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", "2", "scissor (1) and cull (2) 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;
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 // Leaving those out was a mistake, those were in the old code, and they
7418 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7419 // I couldn't reproduce it after adding those normalizations. --blub
7420 VectorNormalize(r_refdef.view.frustum[0].normal);
7421 VectorNormalize(r_refdef.view.frustum[1].normal);
7422 VectorNormalize(r_refdef.view.frustum[2].normal);
7423 VectorNormalize(r_refdef.view.frustum[3].normal);
7425 // make the corners absolute
7426 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
7427 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
7428 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
7429 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
7432 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7434 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7435 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7436 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7437 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7438 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7442 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7443 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7444 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7445 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7446 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7447 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7448 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7449 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7450 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7451 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7453 r_refdef.view.numfrustumplanes = 5;
7455 if (r_refdef.view.useclipplane)
7457 r_refdef.view.numfrustumplanes = 6;
7458 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7461 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7462 PlaneClassify(r_refdef.view.frustum + i);
7464 // LordHavoc: note to all quake engine coders, Quake had a special case
7465 // for 90 degrees which assumed a square view (wrong), so I removed it,
7466 // Quake2 has it disabled as well.
7468 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7469 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7470 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7471 //PlaneClassify(&frustum[0]);
7473 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7474 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7475 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7476 //PlaneClassify(&frustum[1]);
7478 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7479 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7480 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7481 //PlaneClassify(&frustum[2]);
7483 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7484 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7485 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7486 //PlaneClassify(&frustum[3]);
7489 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7490 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7491 //PlaneClassify(&frustum[4]);
7494 void R_View_UpdateWithScissor(const int *myscissor)
7496 R_Main_ResizeViewCache();
7497 R_View_SetFrustum(myscissor);
7498 R_View_WorldVisibility(r_refdef.view.useclipplane);
7499 R_View_UpdateEntityVisible();
7500 R_View_UpdateEntityLighting();
7503 void R_View_Update(void)
7505 R_Main_ResizeViewCache();
7506 R_View_SetFrustum(NULL);
7507 R_View_WorldVisibility(r_refdef.view.useclipplane);
7508 R_View_UpdateEntityVisible();
7509 R_View_UpdateEntityLighting();
7512 void R_SetupView(qboolean allowwaterclippingplane)
7514 const float *customclipplane = NULL;
7516 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7518 // LordHavoc: couldn't figure out how to make this approach the
7519 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7520 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7521 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7522 dist = r_refdef.view.clipplane.dist;
7523 plane[0] = r_refdef.view.clipplane.normal[0];
7524 plane[1] = r_refdef.view.clipplane.normal[1];
7525 plane[2] = r_refdef.view.clipplane.normal[2];
7527 customclipplane = plane;
7530 if (!r_refdef.view.useperspective)
7531 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);
7532 else if (vid.stencil && r_useinfinitefarclip.integer)
7533 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);
7535 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);
7536 R_SetViewport(&r_refdef.view.viewport);
7539 void R_EntityMatrix(const matrix4x4_t *matrix)
7541 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7543 gl_modelmatrixchanged = false;
7544 gl_modelmatrix = *matrix;
7545 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7546 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7547 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7548 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7550 switch(vid.renderpath)
7552 case RENDERPATH_GL20:
7553 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7554 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7555 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7557 case RENDERPATH_CGGL:
7560 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7561 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7562 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7565 case RENDERPATH_GL13:
7566 case RENDERPATH_GL11:
7567 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7573 void R_ResetViewRendering2D(void)
7575 r_viewport_t viewport;
7578 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7579 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);
7580 R_SetViewport(&viewport);
7581 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7582 GL_Color(1, 1, 1, 1);
7583 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7584 GL_BlendFunc(GL_ONE, GL_ZERO);
7585 GL_AlphaTest(false);
7586 GL_ScissorTest(false);
7587 GL_DepthMask(false);
7588 GL_DepthRange(0, 1);
7589 GL_DepthTest(false);
7590 R_EntityMatrix(&identitymatrix);
7591 R_Mesh_ResetTextureState();
7592 GL_PolygonOffset(0, 0);
7593 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7594 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7595 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7596 qglStencilMask(~0);CHECKGLERROR
7597 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7598 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7599 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7602 void R_ResetViewRendering3D(void)
7607 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7608 GL_Color(1, 1, 1, 1);
7609 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7610 GL_BlendFunc(GL_ONE, GL_ZERO);
7611 GL_AlphaTest(false);
7612 GL_ScissorTest(true);
7614 GL_DepthRange(0, 1);
7616 R_EntityMatrix(&identitymatrix);
7617 R_Mesh_ResetTextureState();
7618 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7619 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7620 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7621 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7622 qglStencilMask(~0);CHECKGLERROR
7623 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7624 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7625 GL_CullFace(r_refdef.view.cullface_back);
7630 R_RenderView_UpdateViewVectors
7633 static void R_RenderView_UpdateViewVectors(void)
7635 // break apart the view matrix into vectors for various purposes
7636 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7637 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7638 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7639 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7640 // make an inverted copy of the view matrix for tracking sprites
7641 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7644 void R_RenderScene(void);
7645 void R_RenderWaterPlanes(void);
7647 static void R_Water_StartFrame(void)
7650 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7651 r_waterstate_waterplane_t *p;
7653 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7656 switch(vid.renderpath)
7658 case RENDERPATH_GL20:
7659 case RENDERPATH_CGGL:
7661 case RENDERPATH_GL13:
7662 case RENDERPATH_GL11:
7666 // set waterwidth and waterheight to the water resolution that will be
7667 // used (often less than the screen resolution for faster rendering)
7668 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7669 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7671 // calculate desired texture sizes
7672 // can't use water if the card does not support the texture size
7673 if (!r_water.integer || r_showsurfaces.integer)
7674 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7675 else if (vid.support.arb_texture_non_power_of_two)
7677 texturewidth = waterwidth;
7678 textureheight = waterheight;
7679 camerawidth = waterwidth;
7680 cameraheight = waterheight;
7684 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7685 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7686 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7687 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7690 // allocate textures as needed
7691 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7693 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7694 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7696 if (p->texture_refraction)
7697 R_FreeTexture(p->texture_refraction);
7698 p->texture_refraction = NULL;
7699 if (p->texture_reflection)
7700 R_FreeTexture(p->texture_reflection);
7701 p->texture_reflection = NULL;
7702 if (p->texture_camera)
7703 R_FreeTexture(p->texture_camera);
7704 p->texture_camera = NULL;
7706 memset(&r_waterstate, 0, sizeof(r_waterstate));
7707 r_waterstate.texturewidth = texturewidth;
7708 r_waterstate.textureheight = textureheight;
7709 r_waterstate.camerawidth = camerawidth;
7710 r_waterstate.cameraheight = cameraheight;
7713 if (r_waterstate.texturewidth)
7715 r_waterstate.enabled = true;
7717 // when doing a reduced render (HDR) we want to use a smaller area
7718 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7719 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7721 // set up variables that will be used in shader setup
7722 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7723 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7724 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7725 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7728 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7729 r_waterstate.numwaterplanes = 0;
7732 void R_Water_AddWaterPlane(msurface_t *surface)
7734 int triangleindex, planeindex;
7741 r_waterstate_waterplane_t *p;
7742 texture_t *t = R_GetCurrentTexture(surface->texture);
7743 cam_ent = t->camera_entity;
7744 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7747 // just use the first triangle with a valid normal for any decisions
7748 VectorClear(normal);
7749 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7751 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7752 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7753 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7754 TriangleNormal(vert[0], vert[1], vert[2], normal);
7755 if (VectorLength2(normal) >= 0.001)
7759 VectorCopy(normal, plane.normal);
7760 VectorNormalize(plane.normal);
7761 plane.dist = DotProduct(vert[0], plane.normal);
7762 PlaneClassify(&plane);
7763 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7765 // skip backfaces (except if nocullface is set)
7766 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7768 VectorNegate(plane.normal, plane.normal);
7770 PlaneClassify(&plane);
7774 // find a matching plane if there is one
7775 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7776 if(p->camera_entity == t->camera_entity)
7777 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7779 if (planeindex >= r_waterstate.maxwaterplanes)
7780 return; // nothing we can do, out of planes
7782 // if this triangle does not fit any known plane rendered this frame, add one
7783 if (planeindex >= r_waterstate.numwaterplanes)
7785 // store the new plane
7786 r_waterstate.numwaterplanes++;
7788 // clear materialflags and pvs
7789 p->materialflags = 0;
7790 p->pvsvalid = false;
7791 p->camera_entity = t->camera_entity;
7792 VectorCopy(surface->mins, p->mins);
7793 VectorCopy(surface->maxs, p->maxs);
7798 p->mins[0] = min(p->mins[0], surface->mins[0]);
7799 p->mins[1] = min(p->mins[1], surface->mins[1]);
7800 p->mins[2] = min(p->mins[2], surface->mins[2]);
7801 p->maxs[0] = min(p->maxs[0], surface->maxs[0]);
7802 p->maxs[1] = min(p->maxs[1], surface->maxs[1]);
7803 p->maxs[2] = min(p->maxs[2], surface->maxs[2]);
7805 // merge this surface's materialflags into the waterplane
7806 p->materialflags |= t->currentmaterialflags;
7807 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7809 // merge this surface's PVS into the waterplane
7810 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7811 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7812 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7814 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7820 static void R_Water_ProcessPlanes(void)
7823 r_refdef_view_t originalview;
7824 r_refdef_view_t myview;
7826 r_waterstate_waterplane_t *p;
7829 originalview = r_refdef.view;
7831 // make sure enough textures are allocated
7832 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7834 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7836 if (!p->texture_refraction)
7837 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);
7838 if (!p->texture_refraction)
7841 else if (p->materialflags & MATERIALFLAG_CAMERA)
7843 if (!p->texture_camera)
7844 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);
7845 if (!p->texture_camera)
7849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7851 if (!p->texture_reflection)
7852 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);
7853 if (!p->texture_reflection)
7859 r_refdef.view = originalview;
7860 r_refdef.view.showdebug = false;
7861 r_refdef.view.width = r_waterstate.waterwidth;
7862 r_refdef.view.height = r_waterstate.waterheight;
7863 r_refdef.view.useclipplane = true;
7864 myview = r_refdef.view;
7865 r_waterstate.renderingscene = true;
7866 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7868 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7870 r_refdef.view = myview;
7871 if(r_water_scissormode.integer)
7874 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7875 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7878 // render reflected scene and copy into texture
7879 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7880 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7881 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7882 r_refdef.view.clipplane = p->plane;
7884 // reverse the cullface settings for this render
7885 r_refdef.view.cullface_front = GL_FRONT;
7886 r_refdef.view.cullface_back = GL_BACK;
7887 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7889 r_refdef.view.usecustompvs = true;
7891 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7893 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7896 R_ResetViewRendering3D();
7897 R_ClearScreen(r_refdef.fogenabled);
7898 if(r_water_scissormode.integer >= 2)
7899 R_View_UpdateWithScissor(myscissor);
7902 if(r_water_scissormode.integer)
7903 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
7906 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);
7909 // render the normal view scene and copy into texture
7910 // (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)
7911 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7913 r_refdef.view = myview;
7914 if(r_water_scissormode.integer)
7917 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7918 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7921 r_waterstate.renderingrefraction = true;
7923 r_refdef.view.clipplane = p->plane;
7924 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7925 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7927 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7929 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7930 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7931 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7932 R_RenderView_UpdateViewVectors();
7933 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7935 r_refdef.view.usecustompvs = true;
7936 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);
7940 PlaneClassify(&r_refdef.view.clipplane);
7942 R_ResetViewRendering3D();
7943 R_ClearScreen(r_refdef.fogenabled);
7944 if(r_water_scissormode.integer >= 2)
7945 R_View_UpdateWithScissor(myscissor);
7948 if(r_water_scissormode.integer)
7949 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
7952 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);
7953 r_waterstate.renderingrefraction = false;
7955 else if (p->materialflags & MATERIALFLAG_CAMERA)
7957 r_refdef.view = myview;
7959 r_refdef.view.clipplane = p->plane;
7960 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7961 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7963 r_refdef.view.width = r_waterstate.camerawidth;
7964 r_refdef.view.height = r_waterstate.cameraheight;
7965 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7966 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7968 if(p->camera_entity)
7970 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7971 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7974 // note: all of the view is used for displaying... so
7975 // there is no use in scissoring
7977 // reverse the cullface settings for this render
7978 r_refdef.view.cullface_front = GL_FRONT;
7979 r_refdef.view.cullface_back = GL_BACK;
7980 // also reverse the view matrix
7981 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
7982 R_RenderView_UpdateViewVectors();
7983 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7985 r_refdef.view.usecustompvs = true;
7986 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);
7989 // camera needs no clipplane
7990 r_refdef.view.useclipplane = false;
7992 PlaneClassify(&r_refdef.view.clipplane);
7994 R_ResetViewRendering3D();
7995 R_ClearScreen(r_refdef.fogenabled);
7999 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);
8000 r_waterstate.renderingrefraction = false;
8004 r_waterstate.renderingscene = false;
8005 r_refdef.view = originalview;
8006 R_ResetViewRendering3D();
8007 R_ClearScreen(r_refdef.fogenabled);
8011 r_refdef.view = originalview;
8012 r_waterstate.renderingscene = false;
8013 Cvar_SetValueQuick(&r_water, 0);
8014 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8018 void R_Bloom_StartFrame(void)
8020 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8022 switch(vid.renderpath)
8024 case RENDERPATH_GL20:
8025 case RENDERPATH_CGGL:
8027 case RENDERPATH_GL13:
8028 case RENDERPATH_GL11:
8032 // set bloomwidth and bloomheight to the bloom resolution that will be
8033 // used (often less than the screen resolution for faster rendering)
8034 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8035 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8036 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8037 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8038 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8040 // calculate desired texture sizes
8041 if (vid.support.arb_texture_non_power_of_two)
8043 screentexturewidth = r_refdef.view.width;
8044 screentextureheight = r_refdef.view.height;
8045 bloomtexturewidth = r_bloomstate.bloomwidth;
8046 bloomtextureheight = r_bloomstate.bloomheight;
8050 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8051 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8052 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8053 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8056 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))
8058 Cvar_SetValueQuick(&r_hdr, 0);
8059 Cvar_SetValueQuick(&r_bloom, 0);
8060 Cvar_SetValueQuick(&r_motionblur, 0);
8061 Cvar_SetValueQuick(&r_damageblur, 0);
8064 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)))
8065 screentexturewidth = screentextureheight = 0;
8066 if (!r_hdr.integer && !r_bloom.integer)
8067 bloomtexturewidth = bloomtextureheight = 0;
8069 // allocate textures as needed
8070 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8072 if (r_bloomstate.texture_screen)
8073 R_FreeTexture(r_bloomstate.texture_screen);
8074 r_bloomstate.texture_screen = NULL;
8075 r_bloomstate.screentexturewidth = screentexturewidth;
8076 r_bloomstate.screentextureheight = screentextureheight;
8077 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8078 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);
8080 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8082 if (r_bloomstate.texture_bloom)
8083 R_FreeTexture(r_bloomstate.texture_bloom);
8084 r_bloomstate.texture_bloom = NULL;
8085 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8086 r_bloomstate.bloomtextureheight = bloomtextureheight;
8087 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8088 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);
8091 // when doing a reduced render (HDR) we want to use a smaller area
8092 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8093 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8094 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8095 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8096 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8098 // set up a texcoord array for the full resolution screen image
8099 // (we have to keep this around to copy back during final render)
8100 r_bloomstate.screentexcoord2f[0] = 0;
8101 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8102 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8103 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8104 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8105 r_bloomstate.screentexcoord2f[5] = 0;
8106 r_bloomstate.screentexcoord2f[6] = 0;
8107 r_bloomstate.screentexcoord2f[7] = 0;
8109 // set up a texcoord array for the reduced resolution bloom image
8110 // (which will be additive blended over the screen image)
8111 r_bloomstate.bloomtexcoord2f[0] = 0;
