update vertex positions for animated models
12770 v3f = decalsystem->vertex3f;
12771 c4f = decalsystem->color4f;
12772 t2f = decalsystem->texcoord2f;
12773 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12775 if (!decal->color4ub[0][3])
12778 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12781 // update color values for fading decals
12782 if (decal->lived >= cl_decals_time.value)
12784 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12785 alpha *= (1.0f/255.0f);
12788 alpha = 1.0f/255.0f;
12790 c4f[ 0] = decal->color4ub[0][0] * alpha;
12791 c4f[ 1] = decal->color4ub[0][1] * alpha;
12792 c4f[ 2] = decal->color4ub[0][2] * alpha;
12794 c4f[ 4] = decal->color4ub[1][0] * alpha;
12795 c4f[ 5] = decal->color4ub[1][1] * alpha;
12796 c4f[ 6] = decal->color4ub[1][2] * alpha;
12798 c4f[ 8] = decal->color4ub[2][0] * alpha;
12799 c4f[ 9] = decal->color4ub[2][1] * alpha;
12800 c4f[10] = decal->color4ub[2][2] * alpha;
12803 t2f[0] = decal->texcoord2f[0][0];
12804 t2f[1] = decal->texcoord2f[0][1];
12805 t2f[2] = decal->texcoord2f[1][0];
12806 t2f[3] = decal->texcoord2f[1][1];
12807 t2f[4] = decal->texcoord2f[2][0];
12808 t2f[5] = decal->texcoord2f[2][1];
12810 // update vertex positions for animated models
12811 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12813 e = rsurface.modelelement3i + 3*decal->triangleindex;
12814 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12815 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12816 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12820 VectorCopy(decal->vertex3f[0], v3f);
12821 VectorCopy(decal->vertex3f[1], v3f + 3);
12822 VectorCopy(decal->vertex3f[2], v3f + 6);
12825 if (r_refdef.fogenabled)
12827 alpha = RSurf_FogVertex(v3f);
12828 VectorScale(c4f, alpha, c4f);
12829 alpha = RSurf_FogVertex(v3f + 3);
12830 VectorScale(c4f + 4, alpha, c4f + 4);
12831 alpha = RSurf_FogVertex(v3f + 6);
12832 VectorScale(c4f + 8, alpha, c4f + 8);
12843 r_refdef.stats.drawndecals += numtris;
12845 // now render the decals all at once
12846 // (this assumes they all use one particle font texture!)
12847 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);
12848 R_Mesh_ResetTextureState();
12849 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12850 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12851 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12852 GL_DepthMask(false);
12853 GL_DepthRange(0, 1);
12854 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12855 GL_DepthTest(true);
12856 GL_CullFace(GL_NONE);
12857 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12858 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12859 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12863 static void R_DrawModelDecals(void)
12867 // fade faster when there are too many decals
12868 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12869 for (i = 0;i < r_refdef.scene.numentities;i++)
12870 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12872 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12873 for (i = 0;i < r_refdef.scene.numentities;i++)
12874 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12875 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12877 R_DecalSystem_ApplySplatEntitiesQueue();
12879 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12880 for (i = 0;i < r_refdef.scene.numentities;i++)
12881 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12883 r_refdef.stats.totaldecals += numdecals;
12885 if (r_showsurfaces.integer)
12888 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12890 for (i = 0;i < r_refdef.scene.numentities;i++)
12892 if (!r_refdef.viewcache.entityvisible[i])
12894 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12895 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12899 extern cvar_t mod_collision_bih;
12900 void R_DrawDebugModel(void)
12902 entity_render_t *ent = rsurface.entity;
12903 int i, j, k, l, flagsmask;
12904 const msurface_t *surface;
12905 dp_model_t *model = ent->model;
12908 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12910 R_Mesh_ColorPointer(NULL, 0, 0);
12911 R_Mesh_ResetTextureState();
12912 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12913 GL_DepthRange(0, 1);
12914 GL_DepthTest(!r_showdisabledepthtest.integer);
12915 GL_DepthMask(false);
12916 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12918 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12922 qboolean cullbox = ent == r_refdef.scene.worldentity;
12923 const q3mbrush_t *brush;
12924 const bih_t *bih = &model->collision_bih;
12925 const bih_leaf_t *bihleaf;
12926 float vertex3f[3][3];
12927 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12929 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12931 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12933 switch (bihleaf->type)
12936 brush = model->brush.data_brushes + bihleaf->itemindex;
12937 if (brush->colbrushf && brush->colbrushf->numtriangles)
12939 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12940 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12941 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12944 case BIH_COLLISIONTRIANGLE:
12945 triangleindex = bihleaf->itemindex;
12946 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12947 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12948 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12949 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12950 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12951 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12953 case BIH_RENDERTRIANGLE:
