static int r_frame = 0; ///< used only by R_GetCurrentTexture
+qboolean r_loadnormalmap;
+qboolean r_loadgloss;
+qboolean r_loadfog;
+
//
// screen size info
//
cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
-cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
+// TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
+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"};
+cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
+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)"};
+cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
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"};
cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
+cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
+cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
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)"};
cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
-cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
+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)"};
+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)"};
cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
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"};
-cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+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"};
+cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
+cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
+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"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
-cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
+static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
+static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
-cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
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)"};
cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
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)"};
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)"};
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)"};
-cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
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)"};
cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
+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)"};
+
extern cvar_t v_glslgamma;
extern qboolean v_flipped_state;
unsigned int r_texture_gammaramps_serial;
//rtexture_t *r_texture_fogintensity;
-unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+unsigned int r_queries[MAX_OCCLUSION_QUERIES];
unsigned int r_numqueries;
unsigned int r_maxqueries;
-char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
-skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
+typedef struct r_qwskincache_s
+{
+ char name[MAX_QPATH];
+ skinframe_t *skinframe;
+}
+r_qwskincache_t;
+
+static r_qwskincache_t *r_qwskincache;
+static int r_qwskincache_size;
/// vertex coordinates for a quad that covers the screen exactly
const float r_screenvertex3f[12] =
r_refdef.fog_blue = 0;
r_refdef.fog_alpha = 1;
r_refdef.fog_start = 0;
- r_refdef.fog_end = 0;
-}
-
-float FogForDistance(vec_t dist)
-{
- unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
- return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
-}
-
-float FogPoint_World(const vec3_t p)
-{
- return FogForDistance(VectorDistance((p), r_refdef.view.origin));
-}
-
-float FogPoint_Model(const vec3_t p)
-{
- return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
+ r_refdef.fog_end = 16384;
+ r_refdef.fog_height = 1<<30;
+ r_refdef.fog_fadedepth = 128;
}
static void R_BuildBlankTextures(void)
}
}
}
- r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
+ r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
}
static void R_BuildWhiteCube(void)
vec3_t v;
vec_t s, t, intensity;
#define NORMSIZE 64
- unsigned char data[6][NORMSIZE][NORMSIZE][4];
+ unsigned char *data;
+ data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
for (side = 0;side < 6;side++)
{
for (y = 0;y < NORMSIZE;y++)
break;
}
intensity = 127.0f / sqrt(DotProduct(v, v));
- data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
- data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
- data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
- data[side][y][x][3] = 255;
+ data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
+ data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
+ data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