8112 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8113 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8114 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8115 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8116 r_bloomstate.bloomtexcoord2f[5] = 0;
8117 r_bloomstate.bloomtexcoord2f[6] = 0;
8118 r_bloomstate.bloomtexcoord2f[7] = 0;
8120 if (r_hdr.integer || r_bloom.integer)
8122 r_bloomstate.enabled = true;
8123 r_bloomstate.hdr = r_hdr.integer != 0;
8126 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);
8129 void R_Bloom_CopyBloomTexture(float colorscale)
8131 r_refdef.stats.bloom++;
8133 // scale down screen texture to the bloom texture size
8135 R_SetViewport(&r_bloomstate.viewport);
8136 GL_BlendFunc(GL_ONE, GL_ZERO);
8137 GL_Color(colorscale, colorscale, colorscale, 1);
8138 // TODO: optimize with multitexture or GLSL
8139 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8140 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8141 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8142 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8144 // we now have a bloom image in the framebuffer
8145 // copy it into the bloom image texture for later processing
8146 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);
8147 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8150 void R_Bloom_CopyHDRTexture(void)
8152 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);
8153 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8156 void R_Bloom_MakeTexture(void)
8159 float xoffset, yoffset, r, brighten;
8161 r_refdef.stats.bloom++;
8163 R_ResetViewRendering2D();
8164 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8165 R_Mesh_ColorPointer(NULL, 0, 0);
8167 // we have a bloom image in the framebuffer
8169 R_SetViewport(&r_bloomstate.viewport);
8171 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8174 r = bound(0, r_bloom_colorexponent.value / x, 1);
8175 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8176 GL_Color(r, r, r, 1);
8177 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8178 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8179 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8180 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8182 // copy the vertically blurred bloom view to a texture
8183 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);
8184 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8187 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8188 brighten = r_bloom_brighten.value;
8190 brighten *= r_hdr_range.value;
8191 brighten = sqrt(brighten);
8193 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8194 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8195 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8197 for (dir = 0;dir < 2;dir++)
8199 // blend on at multiple vertical offsets to achieve a vertical blur
8200 // TODO: do offset blends using GLSL
8201 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8202 GL_BlendFunc(GL_ONE, GL_ZERO);
8203 for (x = -range;x <= range;x++)
8205 if (!dir){xoffset = 0;yoffset = x;}
8206 else {xoffset = x;yoffset = 0;}
8207 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8208 yoffset /= (float)r_bloomstate.bloomtextureheight;
8209 // compute a texcoord array with the specified x and y offset
8210 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8211 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8212 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8213 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8214 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8215 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8216 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8217 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8218 // this r value looks like a 'dot' particle, fading sharply to
8219 // black at the edges
8220 // (probably not realistic but looks good enough)
8221 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8222 //r = brighten/(range*2+1);
8223 r = brighten / (range * 2 + 1);
8225 r *= (1 - x*x/(float)(range*range));
8226 GL_Color(r, r, r, 1);
8227 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8228 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8229 GL_BlendFunc(GL_ONE, GL_ONE);
8232 // copy the vertically blurred bloom view to a texture
8233 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);
8234 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8237 // apply subtract last
8238 // (just like it would be in a GLSL shader)
8239 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8241 GL_BlendFunc(GL_ONE, GL_ZERO);
8242 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8243 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8244 GL_Color(1, 1, 1, 1);
8245 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8246 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8248 GL_BlendFunc(GL_ONE, GL_ONE);
8249 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8250 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8251 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8252 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8253 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8254 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8255 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8257 // copy the darkened bloom view to a texture
8258 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);
8259 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8263 void R_HDR_RenderBloomTexture(void)
8265 int oldwidth, oldheight;
8266 float oldcolorscale;
8268 oldcolorscale = r_refdef.view.colorscale;
8269 oldwidth = r_refdef.view.width;
8270 oldheight = r_refdef.view.height;
8271 r_refdef.view.width = r_bloomstate.bloomwidth;
8272 r_refdef.view.height = r_bloomstate.bloomheight;
8274 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8275 // TODO: add exposure compensation features
8276 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8278 r_refdef.view.showdebug = false;
8279 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8281 R_ResetViewRendering3D();
8283 R_ClearScreen(r_refdef.fogenabled);
8284 if (r_timereport_active)
8285 R_TimeReport("HDRclear");
8288 if (r_timereport_active)
8289 R_TimeReport("visibility");
8291 // only do secondary renders with HDR if r_hdr is 2 or higher
8292 r_waterstate.numwaterplanes = 0;
8293 if (r_waterstate.enabled && r_hdr.integer >= 2)
8294 R_RenderWaterPlanes();
8296 r_refdef.view.showdebug = true;
8298 r_waterstate.numwaterplanes = 0;
8300 R_ResetViewRendering2D();
8302 R_Bloom_CopyHDRTexture();
8303 R_Bloom_MakeTexture();
8305 // restore the view settings
8306 r_refdef.view.width = oldwidth;
8307 r_refdef.view.height = oldheight;
8308 r_refdef.view.colorscale = oldcolorscale;
8310 R_ResetViewRendering3D();
8312 R_ClearScreen(r_refdef.fogenabled);
8313 if (r_timereport_active)
8314 R_TimeReport("viewclear");
8317 static void R_BlendView(void)
8319 unsigned int permutation;
8320 float uservecs[4][4];
8322 switch (vid.renderpath)
8324 case RENDERPATH_GL20:
8325 case RENDERPATH_CGGL:
8327 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8328 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8329 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8330 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8331 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8333 if (r_bloomstate.texture_screen)
8335 // make sure the buffer is available
8336 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8338 R_ResetViewRendering2D();
8339 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8340 R_Mesh_ColorPointer(NULL, 0, 0);
8342 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8344 // declare variables
8346 static float avgspeed;
8348 speed = VectorLength(cl.movement_velocity);
8350 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8351 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8353 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8354 speed = bound(0, speed, 1);
8355 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8357 // calculate values into a standard alpha
8358 cl.motionbluralpha = 1 - exp(-
8360 (r_motionblur.value * speed / 80)
8362 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8365 max(0.0001, cl.time - cl.oldtime) // fps independent
8368 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8369 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8371 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8373 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8374 GL_Color(1, 1, 1, cl.motionbluralpha);
8375 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8376 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8377 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8378 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8382 // copy view into the screen texture
8383 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);
8384 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8386 else if (!r_bloomstate.texture_bloom)
8388 // we may still have to do view tint...
8389 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8391 // apply a color tint to the whole view
8392 R_ResetViewRendering2D();
8393 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8394 R_Mesh_ColorPointer(NULL, 0, 0);
8395 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8397 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8398 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8400 break; // no screen processing, no bloom, skip it
8403 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8405 // render simple bloom effect
8406 // copy the screen and shrink it and darken it for the bloom process
8407 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8408 // make the bloom texture
8409 R_Bloom_MakeTexture();
8412 #if _MSC_VER >= 1400
8413 #define sscanf sscanf_s
8415 memset(uservecs, 0, sizeof(uservecs));
8416 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8417 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8418 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8419 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8421 R_ResetViewRendering2D();
8422 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8423 R_Mesh_ColorPointer(NULL, 0, 0);
8424 GL_Color(1, 1, 1, 1);
8425 GL_BlendFunc(GL_ONE, GL_ZERO);
8426 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8427 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8429 switch(vid.renderpath)
8431 case RENDERPATH_GL20:
8432 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8433 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8434 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8435 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8436 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]);
8437 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8438 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]);
8439 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]);
8440 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]);
8441 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]);
8442 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8443 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8445 case RENDERPATH_CGGL:
8447 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8448 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8449 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8450 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8451 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
8452 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8453 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
8454 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
8455 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
8456 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
8457 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8458 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8464 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8465 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8467 case RENDERPATH_GL13:
8468 case RENDERPATH_GL11:
8469 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8471 // apply a color tint to the whole view
8472 R_ResetViewRendering2D();
8473 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8474 R_Mesh_ColorPointer(NULL, 0, 0);
8475 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8476 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8477 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8478 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8484 matrix4x4_t r_waterscrollmatrix;
8486 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8488 if (r_refdef.fog_density)
8490 r_refdef.fogcolor[0] = r_refdef.fog_red;
8491 r_refdef.fogcolor[1] = r_refdef.fog_green;
8492 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8494 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8495 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8496 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8497 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8501 VectorCopy(r_refdef.fogcolor, fogvec);
8502 // color.rgb *= ContrastBoost * SceneBrightness;
8503 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8504 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8505 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8506 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8511 void R_UpdateVariables(void)
8515 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8517 r_refdef.farclip = r_farclip_base.value;
8518 if (r_refdef.scene.worldmodel)
8519 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8520 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8522 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8523 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8524 r_refdef.polygonfactor = 0;
8525 r_refdef.polygonoffset = 0;
8526 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8527 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8529 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8530 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8531 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8532 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8533 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8534 if (FAKELIGHT_ENABLED)
8536 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8538 if (r_showsurfaces.integer)
8540 r_refdef.scene.rtworld = false;
8541 r_refdef.scene.rtworldshadows = false;
8542 r_refdef.scene.rtdlight = false;
8543 r_refdef.scene.rtdlightshadows = false;
8544 r_refdef.lightmapintensity = 0;
8547 if (gamemode == GAME_NEHAHRA)
8549 if (gl_fogenable.integer)
8551 r_refdef.oldgl_fogenable = true;
8552 r_refdef.fog_density = gl_fogdensity.value;
8553 r_refdef.fog_red = gl_fogred.value;
8554 r_refdef.fog_green = gl_foggreen.value;
8555 r_refdef.fog_blue = gl_fogblue.value;
8556 r_refdef.fog_alpha = 1;
8557 r_refdef.fog_start = 0;
8558 r_refdef.fog_end = gl_skyclip.value;
8559 r_refdef.fog_height = 1<<30;
8560 r_refdef.fog_fadedepth = 128;
8562 else if (r_refdef.oldgl_fogenable)
8564 r_refdef.oldgl_fogenable = false;
8565 r_refdef.fog_density = 0;
8566 r_refdef.fog_red = 0;
8567 r_refdef.fog_green = 0;
8568 r_refdef.fog_blue = 0;
8569 r_refdef.fog_alpha = 0;
8570 r_refdef.fog_start = 0;
8571 r_refdef.fog_end = 0;
8572 r_refdef.fog_height = 1<<30;
8573 r_refdef.fog_fadedepth = 128;
8577 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8578 r_refdef.fog_start = max(0, r_refdef.fog_start);
8579 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8581 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8583 if (r_refdef.fog_density && r_drawfog.integer)
8585 r_refdef.fogenabled = true;
8586 // this is the point where the fog reaches 0.9986 alpha, which we
8587 // consider a good enough cutoff point for the texture
8588 // (0.9986 * 256 == 255.6)
8589 if (r_fog_exp2.integer)
8590 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8592 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8593 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8594 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8595 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8596 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8597 R_BuildFogHeightTexture();
8598 // fog color was already set
8599 // update the fog texture
8600 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)
8601 R_BuildFogTexture();
8602 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8603 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8606 r_refdef.fogenabled = false;
8608 switch(vid.renderpath)
8610 case RENDERPATH_GL20:
8611 case RENDERPATH_CGGL:
8612 if(v_glslgamma.integer && !vid_gammatables_trivial)
8614 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8616 // build GLSL gamma texture
8617 #define RAMPWIDTH 256
8618 unsigned short ramp[RAMPWIDTH * 3];
8619 unsigned char rampbgr[RAMPWIDTH][4];
8622 r_texture_gammaramps_serial = vid_gammatables_serial;
8624 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8625 for(i = 0; i < RAMPWIDTH; ++i)
8627 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8628 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8629 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8632 if (r_texture_gammaramps)
8634 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8638 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8644 // remove GLSL gamma texture
8647 case RENDERPATH_GL13:
8648 case RENDERPATH_GL11:
8653 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8654 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8660 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8661 if( scenetype != r_currentscenetype ) {
8662 // store the old scenetype
8663 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8664 r_currentscenetype = scenetype;
8665 // move in the new scene
8666 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8675 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8677 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8678 if( scenetype == r_currentscenetype ) {
8679 return &r_refdef.scene;
8681 return &r_scenes_store[ scenetype ];
8690 void R_RenderView(void)
8692 if (r_timereport_active)
8693 R_TimeReport("start");
8694 r_textureframe++; // used only by R_GetCurrentTexture
8695 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8697 if (!r_drawentities.integer)
8698 r_refdef.scene.numentities = 0;
8700 R_AnimCache_ClearCache();
8701 R_FrameData_NewFrame();
8703 if (r_refdef.view.isoverlay)
8705 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8706 GL_Clear( GL_DEPTH_BUFFER_BIT );
8707 R_TimeReport("depthclear");
8709 r_refdef.view.showdebug = false;
8711 r_waterstate.enabled = false;
8712 r_waterstate.numwaterplanes = 0;
8720 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8721 return; //Host_Error ("R_RenderView: NULL worldmodel");
8723 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8725 R_RenderView_UpdateViewVectors();
8727 R_Shadow_UpdateWorldLightSelection();
8729 R_Bloom_StartFrame();
8730 R_Water_StartFrame();
8733 if (r_timereport_active)
8734 R_TimeReport("viewsetup");
8736 R_ResetViewRendering3D();
8738 if (r_refdef.view.clear || r_refdef.fogenabled)
8740 R_ClearScreen(r_refdef.fogenabled);
8741 if (r_timereport_active)
8742 R_TimeReport("viewclear");
8744 r_refdef.view.clear = true;
8746 // this produces a bloom texture to be used in R_BlendView() later
8747 if (r_hdr.integer && r_bloomstate.bloomwidth)
8749 R_HDR_RenderBloomTexture();
8750 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8751 r_textureframe++; // used only by R_GetCurrentTexture
8754 r_refdef.view.showdebug = true;
8757 if (r_timereport_active)
8758 R_TimeReport("visibility");
8760 r_waterstate.numwaterplanes = 0;
8761 if (r_waterstate.enabled)
8762 R_RenderWaterPlanes();
8765 r_waterstate.numwaterplanes = 0;
8768 if (r_timereport_active)
8769 R_TimeReport("blendview");
8771 GL_Scissor(0, 0, vid.width, vid.height);
8772 GL_ScissorTest(false);
8777 void R_RenderWaterPlanes(void)
8779 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8781 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8782 if (r_timereport_active)
8783 R_TimeReport("waterworld");
8786 // don't let sound skip if going slow
8787 if (r_refdef.scene.extraupdate)
8790 R_DrawModelsAddWaterPlanes();
8791 if (r_timereport_active)
8792 R_TimeReport("watermodels");
8794 if (r_waterstate.numwaterplanes)
8796 R_Water_ProcessPlanes();
8797 if (r_timereport_active)
8798 R_TimeReport("waterscenes");
8802 extern void R_DrawLightningBeams (void);
8803 extern void VM_CL_AddPolygonsToMeshQueue (void);
8804 extern void R_DrawPortals (void);
8805 extern cvar_t cl_locs_show;
8806 static void R_DrawLocs(void);
8807 static void R_DrawEntityBBoxes(void);
8808 static void R_DrawModelDecals(void);
8809 extern void R_DrawModelShadows(void);
8810 extern void R_DrawModelShadowMaps(void);
8811 extern cvar_t cl_decals_newsystem;
8812 extern qboolean r_shadow_usingdeferredprepass;
8813 void R_RenderScene(void)
8815 qboolean shadowmapping = false;
8817 if (r_timereport_active)
8818 R_TimeReport("beginscene");
8820 r_refdef.stats.renders++;
8824 // don't let sound skip if going slow
8825 if (r_refdef.scene.extraupdate)
8828 R_MeshQueue_BeginScene();
8832 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);
8834 if (r_timereport_active)
8835 R_TimeReport("skystartframe");
8837 if (cl.csqc_vidvars.drawworld)
8839 // don't let sound skip if going slow
8840 if (r_refdef.scene.extraupdate)
8843 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8845 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8846 if (r_timereport_active)
8847 R_TimeReport("worldsky");
8850 if (R_DrawBrushModelsSky() && r_timereport_active)
8851 R_TimeReport("bmodelsky");
8853 if (skyrendermasked && skyrenderlater)
8855 // we have to force off the water clipping plane while rendering sky
8859 if (r_timereport_active)
8860 R_TimeReport("sky");
8864 R_AnimCache_CacheVisibleEntities();
8865 if (r_timereport_active)
8866 R_TimeReport("animation");
8868 R_Shadow_PrepareLights();
8869 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8870 R_Shadow_PrepareModelShadows();
8871 if (r_timereport_active)
8872 R_TimeReport("preparelights");
8874 if (R_Shadow_ShadowMappingEnabled())
8875 shadowmapping = true;
8877 if (r_shadow_usingdeferredprepass)