12954 triangleindex = bihleaf->itemindex;
12955 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12956 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12957 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12958 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12959 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12960 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12966 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12968 if (r_showtris.integer || r_shownormals.integer)
12970 if (r_showdisabledepthtest.integer)
12972 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12973 GL_DepthMask(false);
12977 GL_BlendFunc(GL_ONE, GL_ZERO);
12978 GL_DepthMask(true);
12980 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12982 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12984 rsurface.texture = R_GetCurrentTexture(surface->texture);
12985 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12987 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12988 if (r_showtris.value > 0)
12990 if (!rsurface.texture->currentlayers->depthmask)
12991 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12992 else if (ent == r_refdef.scene.worldentity)
12993 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12995 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12996 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12997 R_Mesh_ColorPointer(NULL, 0, 0);
12998 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12999 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13000 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
13001 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);
13002 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13005 if (r_shownormals.value < 0)
13007 qglBegin(GL_LINES);
13008 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13010 VectorCopy(rsurface.vertex3f + l * 3, v);
13011 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13012 qglVertex3f(v[0], v[1], v[2]);
13013 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
13014 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13015 qglVertex3f(v[0], v[1], v[2]);
13020 if (r_shownormals.value > 0)
13022 qglBegin(GL_LINES);
13023 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13025 VectorCopy(rsurface.vertex3f + l * 3, v);
13026 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13027 qglVertex3f(v[0], v[1], v[2]);
13028 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
13029 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13030 qglVertex3f(v[0], v[1], v[2]);
13034 qglBegin(GL_LINES);
13035 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13037 VectorCopy(rsurface.vertex3f + l * 3, v);
13038 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13039 qglVertex3f(v[0], v[1], v[2]);
13040 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
13041 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13042 qglVertex3f(v[0], v[1], v[2]);
13046 qglBegin(GL_LINES);
13047 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13049 VectorCopy(rsurface.vertex3f + l * 3, v);
13050 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13051 qglVertex3f(v[0], v[1], v[2]);
13052 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
13053 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13054 qglVertex3f(v[0], v[1], v[2]);
13061 rsurface.texture = NULL;
13065 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13066 int r_maxsurfacelist = 0;
13067 const msurface_t **r_surfacelist = NULL;
13068 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13070 int i, j, endj, flagsmask;
13071 dp_model_t *model = r_refdef.scene.worldmodel;
13072 msurface_t *surfaces;
13073 unsigned char *update;
13074 int numsurfacelist = 0;
13078 if (r_maxsurfacelist < model->num_surfaces)
13080 r_maxsurfacelist = model->num_surfaces;
13082 Mem_Free((msurface_t**)r_surfacelist);
13083 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13086 RSurf_ActiveWorldEntity();
13088 surfaces = model->data_surfaces;
13089 update = model->brushq1.lightmapupdateflags;
13091 // update light styles on this submodel
13092 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13094 model_brush_lightstyleinfo_t *style;
13095 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13097 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13099 int *list = style->surfacelist;
13100 style->value = r_refdef.scene.lightstylevalue[style->style];
13101 for (j = 0;j < style->numsurfaces;j++)
13102 update[list[j]] = true;
13107 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13111 R_DrawDebugModel();
13112 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13116 rsurface.uselightmaptexture = false;
13117 rsurface.texture = NULL;
13118 rsurface.rtlight = NULL;
13119 numsurfacelist = 0;
13120 // add visible surfaces to draw list
13121 for (i = 0;i < model->nummodelsurfaces;i++)
13123 j = model->sortedmodelsurfaces[i];
13124 if (r_refdef.viewcache.world_surfacevisible[j])
13125 r_surfacelist[numsurfacelist++] = surfaces + j;
13127 // update lightmaps if needed
13128 if (model->brushq1.firstrender)
13130 model->brushq1.firstrender = false;
13131 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13133 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13137 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13138 if (r_refdef.viewcache.world_surfacevisible[j])