+ data[((side*64+y)*64+x)*4+3] = 255;
}
}
}
- r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ Mem_Free(data);
}
static void R_BuildFogTexture(void)
}
else
{
- r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
- //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
+ //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
}
}
"// written by Forest 'LordHavoc' Hale\n"
"\n"
"// enable various extensions depending on permutation:\n"
-"\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# extension GL_ARB_texture_rectangle : enable\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"# extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"# ifdef GL_AMD_texture_texture4\n"
-"# extension GL_AMD_texture_texture4 : enable\n"
-"# endif\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWSAMPLER\n"
-"# extension GL_ARB_shadow : enable\n"
-"#endif\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3half3\n"
-"//# define myhalf4 half4\n"
-"//#else\n"
-"# define myhalf float\n"
-"# define myhalf2 vec2\n"
-"# define myhalf3 vec3\n"
-"# define myhalf4 vec4\n"
-"//#endif\n"
"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
"}\n"
-"# endif\n"
-"\n"
-"#else\n"
+"#endif\n"
+"#else // !MODE_DEPTH_ORSHADOW\n"
"#ifdef MODE_SHOWDEPTH\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
" gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
"}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
"void main(void)\n"
"{\n"
" gl_FragColor = gl_Color;\n"
"}\n"
-"# endif\n"
-"\n"
+"#endif\n"
"#else // !MODE_SHOWDEPTH\n"
-"\n"
"#ifdef MODE_POSTPROCESS\n"
-"# ifdef VERTEX_SHADER\n"
+"varying vec2 TexCoord1;\n"
+"varying vec2 TexCoord2;\n"
+"\n"
+"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
-" gl_FrontColor = gl_Color;\n"
" gl_Position = ftransform();\n"
-" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#ifdef USEBLOOM\n"
-" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+" TexCoord2 = gl_MultiTexCoord1.xy;\n"
"#endif\n"
"}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
"\n"
+"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D Texture_First;\n"
"#ifdef USEBLOOM\n"
"uniform sampler2D Texture_Second;\n"
"uniform float Saturation;\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
-"uniform vec4 TintColor;\n"
+"uniform vec4 ViewTintColor;\n"
"#endif\n"
"//uncomment these if you want to use them:\n"
"uniform vec4 UserVec1;\n"
"uniform vec2 PixelSize;\n"
"void main(void)\n"
"{\n"
-" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+" gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
-" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
-" gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
+" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
"#endif\n"
"\n"
"#ifdef USEPOSTPROCESSING\n"
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
"// 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"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
+" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
" gl_FragColor /= (1 + 5 * UserVec1.y);\n"
"#endif\n"
"\n"
"#ifdef USESATURATION\n"
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
-" myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
+" float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
"#endif\n"
" gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
"#endif\n"
"}\n"
-"# endif\n"
-"\n"
-"\n"
-"#else\n"
+"#endif\n"
+"#else // !MODE_POSTPROCESS\n"
"#ifdef MODE_GENERIC\n"
-"# ifdef VERTEX_SHADER\n"
+"#ifdef USEDIFFUSE\n"
+"varying vec2 TexCoord1;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+"varying vec2 TexCoord2;\n"
+"#endif\n"
+"#ifdef VERTEX_SHADER\n"
"void main(void)\n"
"{\n"
" gl_FrontColor = gl_Color;\n"
-"# ifdef USEDIFFUSE\n"
-" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
-"# endif\n"
-"# ifdef USESPECULAR\n"
-" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
-"# endif\n"
+"#ifdef USEDIFFUSE\n"
+" TexCoord1 = gl_MultiTexCoord0.xy;\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+" TexCoord2 = gl_MultiTexCoord1.xy;\n"
+"#endif\n"
" gl_Position = ftransform();\n"
"}\n"
-"# endif\n"
-"# ifdef FRAGMENT_SHADER\n"
+"#endif\n"
"\n"
-"# ifdef USEDIFFUSE\n"
+"#ifdef FRAGMENT_SHADER\n"
+"#ifdef USEDIFFUSE\n"
"uniform sampler2D Texture_First;\n"
-"# endif\n"
-"# ifdef USESPECULAR\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