8878 R_Shadow_DrawPrepass();
8880 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8882 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8883 if (r_timereport_active)
8884 R_TimeReport("worlddepth");
8886 if (r_depthfirst.integer >= 2)
8888 R_DrawModelsDepth();
8889 if (r_timereport_active)
8890 R_TimeReport("modeldepth");
8893 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8895 R_DrawModelShadowMaps();
8896 R_ResetViewRendering3D();
8897 // don't let sound skip if going slow
8898 if (r_refdef.scene.extraupdate)
8902 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8904 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8905 if (r_timereport_active)
8906 R_TimeReport("world");
8909 // don't let sound skip if going slow
8910 if (r_refdef.scene.extraupdate)
8914 if (r_timereport_active)
8915 R_TimeReport("models");
8917 // don't let sound skip if going slow
8918 if (r_refdef.scene.extraupdate)
8921 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8923 R_DrawModelShadows();
8924 R_ResetViewRendering3D();
8925 // don't let sound skip if going slow
8926 if (r_refdef.scene.extraupdate)
8930 if (!r_shadow_usingdeferredprepass)
8932 R_Shadow_DrawLights();
8933 if (r_timereport_active)
8934 R_TimeReport("rtlights");
8937 // don't let sound skip if going slow
8938 if (r_refdef.scene.extraupdate)
8941 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8943 R_DrawModelShadows();
8944 R_ResetViewRendering3D();
8945 // don't let sound skip if going slow
8946 if (r_refdef.scene.extraupdate)
8950 if (cl.csqc_vidvars.drawworld)
8952 if (cl_decals_newsystem.integer)
8954 R_DrawModelDecals();
8955 if (r_timereport_active)
8956 R_TimeReport("modeldecals");
8961 if (r_timereport_active)
8962 R_TimeReport("decals");
8966 if (r_timereport_active)
8967 R_TimeReport("particles");
8970 if (r_timereport_active)
8971 R_TimeReport("explosions");
8973 R_DrawLightningBeams();
8974 if (r_timereport_active)
8975 R_TimeReport("lightning");
8978 VM_CL_AddPolygonsToMeshQueue();
8980 if (r_refdef.view.showdebug)
8982 if (cl_locs_show.integer)
8985 if (r_timereport_active)
8986 R_TimeReport("showlocs");
8989 if (r_drawportals.integer)
8992 if (r_timereport_active)
8993 R_TimeReport("portals");
8996 if (r_showbboxes.value > 0)
8998 R_DrawEntityBBoxes();
8999 if (r_timereport_active)
9000 R_TimeReport("bboxes");
9004 R_MeshQueue_RenderTransparent();
9005 if (r_timereport_active)
9006 R_TimeReport("drawtrans");
9008 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))
9010 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9011 if (r_timereport_active)
9012 R_TimeReport("worlddebug");
9013 R_DrawModelsDebug();
9014 if (r_timereport_active)
9015 R_TimeReport("modeldebug");
9018 if (cl.csqc_vidvars.drawworld)
9020 R_Shadow_DrawCoronas();
9021 if (r_timereport_active)
9022 R_TimeReport("coronas");
9027 GL_DepthTest(false);
9028 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9029 GL_Color(1, 1, 1, 1);
9030 qglBegin(GL_POLYGON);
9031 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9032 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9033 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9034 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9036 qglBegin(GL_POLYGON);
9037 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]);
9038 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]);
9039 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]);
9040 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]);
9042 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9046 // don't let sound skip if going slow
9047 if (r_refdef.scene.extraupdate)
9050 R_ResetViewRendering2D();
9053 static const unsigned short bboxelements[36] =
9063 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9066 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9068 RSurf_ActiveWorldEntity();
9070 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9071 GL_DepthMask(false);
9072 GL_DepthRange(0, 1);
9073 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9074 R_Mesh_ResetTextureState();
9076 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9077 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9078 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9079 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9080 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9081 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9082 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9083 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9084 R_FillColors(color4f, 8, cr, cg, cb, ca);
9085 if (r_refdef.fogenabled)
9087 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9089 f1 = RSurf_FogVertex(v);
9091 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9092 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9093 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9096 R_Mesh_VertexPointer(vertex3f, 0, 0);
9097 R_Mesh_ColorPointer(color4f, 0, 0);
9098 R_Mesh_ResetTextureState();
9099 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9100 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9103 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9107 prvm_edict_t *edict;
9108 prvm_prog_t *prog_save = prog;
9110 // this function draws bounding boxes of server entities
9114 GL_CullFace(GL_NONE);
9115 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9119 for (i = 0;i < numsurfaces;i++)
9121 edict = PRVM_EDICT_NUM(surfacelist[i]);
9122 switch ((int)edict->fields.server->solid)
9124 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9125 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9126 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9127 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9128 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9129 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9131 color[3] *= r_showbboxes.value;
9132 color[3] = bound(0, color[3], 1);
9133 GL_DepthTest(!r_showdisabledepthtest.integer);
9134 GL_CullFace(r_refdef.view.cullface_front);
9135 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9141 static void R_DrawEntityBBoxes(void)
9144 prvm_edict_t *edict;
9146 prvm_prog_t *prog_save = prog;
9148 // this function draws bounding boxes of server entities
9154 for (i = 0;i < prog->num_edicts;i++)
9156 edict = PRVM_EDICT_NUM(i);
9157 if (edict->priv.server->free)
9159 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9160 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9162 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9164 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9165 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9171 static const int nomodelelement3i[24] =
9183 static const unsigned short nomodelelement3s[24] =
9195 static const float nomodelvertex3f[6*3] =
9205 static const float nomodelcolor4f[6*4] =
9207 0.0f, 0.0f, 0.5f, 1.0f,
9208 0.0f, 0.0f, 0.5f, 1.0f,
9209 0.0f, 0.5f, 0.0f, 1.0f,
9210 0.0f, 0.5f, 0.0f, 1.0f,
9211 0.5f, 0.0f, 0.0f, 1.0f,
9212 0.5f, 0.0f, 0.0f, 1.0f
9215 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9221 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);
9223 // this is only called once per entity so numsurfaces is always 1, and
9224 // surfacelist is always {0}, so this code does not handle batches
9226 if (rsurface.ent_flags & RENDER_ADDITIVE)
9228 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9229 GL_DepthMask(false);
9231 else if (rsurface.colormod[3] < 1)
9233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9234 GL_DepthMask(false);
9238 GL_BlendFunc(GL_ONE, GL_ZERO);
9241 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9242 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9243 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9244 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9245 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9246 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9247 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9248 R_Mesh_ColorPointer(color4f, 0, 0);
9249 for (i = 0, c = color4f;i < 6;i++, c += 4)
9251 c[0] *= rsurface.colormod[0];
9252 c[1] *= rsurface.colormod[1];
9253 c[2] *= rsurface.colormod[2];
9254 c[3] *= rsurface.colormod[3];
9256 if (r_refdef.fogenabled)
9258 for (i = 0, c = color4f;i < 6;i++, c += 4)
9260 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9262 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9263 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9264 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9267 R_Mesh_ResetTextureState();
9268 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9271 void R_DrawNoModel(entity_render_t *ent)
9274 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9275 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9276 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9278 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9281 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9283 vec3_t right1, right2, diff, normal;
9285 VectorSubtract (org2, org1, normal);
9287 // calculate 'right' vector for start
9288 VectorSubtract (r_refdef.view.origin, org1, diff);
9289 CrossProduct (normal, diff, right1);
9290 VectorNormalize (right1);
9292 // calculate 'right' vector for end
9293 VectorSubtract (r_refdef.view.origin, org2, diff);
9294 CrossProduct (normal, diff, right2);
9295 VectorNormalize (right2);
9297 vert[ 0] = org1[0] + width * right1[0];
9298 vert[ 1] = org1[1] + width * right1[1];
9299 vert[ 2] = org1[2] + width * right1[2];
9300 vert[ 3] = org1[0] - width * right1[0];
9301 vert[ 4] = org1[1] - width * right1[1];
9302 vert[ 5] = org1[2] - width * right1[2];
9303 vert[ 6] = org2[0] - width * right2[0];
9304 vert[ 7] = org2[1] - width * right2[1];
9305 vert[ 8] = org2[2] - width * right2[2];
9306 vert[ 9] = org2[0] + width * right2[0];
9307 vert[10] = org2[1] + width * right2[1];
9308 vert[11] = org2[2] + width * right2[2];
9311 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)
9313 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9314 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9315 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9316 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9317 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9318 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9319 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9320 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9321 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9322 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9323 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9324 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9327 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9332 VectorSet(v, x, y, z);
9333 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9334 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9336 if (i == mesh->numvertices)
9338 if (mesh->numvertices < mesh->maxvertices)
9340 VectorCopy(v, vertex3f);
9341 mesh->numvertices++;
9343 return mesh->numvertices;
9349 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9353 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9354 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9355 e = mesh->element3i + mesh->numtriangles * 3;
9356 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9358 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9359 if (mesh->numtriangles < mesh->maxtriangles)
9364 mesh->numtriangles++;
9366 element[1] = element[2];
9370 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9374 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9375 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9376 e = mesh->element3i + mesh->numtriangles * 3;
9377 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9379 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9380 if (mesh->numtriangles < mesh->maxtriangles)
9385 mesh->numtriangles++;
9387 element[1] = element[2];
9391 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9392 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9394 int planenum, planenum2;
9397 mplane_t *plane, *plane2;
9399 double temppoints[2][256*3];
9400 // figure out how large a bounding box we need to properly compute this brush
9402 for (w = 0;w < numplanes;w++)
9403 maxdist = max(maxdist, fabs(planes[w].dist));
9404 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9405 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9406 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9410 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9411 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9413 if (planenum2 == planenum)
9415 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);
9418 if (tempnumpoints < 3)
9420 // generate elements forming a triangle fan for this polygon
9421 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9425 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)
9427 texturelayer_t *layer;
9428 layer = t->currentlayers + t->currentnumlayers++;
9430 layer->depthmask = depthmask;
9431 layer->blendfunc1 = blendfunc1;
9432 layer->blendfunc2 = blendfunc2;
9433 layer->texture = texture;
9434 layer->texmatrix = *matrix;
9435 layer->color[0] = r;
9436 layer->color[1] = g;
9437 layer->color[2] = b;
9438 layer->color[3] = a;
9441 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9443 if(parms[0] == 0 && parms[1] == 0)
9445 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9446 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9451 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9454 index = parms[2] + r_refdef.scene.time * parms[3];
9455 index -= floor(index);
9456 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9459 case Q3WAVEFUNC_NONE:
9460 case Q3WAVEFUNC_NOISE:
9461 case Q3WAVEFUNC_COUNT:
9464 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9465 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9466 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9467 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9468 case Q3WAVEFUNC_TRIANGLE:
9470 f = index - floor(index);
9481 f = parms[0] + parms[1] * f;
9482 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9483 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9487 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9492 matrix4x4_t matrix, temp;
9493 switch(tcmod->tcmod)
9497 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9498 matrix = r_waterscrollmatrix;
9500 matrix = identitymatrix;
9502 case Q3TCMOD_ENTITYTRANSLATE:
9503 // this is used in Q3 to allow the gamecode to control texcoord
9504 // scrolling on the entity, which is not supported in darkplaces yet.
9505 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9507 case Q3TCMOD_ROTATE:
9508 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9509 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9510 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9513 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9515 case Q3TCMOD_SCROLL:
9516 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9518 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9519 w = (int) tcmod->parms[0];
9520 h = (int) tcmod->parms[1];
9521 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9523 idx = (int) floor(f * w * h);
9524 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9526 case Q3TCMOD_STRETCH:
9527 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9528 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9530 case Q3TCMOD_TRANSFORM:
9531 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9532 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9533 VectorSet(tcmat + 6, 0 , 0 , 1);
9534 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9535 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9537 case Q3TCMOD_TURBULENT:
9538 // this is handled in the RSurf_PrepareVertices function
9539 matrix = identitymatrix;
9543 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9546 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9548 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9549 char name[MAX_QPATH];
9550 skinframe_t *skinframe;
9551 unsigned char pixels[296*194];
9552 strlcpy(cache->name, skinname, sizeof(cache->name));
9553 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9554 if (developer_loading.integer)
9555 Con_Printf("loading %s\n", name);
9556 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9557 if (!skinframe || !skinframe->base)
9560 fs_offset_t filesize;
9562 f = FS_LoadFile(name, tempmempool, true, &filesize);
9565 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9566 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9570 cache->skinframe = skinframe;
9573 texture_t *R_GetCurrentTexture(texture_t *t)
9576 const entity_render_t *ent = rsurface.entity;
9577 dp_model_t *model = ent->model;
9578 q3shaderinfo_layer_tcmod_t *tcmod;
9580 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9581 return t->currentframe;
9582 t->update_lastrenderframe = r_textureframe;
9583 t->update_lastrenderentity = (void *)ent;
9585 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9586 t->camera_entity = ent->entitynumber;
9588 t->camera_entity = 0;
9590 // switch to an alternate material if this is a q1bsp animated material
9592 texture_t *texture = t;
9593 int s = rsurface.ent_skinnum;
9594 if ((unsigned int)s >= (unsigned int)model->numskins)
9596 if (model->skinscenes)
9598 if (model->skinscenes[s].framecount > 1)
9599 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9601 s = model->skinscenes[s].firstframe;
9604 t = t + s * model->num_surfaces;
9607 // use an alternate animation if the entity's frame is not 0,
9608 // and only if the texture has an alternate animation
9609 if (rsurface.ent_alttextures && t->anim_total[1])
9610 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9612 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9614 texture->currentframe = t;
9617 // update currentskinframe to be a qw skin or animation frame
9618 if (rsurface.ent_qwskin >= 0)
9620 i = rsurface.ent_qwskin;
9621 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9623 r_qwskincache_size = cl.maxclients;
9625 Mem_Free(r_qwskincache);
9626 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9628 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9629 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9630 t->currentskinframe = r_qwskincache[i].skinframe;
9631 if (t->currentskinframe == NULL)
9632 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9634 else if (t->numskinframes >= 2)
9635 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9636 if (t->backgroundnumskinframes >= 2)
9637 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9639 t->currentmaterialflags = t->basematerialflags;
9640 t->currentalpha = rsurface.colormod[3];
9641 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9642 t->currentalpha *= r_wateralpha.value;
9643 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9644 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9645 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9646 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9647 if (!(rsurface.ent_flags & RENDER_LIGHT))
9648 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9649 else if (FAKELIGHT_ENABLED)
9651 // no modellight if using fakelight for the map
9653 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9655 // pick a model lighting mode
9656 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9657 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9659 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9661 if (rsurface.ent_flags & RENDER_ADDITIVE)
9662 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9663 else if (t->currentalpha < 1)
9664 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9665 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9666 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9667 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9668 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9669 if (t->backgroundnumskinframes)
9670 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9671 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9673 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9674 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9677 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9678 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9679 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9681 // there is no tcmod
9682 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9684 t->currenttexmatrix = r_waterscrollmatrix;
9685 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9687 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9689 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9690 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9693 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9694 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9695 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9696 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9698 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9699 if (t->currentskinframe->qpixels)
9700 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9701 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9702 if (!t->basetexture)
9703 t->basetexture = r_texture_notexture;
9704 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9705 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9706 t->nmaptexture = t->currentskinframe->nmap;
9707 if (!t->nmaptexture)
9708 t->nmaptexture = r_texture_blanknormalmap;
9709 t->glosstexture = r_texture_black;
9710 t->glowtexture = t->currentskinframe->glow;
9711 t->fogtexture = t->currentskinframe->fog;
9712 t->reflectmasktexture = t->currentskinframe->reflect;
9713 if (t->backgroundnumskinframes)
9715 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9716 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9717 t->backgroundglosstexture = r_texture_black;
9718 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9719 if (!t->backgroundnmaptexture)
9720 t->backgroundnmaptexture = r_texture_blanknormalmap;
9724 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9725 t->backgroundnmaptexture = r_texture_blanknormalmap;
9726 t->backgroundglosstexture = r_texture_black;
9727 t->backgroundglowtexture = NULL;
9729 t->specularpower = r_shadow_glossexponent.value;
9730 // TODO: store reference values for these in the texture?