13140 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13142 // don't do anything if there were no surfaces
13143 if (!numsurfacelist)
13145 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13148 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13149 GL_AlphaTest(false);
13151 // add to stats if desired
13152 if (r_speeds.integer && !skysurfaces && !depthonly)
13154 r_refdef.stats.world_surfaces += numsurfacelist;
13155 for (j = 0;j < numsurfacelist;j++)
13156 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13159 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13162 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13164 int i, j, endj, flagsmask;
13165 dp_model_t *model = ent->model;
13166 msurface_t *surfaces;
13167 unsigned char *update;
13168 int numsurfacelist = 0;
13172 if (r_maxsurfacelist < model->num_surfaces)
13174 r_maxsurfacelist = model->num_surfaces;
13176 Mem_Free((msurface_t **)r_surfacelist);
13177 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13180 // if the model is static it doesn't matter what value we give for
13181 // wantnormals and wanttangents, so this logic uses only rules applicable
13182 // to a model, knowing that they are meaningless otherwise
13183 if (ent == r_refdef.scene.worldentity)
13184 RSurf_ActiveWorldEntity();
13185 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13186 RSurf_ActiveModelEntity(ent, false, false, false);
13188 RSurf_ActiveModelEntity(ent, true, true, true);
13189 else if (depthonly)
13191 switch (vid.renderpath)
13193 case RENDERPATH_GL20:
13194 case RENDERPATH_CGGL:
13195 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13197 case RENDERPATH_GL13:
13198 case RENDERPATH_GL11:
13199 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13205 switch (vid.renderpath)
13207 case RENDERPATH_GL20:
13208 case RENDERPATH_CGGL:
13209 RSurf_ActiveModelEntity(ent, true, true, false);
13211 case RENDERPATH_GL13:
13212 case RENDERPATH_GL11:
13213 RSurf_ActiveModelEntity(ent, true, false, false);
13218 surfaces = model->data_surfaces;
13219 update = model->brushq1.lightmapupdateflags;
13221 // update light styles
13222 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13224 model_brush_lightstyleinfo_t *style;
13225 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13227 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13229 int *list = style->surfacelist;
13230 style->value = r_refdef.scene.lightstylevalue[style->style];
13231 for (j = 0;j < style->numsurfaces;j++)
13232 update[list[j]] = true;
13237 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13241 R_DrawDebugModel();
13242 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13246 rsurface.uselightmaptexture = false;
13247 rsurface.texture = NULL;
13248 rsurface.rtlight = NULL;
13249 numsurfacelist = 0;
13250 // add visible surfaces to draw list
13251 for (i = 0;i < model->nummodelsurfaces;i++)
13252 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13253 // don't do anything if there were no surfaces
13254 if (!numsurfacelist)
13256 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13259 // update lightmaps if needed
13263 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13268 R_BuildLightMap(ent, surfaces + j);
13273 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13275 R_BuildLightMap(ent, surfaces + j);
13276 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13277 GL_AlphaTest(false);
13279 // add to stats if desired
13280 if (r_speeds.integer && !skysurfaces && !depthonly)
13282 r_refdef.stats.entities_surfaces += numsurfacelist;
13283 for (j = 0;j < numsurfacelist;j++)
13284 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13287 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13290 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13292 static texture_t texture;
13293 static msurface_t surface;
13294 const msurface_t *surfacelist = &surface;
13296 // fake enough texture and surface state to render this geometry
13298 texture.update_lastrenderframe = -1; // regenerate this texture
13299 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13300 texture.currentskinframe = skinframe;
13301 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13302 texture.offsetmapping = OFFSETMAPPING_OFF;
13303 texture.offsetscale = 1;
13304 texture.specularscalemod = 1;
13305 texture.specularpowermod = 1;
13307 surface.texture = &texture;
13308 surface.num_triangles = numtriangles;
13309 surface.num_firsttriangle = firsttriangle;
13310 surface.num_vertices = numvertices;
13311 surface.num_firstvertex = firstvertex;
13314 rsurface.texture = R_GetCurrentTexture(surface.texture);
13315 rsurface.uselightmaptexture = false;
13316 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13319 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)
13321 static msurface_t surface;
13322 const msurface_t *surfacelist = &surface;
13324 // fake enough texture and surface state to render this geometry
13326 surface.texture = texture;
13327 surface.num_triangles = numtriangles;
13328 surface.num_firsttriangle = firsttriangle;
13329 surface.num_vertices = numvertices;
13330 surface.num_firstvertex = firstvertex;
13333 rsurface.texture = R_GetCurrentTexture(surface.texture);
13334 rsurface.uselightmaptexture = false;
13335 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);