"uniform sampler2D Texture_Second;\n"
-"# endif\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
" gl_FragColor = gl_Color;\n"
-"# ifdef USEDIFFUSE\n"
-" gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
-"# endif\n"
+"#ifdef USEDIFFUSE\n"
+" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
+"#endif\n"
"\n"
-"# ifdef USESPECULAR\n"
-" vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
-"# endif\n"
-"# ifdef USECOLORMAPPING\n"
+"#ifdef USESPECULAR\n"
+" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
+"#endif\n"
+"#ifdef USECOLORMAPPING\n"
" gl_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-" gl_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"}\n"
-"# endif\n"
-"\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"varying vec2 TexCoord;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"varying vec2 TexCoord2;\n"
"#endif\n"
-"varying vec2 TexCoordLightmap;\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying vec3 CubeVector;\n"
+"#ifdef USEGLOW\n"
+" gl_FragColor += tex2;\n"
"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying vec3 LightVector;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"varying vec3 LightVector;\n"
+"}\n"
"#endif\n"
-"\n"
-"varying vec3 EyeVector;\n"
-"#ifdef USEFOG\n"
-"varying vec3 EyeVectorModelSpace;\n"
+"#else // !MODE_GENERIC\n"
+"#ifdef MODE_BLOOMBLUR\n"
+"varying TexCoord;\n"
+"#ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+" gl_FrontColor = gl_Color;\n"
+" TexCoord = gl_MultiTexCoord0.xy;\n"
+" gl_Position = ftransform();\n"
+"}\n"
"#endif\n"
"\n"
-"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
+"#ifdef FRAGMENT_SHADER\n"
+"uniform sampler2D Texture_First;\n"
+"uniform vec4 BloomBlur_Parameters;\n"
"\n"
-"#ifdef MODE_WATER\n"
-"varying vec4 ModelViewProjectionPosition;\n"
+"void main(void)\n"
+"{\n"
+" int i;\n"
+" vec2 tc = TexCoord;\n"
+" vec3 color = texture2D(Texture_First, tc).rgb;\n"
+" tc += BloomBlur_Parameters.xy;\n"
+" for (i = 1;i < SAMPLES;i++)\n"
+" {\n"
+" color += texture2D(Texture_First, tc).rgb;\n"
+" tc += BloomBlur_Parameters.xy;\n"
+" }\n"
+" gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
+"}\n"
"#endif\n"
+"#else // !MODE_BLOOMBLUR\n"
"#ifdef MODE_REFRACTION\n"
+"varying vec2 TexCoord;\n"
"varying vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// vertex shader specific:\n"
+"uniform mat4 TexMatrix;\n"
"#ifdef VERTEX_SHADER\n"
"\n"
-"uniform vec3 LightPosition;\n"
-"uniform vec3 EyePosition;\n"
-"uniform vec3 LightDir;\n"
-"\n"
-"// 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"
-"\n"
"void main(void)\n"
"{\n"
-" gl_FrontColor = gl_Color;\n"
-" // copy the surface texcoord\n"
-" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
-"#endif\n"
-"#ifndef MODE_LIGHTSOURCE\n"
-"# ifndef MODE_LIGHTDIRECTION\n"
-" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
-"# endif\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+" gl_Position = ftransform();\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"}\n"
"#endif\n"
"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // transform vertex position into light attenuation/cubemap space\n"
-" // (-1 to +1 across the light box)\n"
-" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"#ifdef FRAGMENT_SHADER\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Refraction;\n"
+"uniform sampler2D Texture_Reflection;\n"
"\n"
-" // transform unnormalized light direction into tangent space\n"
-" // (we use unnormalized to ensure that it interpolates correctly and then\n"
-" // normalize it per pixel)\n"
-" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform vec4 RefractColor;\n"
+"uniform vec4 ReflectColor;\n"
+"uniform float ReflectFactor;\n"
+"uniform float ReflectOffset;\n"
"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"void main(void)\n"
+"{\n"
+" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" // FIXME temporary hack to detect the case that the reflection\n"
+" // gets blackened at edges due to leaving the area that contains actual\n"
+" // content.\n"
+" // Remove this 'ack once we have a better way to stop this thing from\n"
+" // 'appening.\n"
+" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
+" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
"#endif\n"
+"#else // !MODE_REFRACTION\n"
+"#ifdef MODE_WATER\n"
+"varying vec2 TexCoord;\n"
+"varying vec3 EyeVector;\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#ifdef VERTEX_SHADER\n"