9731 t->specularscale = 0;
9732 if (r_shadow_gloss.integer > 0)
9734 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9736 if (r_shadow_glossintensity.value > 0)
9738 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9739 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9740 t->specularscale = r_shadow_glossintensity.value;
9743 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9745 t->glosstexture = r_texture_white;
9746 t->backgroundglosstexture = r_texture_white;
9747 t->specularscale = r_shadow_gloss2intensity.value;
9748 t->specularpower = r_shadow_gloss2exponent.value;
9751 t->specularscale *= t->specularscalemod;
9752 t->specularpower *= t->specularpowermod;
9754 // lightmaps mode looks bad with dlights using actual texturing, so turn
9755 // off the colormap and glossmap, but leave the normalmap on as it still
9756 // accurately represents the shading involved
9757 if (gl_lightmaps.integer)
9759 t->basetexture = r_texture_grey128;
9760 t->pantstexture = r_texture_black;
9761 t->shirttexture = r_texture_black;
9762 t->nmaptexture = r_texture_blanknormalmap;
9763 t->glosstexture = r_texture_black;
9764 t->glowtexture = NULL;
9765 t->fogtexture = NULL;
9766 t->reflectmasktexture = NULL;
9767 t->backgroundbasetexture = NULL;
9768 t->backgroundnmaptexture = r_texture_blanknormalmap;
9769 t->backgroundglosstexture = r_texture_black;
9770 t->backgroundglowtexture = NULL;
9771 t->specularscale = 0;
9772 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9775 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9776 VectorClear(t->dlightcolor);
9777 t->currentnumlayers = 0;
9778 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9780 int blendfunc1, blendfunc2;
9782 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9784 blendfunc1 = GL_SRC_ALPHA;
9785 blendfunc2 = GL_ONE;
9787 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9789 blendfunc1 = GL_SRC_ALPHA;
9790 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9792 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9794 blendfunc1 = t->customblendfunc[0];
9795 blendfunc2 = t->customblendfunc[1];
9799 blendfunc1 = GL_ONE;
9800 blendfunc2 = GL_ZERO;
9802 // don't colormod evilblend textures
9803 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9804 VectorSet(t->lightmapcolor, 1, 1, 1);
9805 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9806 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9808 // fullbright is not affected by r_refdef.lightmapintensity
9809 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]);
9810 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9811 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]);
9812 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9813 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]);
9817 vec3_t ambientcolor;
9819 // set the color tint used for lights affecting this surface
9820 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9822 // q3bsp has no lightmap updates, so the lightstylevalue that
9823 // would normally be baked into the lightmap must be
9824 // applied to the color
9825 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9826 if (model->type == mod_brushq3)
9827 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9828 colorscale *= r_refdef.lightmapintensity;
9829 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9830 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9831 // basic lit geometry
9832 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]);
9833 // add pants/shirt if needed
9834 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9835 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]);
9836 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9837 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]);
9838 // now add ambient passes if needed
9839 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9841 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]);
9842 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9843 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]);
9844 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9845 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]);
9848 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9849 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]);
9850 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9852 // if this is opaque use alpha blend which will darken the earlier
9855 // if this is an alpha blended material, all the earlier passes
9856 // were darkened by fog already, so we only need to add the fog
9857 // color ontop through the fog mask texture
9859 // if this is an additive blended material, all the earlier passes
9860 // were darkened by fog already, and we should not add fog color
9861 // (because the background was not darkened, there is no fog color
9862 // that was lost behind it).
9863 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]);
9867 return t->currentframe;
9870 rsurfacestate_t rsurface;
9872 void R_Mesh_ResizeArrays(int newvertices)
9875 if (rsurface.array_size >= newvertices)
9877 if (rsurface.array_modelvertex3f)
9878 Mem_Free(rsurface.array_modelvertex3f);
9879 rsurface.array_size = (newvertices + 1023) & ~1023;
9880 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9881 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9882 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9883 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9884 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9885 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9886 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9887 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9888 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9889 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9890 rsurface.array_color4f = base + rsurface.array_size * 27;
9891 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9894 void RSurf_ActiveWorldEntity(void)
9896 dp_model_t *model = r_refdef.scene.worldmodel;
9897 //if (rsurface.entity == r_refdef.scene.worldentity)
9899 rsurface.entity = r_refdef.scene.worldentity;
9900 rsurface.skeleton = NULL;
9901 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9902 rsurface.ent_skinnum = 0;
9903 rsurface.ent_qwskin = -1;
9904 rsurface.ent_shadertime = 0;
9905 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9906 if (rsurface.array_size < model->surfmesh.num_vertices)
9907 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9908 rsurface.matrix = identitymatrix;
9909 rsurface.inversematrix = identitymatrix;
9910 rsurface.matrixscale = 1;
9911 rsurface.inversematrixscale = 1;
9912 R_EntityMatrix(&identitymatrix);
9913 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9914 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9915 rsurface.fograngerecip = r_refdef.fograngerecip;
9916 rsurface.fogheightfade = r_refdef.fogheightfade;
9917 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9918 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9919 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9920 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9921 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9922 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9923 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9924 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9925 rsurface.colormod[3] = 1;
9926 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);
9927 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9928 rsurface.frameblend[0].lerp = 1;
9929 rsurface.ent_alttextures = false;
9930 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9931 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9932 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9933 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9934 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9935 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9936 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9937 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9938 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9939 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9940 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9941 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9942 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9943 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9944 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9945 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9946 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9947 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9948 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9949 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9950 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9951 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9952 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9953 rsurface.modelelement3i = model->surfmesh.data_element3i;
9954 rsurface.modelelement3s = model->surfmesh.data_element3s;
9955 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9956 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9957 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9958 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9959 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9960 rsurface.modelsurfaces = model->data_surfaces;
9961 rsurface.generatedvertex = false;
9962 rsurface.vertex3f = rsurface.modelvertex3f;
9963 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9964 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9965 rsurface.svector3f = rsurface.modelsvector3f;
9966 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9967 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9968 rsurface.tvector3f = rsurface.modeltvector3f;
9969 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9970 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9971 rsurface.normal3f = rsurface.modelnormal3f;
9972 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9973 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9974 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9977 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9979 dp_model_t *model = ent->model;
9980 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9982 rsurface.entity = (entity_render_t *)ent;
9983 rsurface.skeleton = ent->skeleton;
9984 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9985 rsurface.ent_skinnum = ent->skinnum;
9986 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;
9987 rsurface.ent_shadertime = ent->shadertime;
9988 rsurface.ent_flags = ent->flags;
9989 if (rsurface.array_size < model->surfmesh.num_vertices)
9990 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9991 rsurface.matrix = ent->matrix;
9992 rsurface.inversematrix = ent->inversematrix;
9993 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9994 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9995 R_EntityMatrix(&rsurface.matrix);
9996 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9997 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9998 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9999 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10000 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10001 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10002 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10003 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10004 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10005 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10006 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10007 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10008 rsurface.colormod[3] = ent->alpha;
10009 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10010 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10011 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10012 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10013 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10014 if (ent->model->brush.submodel && !prepass)
10016 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10017 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10019 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10021 if (ent->animcache_vertex3f && !r_framedata_failed)
10023 rsurface.modelvertex3f = ent->animcache_vertex3f;
10024 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10025 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10026 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10028 else if (wanttangents)
10030 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10031 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10032 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10033 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10034 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10036 else if (wantnormals)
10038 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10039 rsurface.modelsvector3f = NULL;
10040 rsurface.modeltvector3f = NULL;
10041 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10042 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10046 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10047 rsurface.modelsvector3f = NULL;
10048 rsurface.modeltvector3f = NULL;
10049 rsurface.modelnormal3f = NULL;
10050 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10052 rsurface.modelvertex3f_bufferobject = 0;
10053 rsurface.modelvertex3f_bufferoffset = 0;
10054 rsurface.modelsvector3f_bufferobject = 0;
10055 rsurface.modelsvector3f_bufferoffset = 0;
10056 rsurface.modeltvector3f_bufferobject = 0;
10057 rsurface.modeltvector3f_bufferoffset = 0;
10058 rsurface.modelnormal3f_bufferobject = 0;
10059 rsurface.modelnormal3f_bufferoffset = 0;
10060 rsurface.generatedvertex = true;
10064 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10065 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10066 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10067 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10068 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10069 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10070 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10071 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10072 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10073 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10074 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10075 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10076 rsurface.generatedvertex = false;
10078 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10079 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10080 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10081 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10082 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10083 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10084 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10085 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10086 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10087 rsurface.modelelement3i = model->surfmesh.data_element3i;
10088 rsurface.modelelement3s = model->surfmesh.data_element3s;
10089 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10090 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10091 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10092 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10093 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10094 rsurface.modelsurfaces = model->data_surfaces;
10095 rsurface.vertex3f = rsurface.modelvertex3f;
10096 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10097 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10098 rsurface.svector3f = rsurface.modelsvector3f;
10099 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10100 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10101 rsurface.tvector3f = rsurface.modeltvector3f;
10102 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10103 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10104 rsurface.normal3f = rsurface.modelnormal3f;
10105 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10106 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10107 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10110 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)
10112 rsurface.entity = r_refdef.scene.worldentity;
10113 rsurface.skeleton = NULL;
10114 rsurface.ent_skinnum = 0;
10115 rsurface.ent_qwskin = -1;
10116 rsurface.ent_shadertime = shadertime;
10117 rsurface.ent_flags = entflags;
10118 rsurface.modelnum_vertices = numvertices;
10119 rsurface.modelnum_triangles = numtriangles;
10120 if (rsurface.array_size < rsurface.modelnum_vertices)
10121 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10122 rsurface.matrix = *matrix;
10123 rsurface.inversematrix = *inversematrix;
10124 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10125 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10126 R_EntityMatrix(&rsurface.matrix);
10127 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10128 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10129 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10130 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10131 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10132 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10133 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10134 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10135 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10136 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10137 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10138 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10139 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);
10140 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10141 rsurface.frameblend[0].lerp = 1;
10142 rsurface.ent_alttextures = false;
10143 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10144 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10147 rsurface.modelvertex3f = vertex3f;
10148 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10149 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10150 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10152 else if (wantnormals)
10154 rsurface.modelvertex3f = vertex3f;
10155 rsurface.modelsvector3f = NULL;
10156 rsurface.modeltvector3f = NULL;
10157 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10161 rsurface.modelvertex3f = vertex3f;
10162 rsurface.modelsvector3f = NULL;
10163 rsurface.modeltvector3f = NULL;
10164 rsurface.modelnormal3f = NULL;
10166 rsurface.modelvertex3f_bufferobject = 0;
10167 rsurface.modelvertex3f_bufferoffset = 0;
10168 rsurface.modelsvector3f_bufferobject = 0;
10169 rsurface.modelsvector3f_bufferoffset = 0;
10170 rsurface.modeltvector3f_bufferobject = 0;
10171 rsurface.modeltvector3f_bufferoffset = 0;
10172 rsurface.modelnormal3f_bufferobject = 0;
10173 rsurface.modelnormal3f_bufferoffset = 0;
10174 rsurface.generatedvertex = true;
10175 rsurface.modellightmapcolor4f = color4f;
10176 rsurface.modellightmapcolor4f_bufferobject = 0;
10177 rsurface.modellightmapcolor4f_bufferoffset = 0;
10178 rsurface.modeltexcoordtexture2f = texcoord2f;
10179 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10180 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10181 rsurface.modeltexcoordlightmap2f = NULL;
10182 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10183 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10184 rsurface.modelelement3i = element3i;
10185 rsurface.modelelement3s = element3s;
10186 rsurface.modelelement3i_bufferobject = 0;
10187 rsurface.modelelement3s_bufferobject = 0;
10188 rsurface.modellightmapoffsets = NULL;
10189 rsurface.modelsurfaces = NULL;
10190 rsurface.vertex3f = rsurface.modelvertex3f;
10191 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10192 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10193 rsurface.svector3f = rsurface.modelsvector3f;
10194 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10195 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10196 rsurface.tvector3f = rsurface.modeltvector3f;
10197 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10198 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10199 rsurface.normal3f = rsurface.modelnormal3f;
10200 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10201 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10202 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10204 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10206 if ((wantnormals || wanttangents) && !normal3f)
10207 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10208 if (wanttangents && !svector3f)
10209 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);
10213 float RSurf_FogPoint(const float *v)
10215 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10216 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10217 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10218 float FogHeightFade = r_refdef.fogheightfade;
10220 unsigned int fogmasktableindex;
10221 if (r_refdef.fogplaneviewabove)
10222 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10224 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10225 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10226 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10229 float RSurf_FogVertex(const float *v)
10231 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10232 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10233 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10234 float FogHeightFade = rsurface.fogheightfade;
10236 unsigned int fogmasktableindex;
10237 if (r_refdef.fogplaneviewabove)
10238 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10240 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10241 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10242 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10245 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10246 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10249 int texturesurfaceindex;
10254 const float *v1, *in_tc;
10256 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10257 float waveparms[4];
10258 q3shaderinfo_deform_t *deform;
10259 // 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
10260 if (rsurface.generatedvertex)
10262 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10263 generatenormals = true;
10264 for (i = 0;i < Q3MAXDEFORMS;i++)
10266 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10268 generatetangents = true;
10269 generatenormals = true;
10271 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10272 generatenormals = true;
10274 if (generatenormals && !rsurface.modelnormal3f)
10276 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10277 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10278 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10279 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10281 if (generatetangents && !rsurface.modelsvector3f)
10283 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10284 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10285 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10286 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10287 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10288 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10289 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);
10292 rsurface.vertex3f = rsurface.modelvertex3f;
10293 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10294 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10295 rsurface.svector3f = rsurface.modelsvector3f;
10296 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10297 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10298 rsurface.tvector3f = rsurface.modeltvector3f;
10299 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10300 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10301 rsurface.normal3f = rsurface.modelnormal3f;
10302 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10303 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10304 // if vertices are deformed (sprite flares and things in maps, possibly
10305 // water waves, bulges and other deformations), generate them into
10306 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10307 // (may be static model data or generated data for an animated model, or
10308 // the previous deform pass)
10309 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10311 switch (deform->deform)
10314 case Q3DEFORM_PROJECTIONSHADOW:
10315 case Q3DEFORM_TEXT0:
10316 case Q3DEFORM_TEXT1:
10317 case Q3DEFORM_TEXT2:
10318 case Q3DEFORM_TEXT3:
10319 case Q3DEFORM_TEXT4:
10320 case Q3DEFORM_TEXT5:
10321 case Q3DEFORM_TEXT6:
10322 case Q3DEFORM_TEXT7:
10323 case Q3DEFORM_NONE:
10325 case Q3DEFORM_AUTOSPRITE:
10326 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10327 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10328 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10329 VectorNormalize(newforward);
10330 VectorNormalize(newright);
10331 VectorNormalize(newup);
10332 // make deformed versions of only the model vertices used by the specified surfaces
10333 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10335 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10336 // a single autosprite surface can contain multiple sprites...
10337 for (j = 0;j < surface->num_vertices - 3;j += 4)
10339 VectorClear(center);
10340 for (i = 0;i < 4;i++)
10341 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10342 VectorScale(center, 0.25f, center);
10343 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10344 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10345 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10346 for (i = 0;i < 4;i++)
10348 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10349 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10352 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);
10353 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);
10355 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10356 rsurface.vertex3f_bufferobject = 0;
10357 rsurface.vertex3f_bufferoffset = 0;
10358 rsurface.svector3f = rsurface.array_deformedsvector3f;
10359 rsurface.svector3f_bufferobject = 0;
10360 rsurface.svector3f_bufferoffset = 0;
10361 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10362 rsurface.tvector3f_bufferobject = 0;
10363 rsurface.tvector3f_bufferoffset = 0;
10364 rsurface.normal3f = rsurface.array_deformednormal3f;
10365 rsurface.normal3f_bufferobject = 0;
10366 rsurface.normal3f_bufferoffset = 0;
10368 case Q3DEFORM_AUTOSPRITE2:
10369 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10370 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10371 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10372 VectorNormalize(newforward);
10373 VectorNormalize(newright);
10374 VectorNormalize(newup);
10375 // make deformed versions of only the model vertices used by the specified surfaces
10376 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10378 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10379 const float *v1, *v2;
10389 memset(shortest, 0, sizeof(shortest));
10390 // a single autosprite surface can contain multiple sprites...
10391 for (j = 0;j < surface->num_vertices - 3;j += 4)
10393 VectorClear(center);
10394 for (i = 0;i < 4;i++)
10395 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10396 VectorScale(center, 0.25f, center);
10397 // find the two shortest edges, then use them to define the
10398 // axis vectors for rotating around the central axis
10399 for (i = 0;i < 6;i++)
10401 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10402 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10404 Debug_PolygonBegin(NULL, 0);
10405 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10406 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);
10407 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10408 Debug_PolygonEnd();
10410 l = VectorDistance2(v1, v2);
10411 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10412 if (v1[2] != v2[2])
10413 l += (1.0f / 1024.0f);
10414 if (shortest[0].length2 > l || i == 0)
10416 shortest[1] = shortest[0];
10417 shortest[0].length2 = l;
10418 shortest[0].v1 = v1;
10419 shortest[0].v2 = v2;
10421 else if (shortest[1].length2 > l || i == 1)
10423 shortest[1].length2 = l;
10424 shortest[1].v1 = v1;
10425 shortest[1].v2 = v2;
10428 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10429 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10431 Debug_PolygonBegin(NULL, 0);
10432 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10433 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);
10434 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10435 Debug_PolygonEnd();
10437 // this calculates the right vector from the shortest edge
10438 // and the up vector from the edge midpoints
10439 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10440 VectorNormalize(right);
10441 VectorSubtract(end, start, up);
10442 VectorNormalize(up);
10443 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10444 VectorSubtract(rsurface.localvieworigin, center, forward);
10445 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10446 VectorNegate(forward, forward);
10447 VectorReflect(forward, 0, up, forward);
10448 VectorNormalize(forward);
10449 CrossProduct(up, forward, newright);
10450 VectorNormalize(newright);
10452 Debug_PolygonBegin(NULL, 0);
10453 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);
10454 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10455 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10456 Debug_PolygonEnd();
10459 Debug_PolygonBegin(NULL, 0);
10460 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10461 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10462 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10463 Debug_PolygonEnd();
10465 // rotate the quad around the up axis vector, this is made
10466 // especially easy by the fact we know the quad is flat,
10467 // so we only have to subtract the center position and
10468 // measure distance along the right vector, and then
10469 // multiply that by the newright vector and add back the
10471 // we also need to subtract the old position to undo the
10472 // displacement from the center, which we do with a
10473 // DotProduct, the subtraction/addition of center is also
10474 // optimized into DotProducts here
10475 l = DotProduct(right, center);
10476 for (i = 0;i < 4;i++)
10478 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10479 f = DotProduct(right, v1) - l;
10480 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10483 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);
10484 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);
10486 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10487 rsurface.vertex3f_bufferobject = 0;
10488 rsurface.vertex3f_bufferoffset = 0;
10489 rsurface.svector3f = rsurface.array_deformedsvector3f;
10490 rsurface.svector3f_bufferobject = 0;
10491 rsurface.svector3f_bufferoffset = 0;
10492 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10493 rsurface.tvector3f_bufferobject = 0;
10494 rsurface.tvector3f_bufferoffset = 0;
10495 rsurface.normal3f = rsurface.array_deformednormal3f;
10496 rsurface.normal3f_bufferobject = 0;
10497 rsurface.normal3f_bufferoffset = 0;
10499 case Q3DEFORM_NORMAL:
10500 // deform the normals to make reflections wavey
10501 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10503 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10504 for (j = 0;j < surface->num_vertices;j++)
10507 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10508 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10509 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10510 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10511 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10512 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10513 VectorNormalize(normal);
10515 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);
10517 rsurface.svector3f = rsurface.array_deformedsvector3f;
10518 rsurface.svector3f_bufferobject = 0;
10519 rsurface.svector3f_bufferoffset = 0;
10520 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10521 rsurface.tvector3f_bufferobject = 0;
10522 rsurface.tvector3f_bufferoffset = 0;
10523 rsurface.normal3f = rsurface.array_deformednormal3f;
10524 rsurface.normal3f_bufferobject = 0;
10525 rsurface.normal3f_bufferoffset = 0;
10527 case Q3DEFORM_WAVE:
10528 // deform vertex array to make wavey water and flags and such
10529 waveparms[0] = deform->waveparms[0];
10530 waveparms[1] = deform->waveparms[1];
10531 waveparms[2] = deform->waveparms[2];
10532 waveparms[3] = deform->waveparms[3];
10533 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10534 break; // if wavefunc is a nop, don't make a dynamic vertex array
10535 // this is how a divisor of vertex influence on deformation
10536 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10537 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10538 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10540 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10541 for (j = 0;j < surface->num_vertices;j++)
10543 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10544 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10545 // if the wavefunc depends on time, evaluate it per-vertex
10548 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10549 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10551 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10554 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10555 rsurface.vertex3f_bufferobject = 0;
10556 rsurface.vertex3f_bufferoffset = 0;
10558 case Q3DEFORM_BULGE:
10559 // deform vertex array to make the surface have moving bulges
10560 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10562 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10563 for (j = 0;j < surface->num_vertices;j++)
10565 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10566 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10569 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10570 rsurface.vertex3f_bufferobject = 0;
10571 rsurface.vertex3f_bufferoffset = 0;
10573 case Q3DEFORM_MOVE:
10574 // deform vertex array
10575 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10576 break; // if wavefunc is a nop, don't make a dynamic vertex array
10577 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10578 VectorScale(deform->parms, scale, waveparms);
10579 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10581 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10582 for (j = 0;j < surface->num_vertices;j++)
10583 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10585 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10586 rsurface.vertex3f_bufferobject = 0;
10587 rsurface.vertex3f_bufferoffset = 0;
10591 // generate texcoords based on the chosen texcoord source
10592 switch(rsurface.texture->tcgen.tcgen)
10595 case Q3TCGEN_TEXTURE:
10596 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10597 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10598 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10600 case Q3TCGEN_LIGHTMAP:
10601 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10602 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10603 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10605 case Q3TCGEN_VECTOR:
10606 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10608 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10609 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)
10611 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10612 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10615 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10616 rsurface.texcoordtexture2f_bufferobject = 0;
10617 rsurface.texcoordtexture2f_bufferoffset = 0;
10619 case Q3TCGEN_ENVIRONMENT:
10620 // make environment reflections using a spheremap
10621 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10623 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10624 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10625 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10626 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10627 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10629 // identical to Q3A's method, but executed in worldspace so
10630 // carried models can be shiny too
10632 float viewer[3], d, reflected[3], worldreflected[3];
10634 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10635 // VectorNormalize(viewer);
10637 d = DotProduct(normal, viewer);
10639 reflected[0] = normal[0]*2*d - viewer[0];
10640 reflected[1] = normal[1]*2*d - viewer[1];
10641 reflected[2] = normal[2]*2*d - viewer[2];
10642 // note: this is proportinal to viewer, so we can normalize later
10644 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10645 VectorNormalize(worldreflected);
10647 // note: this sphere map only uses world x and z!
10648 // so positive and negative y will LOOK THE SAME.
10649 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10650 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10653 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10654 rsurface.texcoordtexture2f_bufferobject = 0;
10655 rsurface.texcoordtexture2f_bufferoffset = 0;
10658 // the only tcmod that needs software vertex processing is turbulent, so
10659 // check for it here and apply the changes if needed
10660 // and we only support that as the first one
10661 // (handling a mixture of turbulent and other tcmods would be problematic
10662 // without punting it entirely to a software path)
10663 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10665 amplitude = rsurface.texture->tcmods[0].parms[1];
10666 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10667 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10669 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10670 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)
10672 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10673 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10676 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10677 rsurface.texcoordtexture2f_bufferobject = 0;
10678 rsurface.texcoordtexture2f_bufferoffset = 0;
10680 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10681 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10682 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10683 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10686 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10689 const msurface_t *surface = texturesurfacelist[0];
10690 const msurface_t *surface2;
10695 // TODO: lock all array ranges before render, rather than on each surface
10696 if (texturenumsurfaces == 1)
10697 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);
10698 else if (r_batchmode.integer == 2)
10700 #define MAXBATCHTRIANGLES 65536
10701 int batchtriangles = 0;
10702 static int batchelements[MAXBATCHTRIANGLES*3];
10703 for (i = 0;i < texturenumsurfaces;i = j)
10705 surface = texturesurfacelist[i];
10707 if (surface->num_triangles > MAXBATCHTRIANGLES)
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);
10712 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10713 batchtriangles = surface->num_triangles;
10714 firstvertex = surface->num_firstvertex;
10715 endvertex = surface->num_firstvertex + surface->num_vertices;
10716 for (;j < texturenumsurfaces;j++)
10718 surface2 = texturesurfacelist[j];
10719 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10721 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10722 batchtriangles += surface2->num_triangles;
10723 firstvertex = min(firstvertex, surface2->num_firstvertex);
10724 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10726 surface2 = texturesurfacelist[j-1];
10727 numvertices = endvertex - firstvertex;
10728 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10731 else if (r_batchmode.integer == 1)
10733 for (i = 0;i < texturenumsurfaces;i = j)
10735 surface = texturesurfacelist[i];
10736 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10737 if (texturesurfacelist[j] != surface2)
10739 surface2 = texturesurfacelist[j-1];
10740 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10741 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10742 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10747 for (i = 0;i < texturenumsurfaces;i++)
10749 surface = texturesurfacelist[i];
10750 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);
10755 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10757 switch(vid.renderpath)
10759 case RENDERPATH_CGGL:
10761 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10762 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10765 case RENDERPATH_GL20:
10766 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10767 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10769 case RENDERPATH_GL13:
10770 case RENDERPATH_GL11:
10771 R_Mesh_TexBind(0, surface->lightmaptexture);
10776 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10778 // pick the closest matching water plane and bind textures
10779 int planeindex, vertexindex;
10783 r_waterstate_waterplane_t *p, *bestp;
10786 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10788 if(p->camera_entity != rsurface.texture->camera_entity)
10791 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10793 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10794 d += fabs(PlaneDiff(vert, &p->plane));
10796 if (bestd > d || !bestp)
10802 switch(vid.renderpath)
10804 case RENDERPATH_CGGL:
10806 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10807 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10808 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10811 case RENDERPATH_GL20:
10812 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10813 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10814 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10816 case RENDERPATH_GL13:
10817 case RENDERPATH_GL11:
10822 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10825 const msurface_t *surface;
10826 if (r_waterstate.renderingscene)
10828 for (i = 0;i < texturenumsurfaces;i++)
10830 surface = texturesurfacelist[i];
10831 RSurf_BindLightmapForSurface(surface);
10832 RSurf_BindReflectionForSurface(surface);
10833 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);
10837 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10841 const msurface_t *surface = texturesurfacelist[0];
10842 const msurface_t *surface2;
10847 if (texturenumsurfaces == 1)
10849 RSurf_BindLightmapForSurface(surface);
10850 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);
10852 else if (r_batchmode.integer == 2)
10854 int batchtriangles = 0;
10855 static int batchelements[MAXBATCHTRIANGLES*3];
10856 for (i = 0;i < texturenumsurfaces;i = j)
10858 surface = texturesurfacelist[i];
10859 RSurf_BindLightmapForSurface(surface);
10861 if (surface->num_triangles > MAXBATCHTRIANGLES)
10863 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);
10866 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10867 batchtriangles = surface->num_triangles;
10868 firstvertex = surface->num_firstvertex;
10869 endvertex = surface->num_firstvertex + surface->num_vertices;
10870 for (;j < texturenumsurfaces;j++)
10872 surface2 = texturesurfacelist[j];
10873 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10875 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10876 batchtriangles += surface2->num_triangles;
10877 firstvertex = min(firstvertex, surface2->num_firstvertex);
10878 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10880 surface2 = texturesurfacelist[j-1];
10881 numvertices = endvertex - firstvertex;
10882 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10885 else if (r_batchmode.integer == 1)
10888 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10889 for (i = 0;i < texturenumsurfaces;i = j)
10891 surface = texturesurfacelist[i];
10892 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10893 if (texturesurfacelist[j] != surface2)
10895 Con_Printf(" %i", j - i);
10898 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10900 for (i = 0;i < texturenumsurfaces;i = j)
10902 surface = texturesurfacelist[i];
10903 RSurf_BindLightmapForSurface(surface);
10904 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10905 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10908 Con_Printf(" %i", j - i);
10910 surface2 = texturesurfacelist[j-1];
10911 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10912 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10913 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10921 for (i = 0;i < texturenumsurfaces;i++)
10923 surface = texturesurfacelist[i];
10924 RSurf_BindLightmapForSurface(surface);
10925 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);
10930 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10933 int texturesurfaceindex;
10934 if (r_showsurfaces.integer == 2)
10936 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10938 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10939 for (j = 0;j < surface->num_triangles;j++)
10941 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10942 GL_Color(f, f, f, 1);
10943 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10949 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10951 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10952 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10953 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);
10954 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);
10959 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10961 int texturesurfaceindex;
10965 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10967 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10968 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)
10976 rsurface.lightmapcolor4f = rsurface.array_color4f;
10977 rsurface.lightmapcolor4f_bufferobject = 0;
10978 rsurface.lightmapcolor4f_bufferoffset = 0;
10981 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10983 int texturesurfaceindex;
10989 if (rsurface.lightmapcolor4f)
10991 // generate color arrays for the surfaces in this list
10992 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10994 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10995 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)
10997 f = RSurf_FogVertex(v);
11007 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11009 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11010 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)
11012 f = RSurf_FogVertex(v);
11020 rsurface.lightmapcolor4f = rsurface.array_color4f;
11021 rsurface.lightmapcolor4f_bufferobject = 0;
11022 rsurface.lightmapcolor4f_bufferoffset = 0;
11025 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11027 int texturesurfaceindex;
11033 if (!rsurface.lightmapcolor4f)
11035 // generate color arrays for the surfaces in this list
11036 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11038 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11039 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)