+"uniform vec3 EyePosition;\n"
+"uniform mat4 TexMatrix;\n"
"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifndef USEFOG\n"
-" vec3 EyeVectorModelSpace;\n"
-"#endif\n"
-" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"void main(void)\n"
+"{\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-" VectorS = gl_MultiTexCoord1.xyz;\n"
-" VectorT = gl_MultiTexCoord2.xyz;\n"
-" VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
-"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
-"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
-"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
-"//#endif\n"
-"\n"
-"// transform vertex to camera space, using ftransform to match non-VS\n"
-" // rendering\n"
" gl_Position = ftransform();\n"
-"\n"
-"#ifdef MODE_WATER\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef MODE_REFRACTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"}\n"
"#endif\n"
+"\n"
+"#ifdef FRAGMENT_SHADER\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Refraction;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform vec4 RefractColor;\n"
+"uniform vec4 ReflectColor;\n"
+"uniform float ReflectFactor;\n"
+"uniform float ReflectOffset;\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" // FIXME temporary hack to detect the case that the reflection\n"
+" // gets blackened at edges due to leaving the area that contains actual\n"
+" // content.\n"
+" // Remove this 'ack once we have a better way to stop this thing from\n"
+" // 'appening.\n"
+" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
+" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
+" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
+" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
+" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
+" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"#endif\n"
+"#else // !MODE_WATER\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
+"# extension GL_ARB_texture_rectangle : enable\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAP2D\n"
+"# ifdef GL_EXT_gpu_shader4\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"# endif\n"
+"# ifdef GL_ARB_texture_gather\n"
+"# extension GL_ARB_texture_gather : enable\n"
+"# else\n"
+"# ifdef GL_AMD_texture_texture4\n"
+"# extension GL_AMD_texture_texture4 : enable\n"
+"# endif\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWSAMPLER\n"
+"# extension GL_ARB_shadow : enable\n"
+"#endif\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"//#ifdef __GLSL_CG_DATA_TYPES\n"
+"//# define myhalf half\n"
+"//# define myhalf2 half2\n"
+"//# define myhalf3half3\n"
+"//# define myhalf4 half4\n"
+"//#else\n"
+"# define myhalf float\n"
+"# define myhalf2 vec2\n"
+"# define myhalf3 vec3\n"
+"# define myhalf4 vec4\n"
+"//#endif\n"
+"\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"# define USEFOG\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"varying vec2 TexCoord2;\n"
+"#endif\n"
+"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#define USELIGHTMAP\n"
+"varying vec2 TexCoordLightmap;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"varying vec3 CubeVector;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTION)\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
+"\n"
+"#if defined(USEOFFSETMAPPING) || defined(USESPECULAR)\n"
+"//#if defined(USEOFFSETMAPPING) || defined(USESPECULAR) || defined(MODE_LIGHTDIRECTION) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#define USEEYEVECTOR\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\n"
+"varying float FogPlaneVertexDist;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
+"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
+"#endif\n"
+"\n"
+"#ifdef USEREFLECTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#endif\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform vec3 LightPosition;\n"
+"varying vec4 ModelViewPosition;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform vec3 LightPosition;\n"
+"#endif\n"
+"uniform vec3 EyePosition;\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform vec3 LightDir;\n"
+"#endif\n"
+"uniform vec4 FogPlane;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"// 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"
+"\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
+"uniform mat4 TexMatrix;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform mat4 BackgroundTexMatrix;\n"