11041 f = RSurf_FogVertex(v);
11042 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11043 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11044 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11048 rsurface.lightmapcolor4f = rsurface.array_color4f;
11049 rsurface.lightmapcolor4f_bufferobject = 0;
11050 rsurface.lightmapcolor4f_bufferoffset = 0;
11053 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
11055 int texturesurfaceindex;
11059 if (!rsurface.lightmapcolor4f)
11061 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11063 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11064 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)
11072 rsurface.lightmapcolor4f = rsurface.array_color4f;
11073 rsurface.lightmapcolor4f_bufferobject = 0;
11074 rsurface.lightmapcolor4f_bufferoffset = 0;
11077 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11079 int texturesurfaceindex;
11083 if (!rsurface.lightmapcolor4f)
11085 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11087 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11088 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)
11090 c2[0] = c[0] + r_refdef.scene.ambient;
11091 c2[1] = c[1] + r_refdef.scene.ambient;
11092 c2[2] = c[2] + r_refdef.scene.ambient;
11096 rsurface.lightmapcolor4f = rsurface.array_color4f;
11097 rsurface.lightmapcolor4f_bufferobject = 0;
11098 rsurface.lightmapcolor4f_bufferoffset = 0;
11101 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11104 rsurface.lightmapcolor4f = NULL;
11105 rsurface.lightmapcolor4f_bufferobject = 0;
11106 rsurface.lightmapcolor4f_bufferoffset = 0;
11107 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11108 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11109 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11110 GL_Color(r, g, b, a);
11111 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11114 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11116 // TODO: optimize applyfog && applycolor case
11117 // just apply fog if necessary, and tint the fog color array if necessary
11118 rsurface.lightmapcolor4f = NULL;
11119 rsurface.lightmapcolor4f_bufferobject = 0;
11120 rsurface.lightmapcolor4f_bufferoffset = 0;
11121 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11122 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11123 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11124 GL_Color(r, g, b, a);
11125 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11128 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11130 int texturesurfaceindex;
11134 if (texturesurfacelist[0]->lightmapinfo)
11136 // generate color arrays for the surfaces in this list
11137 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11139 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11140 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11142 if (surface->lightmapinfo->samples)
11144 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11145 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11146 VectorScale(lm, scale, c);
11147 if (surface->lightmapinfo->styles[1] != 255)
11149 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11151 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11152 VectorMA(c, scale, lm, c);
11153 if (surface->lightmapinfo->styles[2] != 255)
11156 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11157 VectorMA(c, scale, lm, c);
11158 if (surface->lightmapinfo->styles[3] != 255)
11161 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11162 VectorMA(c, scale, lm, c);
11172 rsurface.lightmapcolor4f = rsurface.array_color4f;
11173 rsurface.lightmapcolor4f_bufferobject = 0;
11174 rsurface.lightmapcolor4f_bufferoffset = 0;
11178 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11179 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11180 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11182 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11183 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11184 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11185 GL_Color(r, g, b, a);
11186 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11189 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11191 int texturesurfaceindex;
11200 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11202 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11203 int numverts = surface->num_vertices;
11204 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11205 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11206 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11207 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11209 f = -DotProduct(r_refdef.view.forward, n);
11211 f = f * 0.85 + 0.15; // work around so stuff won't get black
11212 f *= r_refdef.lightmapintensity;
11213 Vector4Set(c, f, f, f, 1);
11217 rsurface.lightmapcolor4f = rsurface.array_color4f;
11218 rsurface.lightmapcolor4f_bufferobject = 0;
11219 rsurface.lightmapcolor4f_bufferoffset = 0;
11222 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11224 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11225 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11226 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11227 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11228 GL_Color(r, g, b, a);
11229 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11232 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11234 int texturesurfaceindex;
11241 vec3_t ambientcolor;
11242 vec3_t diffusecolor;
11246 VectorCopy(rsurface.modellight_lightdir, lightdir);
11247 f = 0.5f * r_refdef.lightmapintensity;
11248 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11249 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11250 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11251 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11252 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11253 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11255 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11257 // generate color arrays for the surfaces in this list
11258 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11260 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11261 int numverts = surface->num_vertices;
11262 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11263 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11264 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11265 // q3-style directional shading
11266 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11268 if ((f = DotProduct(n, lightdir)) > 0)
11269 VectorMA(ambientcolor, f, diffusecolor, c);
11271 VectorCopy(ambientcolor, c);
11279 rsurface.lightmapcolor4f = rsurface.array_color4f;
11280 rsurface.lightmapcolor4f_bufferobject = 0;
11281 rsurface.lightmapcolor4f_bufferoffset = 0;
11282 *applycolor = false;
11286 *r = ambientcolor[0];
11287 *g = ambientcolor[1];
11288 *b = ambientcolor[2];
11289 rsurface.lightmapcolor4f = NULL;
11290 rsurface.lightmapcolor4f_bufferobject = 0;
11291 rsurface.lightmapcolor4f_bufferoffset = 0;
11295 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11297 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11298 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11299 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11300 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11301 GL_Color(r, g, b, a);
11302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11305 void RSurf_SetupDepthAndCulling(void)
11307 // submodels are biased to avoid z-fighting with world surfaces that they
11308 // may be exactly overlapping (avoids z-fighting artifacts on certain
11309 // doors and things in Quake maps)
11310 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11311 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11312 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11313 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11316 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11318 // transparent sky would be ridiculous
11319 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11321 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11322 skyrenderlater = true;
11323 RSurf_SetupDepthAndCulling();
11324 GL_DepthMask(true);
11325 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11326 // skymasking on them, and Quake3 never did sky masking (unlike
11327 // software Quake and software Quake2), so disable the sky masking
11328 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11329 // and skymasking also looks very bad when noclipping outside the
11330 // level, so don't use it then either.
11331 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11333 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11334 R_Mesh_ColorPointer(NULL, 0, 0);
11335 R_Mesh_ResetTextureState();
11336 if (skyrendermasked)
11338 R_SetupShader_DepthOrShadow();
11339 // depth-only (masking)
11340 GL_ColorMask(0,0,0,0);
11341 // just to make sure that braindead drivers don't draw
11342 // anything despite that colormask...
11343 GL_BlendFunc(GL_ZERO, GL_ONE);
11347 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11349 GL_BlendFunc(GL_ONE, GL_ZERO);
11351 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11352 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11353 if (skyrendermasked)
11354 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11356 R_Mesh_ResetTextureState();
11357 GL_Color(1, 1, 1, 1);
11360 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11361 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11362 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11364 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11366 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11369 // render screenspace normalmap to texture
11370 GL_DepthMask(true);
11371 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11372 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11374 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11376 // render water or distortion background, then blend surface on top
11377 GL_DepthMask(true);
11378 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11379 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11380 GL_DepthMask(false);
11381 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11382 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11383 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11385 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11389 // render surface normally
11390 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11391 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11392 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11393 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11394 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11395 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11397 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11401 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11403 // OpenGL 1.3 path - anything not completely ancient
11404 int texturesurfaceindex;
11405 qboolean applycolor;
11408 const texturelayer_t *layer;
11409 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11411 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11414 int layertexrgbscale;
11415 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11417 if (layerindex == 0)
11418 GL_AlphaTest(true);
11421 GL_AlphaTest(false);
11422 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11425 GL_DepthMask(layer->depthmask && writedepth);
11426 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11427 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11429 layertexrgbscale = 4;
11430 VectorScale(layer->color, 0.25f, layercolor);
11432 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11434 layertexrgbscale = 2;
11435 VectorScale(layer->color, 0.5f, layercolor);
11439 layertexrgbscale = 1;
11440 VectorScale(layer->color, 1.0f, layercolor);
11442 layercolor[3] = layer->color[3];
11443 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11444 R_Mesh_ColorPointer(NULL, 0, 0);
11445 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11446 switch (layer->type)
11448 case TEXTURELAYERTYPE_LITTEXTURE:
11449 // single-pass lightmapped texture with 2x rgbscale
11450 R_Mesh_TexBind(0, r_texture_white);
11451 R_Mesh_TexMatrix(0, NULL);
11452 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11453 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11454 R_Mesh_TexBind(1, layer->texture);
11455 R_Mesh_TexMatrix(1, &layer->texmatrix);
11456 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11457 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11458 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11459 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11460 else if (FAKELIGHT_ENABLED)
11461 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11462 else if (rsurface.uselightmaptexture)
11463 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11465 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11467 case TEXTURELAYERTYPE_TEXTURE:
11468 // singletexture unlit texture with transparency support
11469 R_Mesh_TexBind(0, layer->texture);
11470 R_Mesh_TexMatrix(0, &layer->texmatrix);
11471 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11472 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11473 R_Mesh_TexBind(1, 0);
11474 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11475 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11477 case TEXTURELAYERTYPE_FOG:
11478 // singletexture fogging
11479 if (layer->texture)
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);
11488 R_Mesh_TexBind(0, 0);
11489 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11491 R_Mesh_TexBind(1, 0);
11492 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11493 // generate a color array for the fog pass
11494 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11495 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11501 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11502 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)
11504 f = 1 - RSurf_FogVertex(v);
11505 c[0] = layercolor[0];
11506 c[1] = layercolor[1];
11507 c[2] = layercolor[2];
11508 c[3] = f * layercolor[3];
11511 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11514 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11518 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11520 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11521 GL_AlphaTest(false);
11525 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11527 // OpenGL 1.1 - crusty old voodoo path
11528 int texturesurfaceindex;
11531 const texturelayer_t *layer;
11532 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11534 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11536 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11538 if (layerindex == 0)
11539 GL_AlphaTest(true);
11542 GL_AlphaTest(false);
11543 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11546 GL_DepthMask(layer->depthmask && writedepth);
11547 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11548 R_Mesh_ColorPointer(NULL, 0, 0);
11549 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11550 switch (layer->type)
11552 case TEXTURELAYERTYPE_LITTEXTURE:
11553 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11555 // two-pass lit texture with 2x rgbscale
11556 // first the lightmap pass
11557 R_Mesh_TexBind(0, r_texture_white);
11558 R_Mesh_TexMatrix(0, NULL);
11559 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11560 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11561 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11562 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11563 else if (FAKELIGHT_ENABLED)
11564 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11565 else if (rsurface.uselightmaptexture)
11566 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11568 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11569 // then apply the texture to it
11570 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11571 R_Mesh_TexBind(0, layer->texture);
11572 R_Mesh_TexMatrix(0, &layer->texmatrix);
11573 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11574 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11575 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);
11579 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11580 R_Mesh_TexBind(0, layer->texture);
11581 R_Mesh_TexMatrix(0, &layer->texmatrix);
11582 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11583 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11584 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11585 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);
11587 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);
11590 case TEXTURELAYERTYPE_TEXTURE:
11591 // singletexture unlit texture with 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 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);
11598 case TEXTURELAYERTYPE_FOG:
11599 // singletexture fogging
11600 if (layer->texture)
11602 R_Mesh_TexBind(0, layer->texture);
11603 R_Mesh_TexMatrix(0, &layer->texmatrix);
11604 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11605 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11609 R_Mesh_TexBind(0, 0);
11610 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11612 // generate a color array for the fog pass
11613 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11614 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11620 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11621 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)
11623 f = 1 - RSurf_FogVertex(v);
11624 c[0] = layer->color[0];
11625 c[1] = layer->color[1];
11626 c[2] = layer->color[2];
11627 c[3] = f * layer->color[3];
11630 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11633 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11637 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11639 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11640 GL_AlphaTest(false);
11644 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11648 GL_AlphaTest(false);
11649 R_Mesh_ColorPointer(NULL, 0, 0);
11650 R_Mesh_ResetTextureState();
11651 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11653 if(rsurface.texture && rsurface.texture->currentskinframe)
11655 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11656 c[3] *= rsurface.texture->currentalpha;
11666 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11668 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11669 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11670 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11673 // brighten it up (as texture value 127 means "unlit")
11674 c[0] *= 2 * r_refdef.view.colorscale;
11675 c[1] *= 2 * r_refdef.view.colorscale;
11676 c[2] *= 2 * r_refdef.view.colorscale;
11678 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11679 c[3] *= r_wateralpha.value;
11681 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11683 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11684 GL_DepthMask(false);
11686 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11688 GL_BlendFunc(GL_ONE, GL_ONE);
11689 GL_DepthMask(false);
11691 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11693 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11694 GL_DepthMask(false);
11696 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11698 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11699 GL_DepthMask(false);
11703 GL_BlendFunc(GL_ONE, GL_ZERO);
11704 GL_DepthMask(writedepth);
11707 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11709 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11711 rsurface.lightmapcolor4f = NULL;
11712 rsurface.lightmapcolor4f_bufferobject = 0;
11713 rsurface.lightmapcolor4f_bufferoffset = 0;
11715 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11717 qboolean applycolor = true;
11720 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11722 r_refdef.lightmapintensity = 1;
11723 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11724 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11726 else if (FAKELIGHT_ENABLED)
11728 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11730 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11731 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11732 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11736 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11738 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11739 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11740 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11743 if(!rsurface.lightmapcolor4f)
11744 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11746 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11747 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11748 if(r_refdef.fogenabled)
11749 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11751 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11752 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11755 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11758 RSurf_SetupDepthAndCulling();
11759 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11761 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11764 switch (vid.renderpath)
11766 case RENDERPATH_GL20:
11767 case RENDERPATH_CGGL:
11768 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11770 case RENDERPATH_GL13:
11771 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11773 case RENDERPATH_GL11:
11774 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11780 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11783 RSurf_SetupDepthAndCulling();
11784 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11786 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11789 switch (vid.renderpath)