+"#endif\n"
+"void main(void)\n"
+"{\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" gl_FrontColor = gl_Color;\n"
+" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
+"#endif\n"
+"\n"
+" // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEOFFSETMAPPING\n"
+" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+" VectorS = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz).xyz;\n"
+" VectorT = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz).xyz;\n"
+" VectorR = normalize(gl_NormalMatrix * gl_MultiTexCoord3.xyz).xyz;\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"#else // !MODE_DEFERREDGEOMETRY\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"void main(void)\n"
+"{\n"
+" ModelViewPosition = gl_ModelViewMatrix * gl_Vertex;\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"uniform mat4 TexMatrix;\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform mat4 BackgroundTexMatrix;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform mat4 ModelToLight;\n"
+"#endif\n"
+"void main(void)\n"
+"{\n"
+"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
+" gl_FrontColor = gl_Color;\n"
+"#endif\n"
+" // copy the surface texcoord\n"
+" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
+"#endif\n"
+"#ifdef USELIGHTMAP\n"
+" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+" // transform vertex position into light attenuation/cubemap space\n"
+" // (-1 to +1 across the light box)\n"
+" CubeVector = vec3(ModelToLight * gl_Vertex);\n"
+"\n"
+"# ifdef USEDIFFUSE\n"
+" // transform unnormalized light direction into tangent space\n"
+" // (we use unnormalized to ensure that it interpolates correctly and then\n"
+" // normalize it per pixel)\n"
+" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
+" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+" // transform unnormalized eye direction into tangent space\n"
+"#ifdef USEEYEVECTOR\n"
+"#ifndef USEFOG\n"
+" vec3 EyeVectorModelSpace;\n"
+"#endif\n"
+" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"#ifndef USEEYEVECTOR\n"
+" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"#endif\n"
+" FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+" VectorS = gl_MultiTexCoord1.xyz;\n"
+" VectorT = gl_MultiTexCoord2.xyz;\n"
+" VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+"//#if defined(USEREFLECTION)\n"
+"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
+"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"//#endif\n"
+"\n"
+"// transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
"}\n"
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
+"#endif // !MODE_DEFERREDGEOMETRY\n"
"\n"
"#endif // VERTEX_SHADER\n"
"\n"
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
-"// 13 textures, we can only use up to 16 on DX9-class hardware\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
+"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"uniform sampler2D Texture_Gloss;\n"
+"//#endif\n"
+"#ifdef USEGLOW\n"
"uniform sampler2D Texture_Glow;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
"uniform sampler2D Texture_SecondaryNormal;\n"
"uniform sampler2D Texture_SecondaryColor;\n"
+"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"uniform sampler2D Texture_SecondaryGloss;\n"
+"//#endif\n"
+"#ifdef USEGLOW\n"
"uniform sampler2D Texture_SecondaryGlow;\n"
+"#endif\n"
+"#endif\n"
+"#ifdef USECOLORMAPPING\n"
"uniform sampler2D Texture_Pants;\n"
"uniform sampler2D Texture_Shirt;\n"
+"#endif\n"
+"#ifdef USEFOG\n"
"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"#ifdef USELIGHTMAP\n"
"uniform sampler2D Texture_Lightmap;\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
"uniform sampler2D Texture_Deluxemap;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"uniform sampler2D Texture_Attenuation;\n"
-"uniform samplerCube Texture_Cube;\n"
-"\n"
-"#define showshadowmap 0\n"
-"\n"
-"#ifdef USESHADOWMAPRECT\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
-"# else\n"
-"uniform sampler2DRect Texture_ShadowMapRect;\n"
-"# endif\n"
"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
+"#ifdef USEREFLECTION\n"
+"uniform sampler2D Texture_Reflection;\n"
"#endif\n"
"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform sampler2DRect Texture_ScreenDepth;\n"
+"uniform sampler2DRect Texture_ScreenNormalMap;\n"