11791 case RENDERPATH_GL20:
11792 case RENDERPATH_CGGL:
11793 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11795 case RENDERPATH_GL13:
11796 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11798 case RENDERPATH_GL11:
11799 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11805 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11808 int texturenumsurfaces, endsurface;
11809 texture_t *texture;
11810 const msurface_t *surface;
11811 #define MAXBATCH_TRANSPARENTSURFACES 256
11812 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11814 // if the model is static it doesn't matter what value we give for
11815 // wantnormals and wanttangents, so this logic uses only rules applicable
11816 // to a model, knowing that they are meaningless otherwise
11817 if (ent == r_refdef.scene.worldentity)
11818 RSurf_ActiveWorldEntity();
11819 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11820 RSurf_ActiveModelEntity(ent, false, false, false);
11823 switch (vid.renderpath)
11825 case RENDERPATH_GL20:
11826 case RENDERPATH_CGGL:
11827 RSurf_ActiveModelEntity(ent, true, true, false);
11829 case RENDERPATH_GL13:
11830 case RENDERPATH_GL11:
11831 RSurf_ActiveModelEntity(ent, true, false, false);
11836 if (r_transparentdepthmasking.integer)
11838 qboolean setup = false;
11839 for (i = 0;i < numsurfaces;i = j)
11842 surface = rsurface.modelsurfaces + surfacelist[i];
11843 texture = surface->texture;
11844 rsurface.texture = R_GetCurrentTexture(texture);
11845 // scan ahead until we find a different texture
11846 endsurface = min(i + 1024, numsurfaces);
11847 texturenumsurfaces = 0;
11848 texturesurfacelist[texturenumsurfaces++] = surface;
11849 if(FAKELIGHT_ENABLED)
11851 rsurface.uselightmaptexture = false;
11852 for (;j < endsurface;j++)
11854 surface = rsurface.modelsurfaces + surfacelist[j];
11855 if (texture != surface->texture)
11857 texturesurfacelist[texturenumsurfaces++] = surface;
11862 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11863 for (;j < endsurface;j++)
11865 surface = rsurface.modelsurfaces + surfacelist[j];
11866 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11868 texturesurfacelist[texturenumsurfaces++] = surface;
11871 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11873 // render the range of surfaces as depth
11877 GL_ColorMask(0,0,0,0);
11879 GL_DepthTest(true);
11880 GL_BlendFunc(GL_ONE, GL_ZERO);
11881 GL_DepthMask(true);
11882 GL_AlphaTest(false);
11883 R_Mesh_ColorPointer(NULL, 0, 0);
11884 R_Mesh_ResetTextureState();
11885 R_SetupShader_DepthOrShadow();
11887 RSurf_SetupDepthAndCulling();
11888 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11889 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11892 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11895 for (i = 0;i < numsurfaces;i = j)
11898 surface = rsurface.modelsurfaces + surfacelist[i];
11899 texture = surface->texture;
11900 rsurface.texture = R_GetCurrentTexture(texture);
11901 // scan ahead until we find a different texture
11902 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11903 texturenumsurfaces = 0;
11904 texturesurfacelist[texturenumsurfaces++] = surface;
11905 if(FAKELIGHT_ENABLED)
11907 rsurface.uselightmaptexture = false;
11908 for (;j < endsurface;j++)
11910 surface = rsurface.modelsurfaces + surfacelist[j];
11911 if (texture != surface->texture)
11913 texturesurfacelist[texturenumsurfaces++] = surface;
11918 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11919 for (;j < endsurface;j++)
11921 surface = rsurface.modelsurfaces + surfacelist[j];
11922 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11924 texturesurfacelist[texturenumsurfaces++] = surface;
11927 // render the range of surfaces
11928 if (ent == r_refdef.scene.worldentity)
11929 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11931 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11933 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11934 GL_AlphaTest(false);
11937 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11939 // transparent surfaces get pushed off into the transparent queue
11940 int surfacelistindex;
11941 const msurface_t *surface;
11942 vec3_t tempcenter, center;
11943 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11945 surface = texturesurfacelist[surfacelistindex];
11946 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11947 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11948 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11949 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11950 if (queueentity->transparent_offset) // transparent offset
11952 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11953 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11954 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11956 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11960 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11962 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11966 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11968 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11970 RSurf_SetupDepthAndCulling();
11971 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11972 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11976 if (!rsurface.texture->currentnumlayers)
11978 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11979 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11981 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11983 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11985 RSurf_SetupDepthAndCulling();
11986 GL_AlphaTest(false);
11987 R_Mesh_ColorPointer(NULL, 0, 0);
11988 R_Mesh_ResetTextureState();
11989 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11990 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11991 GL_DepthMask(true);
11992 GL_BlendFunc(GL_ONE, GL_ZERO);
11993 GL_Color(0, 0, 0, 1);
11994 GL_DepthTest(writedepth);
11995 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11997 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11999 RSurf_SetupDepthAndCulling();
12000 GL_AlphaTest(false);
12001 R_Mesh_ColorPointer(NULL, 0, 0);
12002 R_Mesh_ResetTextureState();
12003 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12004 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12005 GL_DepthMask(true);
12006 GL_BlendFunc(GL_ONE, GL_ZERO);
12007 GL_DepthTest(true);
12008 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12010 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12011 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12012 else if (!rsurface.texture->currentnumlayers)
12014 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12016 // in the deferred case, transparent surfaces were queued during prepass
12017 if (!r_shadow_usingdeferredprepass)
12018 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12022 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12023 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12028 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12031 texture_t *texture;
12032 // break the surface list down into batches by texture and use of lightmapping
12033 for (i = 0;i < numsurfaces;i = j)
12036 // texture is the base texture pointer, rsurface.texture is the
12037 // current frame/skin the texture is directing us to use (for example
12038 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12039 // use skin 1 instead)
12040 texture = surfacelist[i]->texture;
12041 rsurface.texture = R_GetCurrentTexture(texture);
12042 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12044 // if this texture is not the kind we want, skip ahead to the next one
12045 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12049 if(FAKELIGHT_ENABLED || depthonly || prepass)
12051 rsurface.uselightmaptexture = false;
12052 // simply scan ahead until we find a different texture or lightmap state
12053 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12058 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12059 // simply scan ahead until we find a different texture or lightmap state
12060 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12063 // render the range of surfaces
12064 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12068 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12073 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12075 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12077 RSurf_SetupDepthAndCulling();
12078 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12079 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12083 if (!rsurface.texture->currentnumlayers)
12085 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12086 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12088 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12090 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
12092 RSurf_SetupDepthAndCulling();
12093 GL_AlphaTest(false);
12094 R_Mesh_ColorPointer(NULL, 0, 0);
12095 R_Mesh_ResetTextureState();
12096 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12097 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12098 GL_DepthMask(true);
12099 GL_BlendFunc(GL_ONE, GL_ZERO);
12100 GL_Color(0, 0, 0, 1);
12101 GL_DepthTest(writedepth);
12102 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12104 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12106 RSurf_SetupDepthAndCulling();
12107 GL_AlphaTest(false);
12108 R_Mesh_ColorPointer(NULL, 0, 0);
12109 R_Mesh_ResetTextureState();
12110 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12111 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12112 GL_DepthMask(true);
12113 GL_BlendFunc(GL_ONE, GL_ZERO);
12114 GL_DepthTest(true);
12115 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12117 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12118 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12119 else if (!rsurface.texture->currentnumlayers)
12121 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12123 // in the deferred case, transparent surfaces were queued during prepass
12124 if (!r_shadow_usingdeferredprepass)
12125 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12129 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12130 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12135 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12138 texture_t *texture;
12139 // break the surface list down into batches by texture and use of lightmapping
12140 for (i = 0;i < numsurfaces;i = j)
12143 // texture is the base texture pointer, rsurface.texture is the
12144 // current frame/skin the texture is directing us to use (for example
12145 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12146 // use skin 1 instead)
12147 texture = surfacelist[i]->texture;
12148 rsurface.texture = R_GetCurrentTexture(texture);
12149 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12151 // if this texture is not the kind we want, skip ahead to the next one
12152 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12156 if(FAKELIGHT_ENABLED || depthonly || prepass)
12158 rsurface.uselightmaptexture = false;
12159 // simply scan ahead until we find a different texture or lightmap state
12160 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12165 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12166 // simply scan ahead until we find a different texture or lightmap state
12167 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12170 // render the range of surfaces
12171 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12175 float locboxvertex3f[6*4*3] =
12177 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12178 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12179 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12180 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12181 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12182 1,0,0, 0,0,0, 0,1,0, 1,1,0
12185 unsigned short locboxelements[6*2*3] =
12190 12,13,14, 12,14,15,
12191 16,17,18, 16,18,19,
12195 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12198 cl_locnode_t *loc = (cl_locnode_t *)ent;
12200 float vertex3f[6*4*3];
12202 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12203 GL_DepthMask(false);
12204 GL_DepthRange(0, 1);
12205 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12206 GL_DepthTest(true);
12207 GL_CullFace(GL_NONE);
12208 R_EntityMatrix(&identitymatrix);
12210 R_Mesh_VertexPointer(vertex3f, 0, 0);
12211 R_Mesh_ColorPointer(NULL, 0, 0);
12212 R_Mesh_ResetTextureState();
12213 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12215 i = surfacelist[0];
12216 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12217 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12218 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12219 surfacelist[0] < 0 ? 0.5f : 0.125f);
12221 if (VectorCompare(loc->mins, loc->maxs))
12223 VectorSet(size, 2, 2, 2);
12224 VectorMA(loc->mins, -0.5f, size, mins);
12228 VectorCopy(loc->mins, mins);
12229 VectorSubtract(loc->maxs, loc->mins, size);
12232 for (i = 0;i < 6*4*3;)
12233 for (j = 0;j < 3;j++, i++)
12234 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12236 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12239 void R_DrawLocs(void)
12242 cl_locnode_t *loc, *nearestloc;
12244 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12245 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12247 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12248 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12252 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12254 if (decalsystem->decals)
12255 Mem_Free(decalsystem->decals);
12256 memset(decalsystem, 0, sizeof(*decalsystem));
12259 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)
12262 tridecal_t *decals;
12265 // expand or initialize the system
12266 if (decalsystem->maxdecals <= decalsystem->numdecals)
12268 decalsystem_t old = *decalsystem;
12269 qboolean useshortelements;
12270 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12271 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12272 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)));
12273 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12274 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12275 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12276 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12277 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12278 if (decalsystem->numdecals)
12279 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12281 Mem_Free(old.decals);
12282 for (i = 0;i < decalsystem->maxdecals*3;i++)
12283 decalsystem->element3i[i] = i;
12284 if (useshortelements)
12285 for (i = 0;i < decalsystem->maxdecals*3;i++)
12286 decalsystem->element3s[i] = i;
12289 // grab a decal and search for another free slot for the next one
12290 decals = decalsystem->decals;
12291 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12292 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12294 decalsystem->freedecal = i;
12295 if (decalsystem->numdecals <= i)
12296 decalsystem->numdecals = i + 1;
12298 // initialize the decal
12300 decal->triangleindex = triangleindex;
12301 decal->surfaceindex = surfaceindex;
12302 decal->decalsequence = decalsequence;
12303 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12304 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12305 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12306 decal->color4ub[0][3] = 255;
12307 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12308 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12309 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12310 decal->color4ub[1][3] = 255;
12311 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12312 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12313 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12314 decal->color4ub[2][3] = 255;
12315 decal->vertex3f[0][0] = v0[0];
12316 decal->vertex3f[0][1] = v0[1];
12317 decal->vertex3f[0][2] = v0[2];
12318 decal->vertex3f[1][0] = v1[0];
12319 decal->vertex3f[1][1] = v1[1];
12320 decal->vertex3f[1][2] = v1[2];
12321 decal->vertex3f[2][0] = v2[0];
12322 decal->vertex3f[2][1] = v2[1];
12323 decal->vertex3f[2][2] = v2[2];
12324 decal->texcoord2f[0][0] = t0[0];
12325 decal->texcoord2f[0][1] = t0[1];
12326 decal->texcoord2f[1][0] = t1[0];
12327 decal->texcoord2f[1][1] = t1[1];
12328 decal->texcoord2f[2][0] = t2[0];
12329 decal->texcoord2f[2][1] = t2[1];
12332 extern cvar_t cl_decals_bias;
12333 extern cvar_t cl_decals_models;
12334 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12335 // baseparms, parms, temps
12336 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)
12341 const float *vertex3f;
12343 float points[2][9][3];
12350 e = rsurface.modelelement3i + 3*triangleindex;
12352 vertex3f = rsurface.modelvertex3f;
12354 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12356 index = 3*e[cornerindex];
12357 VectorCopy(vertex3f + index, v[cornerindex]);
12360 //TriangleNormal(v[0], v[1], v[2], normal);
12361 //if (DotProduct(normal, localnormal) < 0.0f)
12363 // clip by each of the box planes formed from the projection matrix
12364 // if anything survives, we emit the decal
12365 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]);
12368 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]);
12371 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]);
12374 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]);
12377 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]);
12380 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]);
12383 // some part of the triangle survived, so we have to accept it...
12386 // dynamic always uses the original triangle
12388 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12390 index = 3*e[cornerindex];
12391 VectorCopy(vertex3f + index, v[cornerindex]);
12394 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12396 // convert vertex positions to texcoords
12397 Matrix4x4_Transform(projection, v[cornerindex], temp);
12398 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12399 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12400 // calculate distance fade from the projection origin
12401 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12402 f = bound(0.0f, f, 1.0f);
12403 c[cornerindex][0] = r * f;
12404 c[cornerindex][1] = g * f;
12405 c[cornerindex][2] = b * f;
12406 c[cornerindex][3] = 1.0f;
12407 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12410 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);
12412 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12413 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);
12415 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)
12417 matrix4x4_t projection;
12418 decalsystem_t *decalsystem;
12421 const msurface_t *surface;
12422 const msurface_t *surfaces;
12423 const int *surfacelist;
12424 const texture_t *texture;
12426 int numsurfacelist;
12427 int surfacelistindex;
12430 float localorigin[3];
12431 float localnormal[3];
12432 float localmins[3];
12433 float localmaxs[3];
12436 float planes[6][4];
12439 int bih_triangles_count;
12440 int bih_triangles[256];
12441 int bih_surfaces[256];
12443 decalsystem = &ent->decalsystem;
12444 model = ent->model;
12445 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12447 R_DecalSystem_Reset(&ent->decalsystem);
12451 if (!model->brush.data_nodes && !cl_decals_models.integer)
12453 if (decalsystem->model)
12454 R_DecalSystem_Reset(decalsystem);
12458 if (decalsystem->model != model)
12459 R_DecalSystem_Reset(decalsystem);
12460 decalsystem->model = model;
12462 RSurf_ActiveModelEntity(ent, false, false, false);
12464 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12465 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12466 VectorNormalize(localnormal);
12467 localsize = worldsize*rsurface.inversematrixscale;
12468 localmins[0] = localorigin[0] - localsize;
12469 localmins[1] = localorigin[1] - localsize;
12470 localmins[2] = localorigin[2] - localsize;
12471 localmaxs[0] = localorigin[0] + localsize;
12472 localmaxs[1] = localorigin[1] + localsize;
12473 localmaxs[2] = localorigin[2] + localsize;
12475 //VectorCopy(localnormal, planes[4]);
12476 //VectorVectors(planes[4], planes[2], planes[0]);
12477 AnglesFromVectors(angles, localnormal, NULL, false);
12478 AngleVectors(angles, planes[0], planes[2], planes[4]);
12479 VectorNegate(planes[0], planes[1]);
12480 VectorNegate(planes[2], planes[3]);
12481 VectorNegate(planes[4], planes[5]);
12482 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12483 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12484 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12485 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12486 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12487 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12492 matrix4x4_t forwardprojection;
12493 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12494 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12499 float projectionvector[4][3];
12500 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12501 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12502 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12503 projectionvector[0][0] = planes[0][0] * ilocalsize;
12504 projectionvector[0][1] = planes[1][0] * ilocalsize;
12505 projectionvector[0][2] = planes[2][0] * ilocalsize;
12506 projectionvector[1][0] = planes[0][1] * ilocalsize;
12507 projectionvector[1][1] = planes[1][1] * ilocalsize;
12508 projectionvector[1][2] = planes[2][1] * ilocalsize;
12509 projectionvector[2][0] = planes[0][2] * ilocalsize;
12510 projectionvector[2][1] = planes[1][2] * ilocalsize;
12511 projectionvector[2][2] = planes[2][2] * ilocalsize;
12512 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12513 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12514 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12515 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12519 dynamic = model->surfmesh.isanimated;
12520 numsurfacelist = model->nummodelsurfaces;
12521 surfacelist = model->sortedmodelsurfaces;
12522 surfaces = model->data_surfaces;
12525 bih_triangles_count = -1;
12528 if(model->render_bih.numleafs)
12529 bih = &model->render_bih;
12530 else if(model->collision_bih.numleafs)
12531 bih = &model->collision_bih;
12534 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12535 if(bih_triangles_count == 0)
12537 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12539 if(bih_triangles_count > 0)
12541 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12543 surfaceindex = bih_surfaces[triangleindex];
12544 surface = surfaces + surfaceindex;
12545 texture = surface->texture;
12546 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12548 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12550 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12555 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12557 surfaceindex = surfacelist[surfacelistindex];
12558 surface = surfaces + surfaceindex;
12559 // check cull box first because it rejects more than any other check
12560 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12562 // skip transparent surfaces
12563 texture = surface->texture;
12564 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12566 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12568 numtriangles = surface->num_triangles;
12569 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12570 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12575 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12576 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)
12578 int renderentityindex;
12579 float worldmins[3];
12580 float worldmaxs[3];
12581 entity_render_t *ent;
12583 if (!cl_decals_newsystem.integer)
12586 worldmins[0] = worldorigin[0] - worldsize;
12587 worldmins[1] = worldorigin[1] - worldsize;
12588 worldmins[2] = worldorigin[2] - worldsize;
12589 worldmaxs[0] = worldorigin[0] + worldsize;
12590 worldmaxs[1] = worldorigin[1] + worldsize;
12591 worldmaxs[2] = worldorigin[2] + worldsize;
12593 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12595 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12597 ent = r_refdef.scene.entities[renderentityindex];
12598 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12601 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12605 typedef struct r_decalsystem_splatqueue_s
12607 vec3_t worldorigin;
12608 vec3_t worldnormal;
12614 r_decalsystem_splatqueue_t;
12616 int r_decalsystem_numqueued = 0;
12617 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12619 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)
12621 r_decalsystem_splatqueue_t *queue;
12623 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12626 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12627 VectorCopy(worldorigin, queue->worldorigin);
12628 VectorCopy(worldnormal, queue->worldnormal);
12629 Vector4Set(queue->color, r, g, b, a);
12630 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12631 queue->worldsize = worldsize;
12632 queue->decalsequence = cl.decalsequence++;
12635 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12638 r_decalsystem_splatqueue_t *queue;
12640 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12641 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);
12642 r_decalsystem_numqueued = 0;
12645 extern cvar_t cl_decals_max;
12646 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12649 decalsystem_t *decalsystem = &ent->decalsystem;
12656 if (!decalsystem->numdecals)
12659 if (r_showsurfaces.integer)
12662 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12664 R_DecalSystem_Reset(decalsystem);
12668 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12669 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12671 if (decalsystem->lastupdatetime)
12672 frametime = (cl.time - decalsystem->lastupdatetime);
12675 decalsystem->lastupdatetime = cl.time;
12676 decal = decalsystem->decals;
12677 numdecals = decalsystem->numdecals;
12679 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12681 if (decal->color4ub[0][3])
12683 decal->lived += frametime;
12684 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12686 memset(decal, 0, sizeof(*decal));
12687 if (decalsystem->freedecal > i)
12688 decalsystem->freedecal = i;
12692 decal = decalsystem->decals;
12693 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12696 // collapse the array by shuffling the tail decals into the gaps
12699 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12700 decalsystem->freedecal++;
12701 if (decalsystem->freedecal == numdecals)
12703 decal[decalsystem->freedecal] = decal[--numdecals];
12706 decalsystem->numdecals = numdecals;
12708 if (numdecals <= 0)
12710 // if there are no decals left, reset decalsystem
12711 R_DecalSystem_Reset(decalsystem);
12715 extern skinframe_t *decalskinframe;
12716 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12719 decalsystem_t *decalsystem = &ent->decalsystem;
12728 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12731 numdecals = decalsystem->numdecals;
12735 if (r_showsurfaces.integer)
12738 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12740 R_DecalSystem_Reset(decalsystem);
12744 // if the model is static it doesn't matter what value we give for
12745 // wantnormals and wanttangents, so this logic uses only rules applicable
12746 // to a model, knowing that they are meaningless otherwise
12747 if (ent == r_refdef.scene.worldentity)
12748 RSurf_ActiveWorldEntity();
12750 RSurf_ActiveModelEntity(ent, false, false, false);
12752 decalsystem->lastupdatetime = cl.time;
12753 decal = decalsystem->decals;
12755 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12757 // update vertex positions for animated models
12758 v3f = decalsystem->vertex3f;
12759 c4f = decalsystem->color4f;
12760 t2f = decalsystem->texcoord2f;
12761 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12763 if (!decal->color4ub[0][3])
12766 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12769 // update color values for fading decals
12770 if (decal->lived >= cl_decals_time.value)
12772 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12773 alpha *= (1.0f/255.0f);
12776 alpha = 1.0f/255.0f;
12778 c4f[ 0] = decal->color4ub[0][0] * alpha;
12779 c4f[ 1] = decal->color4ub[0][1] * alpha;
12780 c4f[ 2] = decal->color4ub[0][2] * alpha;
12782 c4f[ 4] = decal->color4ub[1][0] * alpha;
12783 c4f[ 5] = decal->color4ub[1][1] * alpha;
12784 c4f[ 6] = decal->color4ub[1][2] * alpha;
12786 c4f[ 8] = decal->color4ub[2][0] * alpha;
12787 c4f[ 9] = decal->color4ub[2][1] * alpha;
12788 c4f[10] = decal->color4ub[2][2] * alpha;
12791 t2f[0] = decal->texcoord2f[0][0];
12792 t2f[1] = decal->texcoord2f[0][1];
12793 t2f[2] = decal->texcoord2f[1][0];
12794 t2f[3] = decal->texcoord2f[1][1];
12795 t2f[4] = decal->texcoord2f[2][0];
12796 t2f[5] = decal->texcoord2f[2][1];
12798 // update vertex positions for animated models
12799 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12801 e = rsurface.modelelement3i + 3*decal->triangleindex;
12802 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12803 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12804 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12808 VectorCopy(decal->vertex3f[0], v3f);
12809 VectorCopy(decal->vertex3f[1], v3f + 3);
12810 VectorCopy(decal->vertex3f[2], v3f + 6);
12813 if (r_refdef.fogenabled)
12815 alpha = RSurf_FogVertex(v3f);
12816 VectorScale(c4f, alpha, c4f);
12817 alpha = RSurf_FogVertex(v3f + 3);
12818 VectorScale(c4f + 4, alpha, c4f + 4);
12819 alpha = RSurf_FogVertex(v3f + 6);
12820 VectorScale(c4f + 8, alpha, c4f + 8);
12831 r_refdef.stats.drawndecals += numtris;
12833 // now render the decals all at once
12834 // (this assumes they all use one particle font texture!)
12835 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);
12836 R_Mesh_ResetTextureState();
12837 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12838 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12839 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12840 GL_DepthMask(false);
12841 GL_DepthRange(0, 1);
12842 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12843 GL_DepthTest(true);
12844 GL_CullFace(GL_NONE);
12845 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12846 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12847 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12851 static void R_DrawModelDecals(void)
12855 // fade faster when there are too many decals
12856 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12857 for (i = 0;i < r_refdef.scene.numentities;i++)
12858 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12860 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12861 for (i = 0;i < r_refdef.scene.numentities;i++)
12862 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12863 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12865 R_DecalSystem_ApplySplatEntitiesQueue();
12867 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12868 for (i = 0;i < r_refdef.scene.numentities;i++)
12869 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12871 r_refdef.stats.totaldecals += numdecals;
12873 if (r_showsurfaces.integer)
12876 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12878 for (i = 0;i < r_refdef.scene.numentities;i++)
12880 if (!r_refdef.viewcache.entityvisible[i])
12882 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12883 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12887 extern cvar_t mod_collision_bih;
12888 void R_DrawDebugModel(void)
12890 entity_render_t *ent = rsurface.entity;
12891 int i, j, k, l, flagsmask;
12892 const msurface_t *surface;
12893 dp_model_t *model = ent->model;
12896 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12898 R_Mesh_ColorPointer(NULL, 0, 0);
12899 R_Mesh_ResetTextureState();
12900 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12901 GL_DepthRange(0, 1);
12902 GL_DepthTest(!r_showdisabledepthtest.integer);
12903 GL_DepthMask(false);
12904 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12906 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12910 qboolean cullbox = ent == r_refdef.scene.worldentity;
12911 const q3mbrush_t *brush;
12912 const bih_t *bih = &model->collision_bih;
12913 const bih_leaf_t *bihleaf;
12914 float vertex3f[3][3];
12915 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12917 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12919 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12921 switch (bihleaf->type)
12924 brush = model->brush.data_brushes + bihleaf->itemindex;
12925 if (brush->colbrushf && brush->colbrushf->numtriangles)
12927 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12928 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);
12929 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12932 case BIH_COLLISIONTRIANGLE:
12933 triangleindex = bihleaf->itemindex;
12934 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12935 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12936 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12937 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12938 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);
12939 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12941 case BIH_RENDERTRIANGLE:
12942 triangleindex = bihleaf->itemindex;
12943 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12944 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12945 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12946 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12947 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);
12948 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12954 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12956 if (r_showtris.integer || r_shownormals.integer)
12958 if (r_showdisabledepthtest.integer)
12960 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12961 GL_DepthMask(false);
12965 GL_BlendFunc(GL_ONE, GL_ZERO);
12966 GL_DepthMask(true);
12968 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12970 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12972 rsurface.texture = R_GetCurrentTexture(surface->texture);
12973 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12975 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12976 if (r_showtris.value > 0)
12978 if (!rsurface.texture->currentlayers->depthmask)
12979 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12980 else if (ent == r_refdef.scene.worldentity)
12981 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12983 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12984 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12985 R_Mesh_ColorPointer(NULL, 0, 0);
12986 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12987 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12988 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12989 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);
12990 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12993 if (r_shownormals.value < 0)
12995 qglBegin(GL_LINES);
12996 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12998 VectorCopy(rsurface.vertex3f + l * 3, v);
12999 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13000 qglVertex3f(v[0], v[1], v[2]);
13001 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
13002 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13003 qglVertex3f(v[0], v[1], v[2]);
13008 if (r_shownormals.value > 0)
13010 qglBegin(GL_LINES);
13011 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13013 VectorCopy(rsurface.vertex3f + l * 3, v);
13014 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13015 qglVertex3f(v[0], v[1], v[2]);
13016 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
13017 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13018 qglVertex3f(v[0], v[1], v[2]);
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(0, r_refdef.view.colorscale, 0, 1);
13027 qglVertex3f(v[0], v[1], v[2]);
13028 VectorMA(v, r_shownormals.value, rsurface.tvector3f + 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, 0, r_refdef.view.colorscale, 1);
13039 qglVertex3f(v[0], v[1], v[2]);
13040 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
13041 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13042 qglVertex3f(v[0], v[1], v[2]);
13049 rsurface.texture = NULL;
13053 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13054 int r_maxsurfacelist = 0;
13055 const msurface_t **r_surfacelist = NULL;
13056 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13058 int i, j, endj, flagsmask;
13059 dp_model_t *model = r_refdef.scene.worldmodel;
13060 msurface_t *surfaces;
13061 unsigned char *update;
13062 int numsurfacelist = 0;
13066 if (r_maxsurfacelist < model->num_surfaces)
13068 r_maxsurfacelist = model->num_surfaces;
13070 Mem_Free((msurface_t**)r_surfacelist);
13071 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13074 RSurf_ActiveWorldEntity();
13076 surfaces = model->data_surfaces;
13077 update = model->brushq1.lightmapupdateflags;
13079 // update light styles on this submodel
13080 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13082 model_brush_lightstyleinfo_t *style;
13083 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13085 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13087 int *list = style->surfacelist;
13088 style->value = r_refdef.scene.lightstylevalue[style->style];
13089 for (j = 0;j < style->numsurfaces;j++)
13090 update[list[j]] = true;
13095 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13099 R_DrawDebugModel();
13100 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13104 rsurface.uselightmaptexture = false;
13105 rsurface.texture = NULL;
13106 rsurface.rtlight = NULL;
13107 numsurfacelist = 0;
13108 // add visible surfaces to draw list
13109 for (i = 0;i < model->nummodelsurfaces;i++)
13111 j = model->sortedmodelsurfaces[i];
13112 if (r_refdef.viewcache.world_surfacevisible[j])
13113 r_surfacelist[numsurfacelist++] = surfaces + j;
13115 // update lightmaps if needed
13116 if (model->brushq1.firstrender)
13118 model->brushq1.firstrender = false;
13119 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13121 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13125 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13126 if (r_refdef.viewcache.world_surfacevisible[j])
13128 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13130 // don't do anything if there were no surfaces
13131 if (!numsurfacelist)
13133 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13136 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13137 GL_AlphaTest(false);
13139 // add to stats if desired
13140 if (r_speeds.integer && !skysurfaces && !depthonly)
13142 r_refdef.stats.world_surfaces += numsurfacelist;
13143 for (j = 0;j < numsurfacelist;j++)
13144 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13147 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13150 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13152 int i, j, endj, flagsmask;
13153 dp_model_t *model = ent->model;
13154 msurface_t *surfaces;
13155 unsigned char *update;
13156 int numsurfacelist = 0;
13160 if (r_maxsurfacelist < model->num_surfaces)
13162 r_maxsurfacelist = model->num_surfaces;
13164 Mem_Free((msurface_t **)r_surfacelist);
13165 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13168 // if the model is static it doesn't matter what value we give for
13169 // wantnormals and wanttangents, so this logic uses only rules applicable
13170 // to a model, knowing that they are meaningless otherwise
13171 if (ent == r_refdef.scene.worldentity)
13172 RSurf_ActiveWorldEntity();
13173 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13174 RSurf_ActiveModelEntity(ent, false, false, false);
13176 RSurf_ActiveModelEntity(ent, true, true, true);
13177 else if (depthonly)
13179 switch (vid.renderpath)
13181 case RENDERPATH_GL20:
13182 case RENDERPATH_CGGL:
13183 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13185 case RENDERPATH_GL13:
13186 case RENDERPATH_GL11:
13187 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13193 switch (vid.renderpath)
13195 case RENDERPATH_GL20:
13196 case RENDERPATH_CGGL:
13197 RSurf_ActiveModelEntity(ent, true, true, false);
13199 case RENDERPATH_GL13:
13200 case RENDERPATH_GL11:
13201 RSurf_ActiveModelEntity(ent, true, false, false);
13206 surfaces = model->data_surfaces;
13207 update = model->brushq1.lightmapupdateflags;
13209 // update light styles
13210 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13212 model_brush_lightstyleinfo_t *style;
13213 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13215 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13217 int *list = style->surfacelist;
13218 style->value = r_refdef.scene.lightstylevalue[style->style];
13219 for (j = 0;j < style->numsurfaces;j++)
13220 update[list[j]] = true;
13225 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13229 R_DrawDebugModel();
13230 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13234 rsurface.uselightmaptexture = false;
13235 rsurface.texture = NULL;
13236 rsurface.rtlight = NULL;
13237 numsurfacelist = 0;
13238 // add visible surfaces to draw list
13239 for (i = 0;i < model->nummodelsurfaces;i++)
13240 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13241 // don't do anything if there were no surfaces
13242 if (!numsurfacelist)
13244 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13247 // update lightmaps if needed
13251 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13256 R_BuildLightMap(ent, surfaces + j);
13261 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13263 R_BuildLightMap(ent, surfaces + j);
13264 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13265 GL_AlphaTest(false);
13267 // add to stats if desired
13268 if (r_speeds.integer && !skysurfaces && !depthonly)
13270 r_refdef.stats.entities_surfaces += numsurfacelist;
13271 for (j = 0;j < numsurfacelist;j++)
13272 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13275 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13278 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13280 static texture_t texture;
13281 static msurface_t surface;
13282 const msurface_t *surfacelist = &surface;
13284 // fake enough texture and surface state to render this geometry
13286 texture.update_lastrenderframe = -1; // regenerate this texture
13287 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13288 texture.currentskinframe = skinframe;
13289 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13290 texture.offsetmapping = OFFSETMAPPING_OFF;
13291 texture.offsetscale = 1;
13292 texture.specularscalemod = 1;
13293 texture.specularpowermod = 1;
13295 surface.texture = &texture;
13296 surface.num_triangles = numtriangles;
13297 surface.num_firsttriangle = firsttriangle;
13298 surface.num_vertices = numvertices;
13299 surface.num_firstvertex = firstvertex;
13302 rsurface.texture = R_GetCurrentTexture(surface.texture);
13303 rsurface.uselightmaptexture = false;
13304 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13307 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)
13309 static msurface_t surface;
13310 const msurface_t *surfacelist = &surface;
13312 // fake enough texture and surface state to render this geometry
13314 surface.texture = texture;
13315 surface.num_triangles = numtriangles;
13316 surface.num_firsttriangle = firsttriangle;
13317 surface.num_vertices = numvertices;
13318 surface.num_firstvertex = firstvertex;
13321 rsurface.texture = R_GetCurrentTexture(surface.texture);
13322 rsurface.uselightmaptexture = false;
13323 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);