"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPCUBE\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
-"# else\n"
-"uniform samplerCube Texture_ShadowMapCube;\n"
-"# endif\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform sampler2DRect Texture_ScreenDiffuse;\n"
+"uniform sampler2DRect Texture_ScreenSpecular;\n"
"#endif\n"
"\n"
-"uniform myhalf3 LightColor;\n"
-"uniform myhalf3 AmbientColor;\n"
-"uniform myhalf3 DiffuseColor;\n"
-"uniform myhalf3 SpecularColor;\n"
"uniform myhalf3 Color_Pants;\n"
"uniform myhalf3 Color_Shirt;\n"
"uniform myhalf3 FogColor;\n"
"\n"
-"uniform myhalf4 TintColor;\n"
-"\n"
-"\n"
-"//#ifdef MODE_WATER\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhalf4 RefractColor;\n"
-"uniform myhalf4 ReflectColor;\n"
-"uniform myhalf ReflectFactor;\n"
-"uniform myhalf ReflectOffset;\n"
-"//#else\n"
-"//# ifdef MODE_REFRACTION\n"
-"//uniform vec4 DistortScaleRefractReflect;\n"
-"//uniform vec4 ScreenScaleRefractReflect;\n"
-"//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhalf4 RefractColor;\n"
-"//# ifdef USEREFLECTION\n"
-"//uniform myhalf4 ReflectColor;\n"
-"//# endif\n"
-"//# else\n"
-"//# ifdef USEREFLECTION\n"
-"//uniform vec4 DistortScaleRefractReflect;\n"
-"//uniform vec4 ScreenScaleRefractReflect;\n"
-"//uniform vec4 ScreenCenterRefractReflect;\n"
-"//uniform myhalf4 ReflectColor;\n"
-"//# endif\n"
-"//# endif\n"
-"//#endif\n"
-"\n"
-"uniform myhalf3 GlowColor;\n"
-"uniform myhalf SceneBrightness;\n"
-"\n"
-"uniform float OffsetMapping_Scale;\n"
-"uniform float OffsetMapping_Bias;\n"
+"#ifdef USEFOG\n"
"uniform float FogRangeRecip;\n"
-"\n"
-"uniform myhalf AmbientScale;\n"
-"uniform myhalf DiffuseScale;\n"
-"uniform myhalf SpecularScale;\n"
-"uniform myhalf SpecularPower;\n"
+"uniform float FogPlaneViewDist;\n"
+"uniform float FogHeightFade;\n"
+"myhalf FogVertex(void)\n"
+"{\n"
+" float fogfrac;\n"
+"#ifdef USEFOGOUTSIDE\n"
+" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"#else\n"
+" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
+"#endif\n"
+" return myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
+"}\n"
+"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
+"uniform float OffsetMapping_Scale;\n"
"vec2 OffsetMapping(vec2 TexCoord)\n"
"{\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
"}\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
+"uniform sampler2D Texture_Attenuation;\n"
+"uniform samplerCube Texture_Cube;\n"
+"\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
+"# else\n"
+"uniform sampler2DRect Texture_ShadowMapRect;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAP2D\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DShadow Texture_ShadowMap2D;\n"
+"# else\n"
+"uniform sampler2D Texture_ShadowMap2D;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"uniform samplerCube Texture_CubeProjection;\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
+"# else\n"
+"uniform samplerCube Texture_ShadowMapCube;\n"
+"# endif\n"
+"#endif\n"
+"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
"uniform vec2 ShadowMap_TextureScale;\n"
"uniform vec4 ShadowMap_Parameters;\n"
" vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
" stc.xy += offset * ShadowMap_Parameters.y;\n"
" stc.z += ShadowMap_Parameters.z;\n"
-"# if showshadowmap\n"
-" stc.xy *= ShadowMap_TextureScale;\n"
-"# endif\n"
" return stc;\n"
"# else\n"
" vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
" vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
" stc.z += ShadowMap_Parameters.z;\n"
-"# if showshadowmap\n"
-" stc.xy *= ShadowMap_TextureScale;\n"
-"# endif\n"
" return stc;\n"
"# endif\n"
"}\n"
"}\n"
"#endif\n"
"\n"
-"#if !showshadowmap\n"
"# ifdef USESHADOWMAPRECT\n"
"float ShadowMapCompare(vec3 dir)\n"
"{\n"
"# else\n"
"# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
"# endif\n"
-"# if USESHADOWMAPPCF > 1\n"
+"# if USESHADOWMAPPCF > 1\n"
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
" center *= ShadowMap_TextureScale;\n"
" 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"
" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"# endif\n"
+"# endif\n"
"# endif\n"
"# else\n"
" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
" return f;\n"
"}\n"
"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_WATER\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
"\n"
-"// water pass\n"
+"#ifdef MODE_DEFERREDGEOMETRY\n"
"void main(void)\n"
"{\n"
"#ifdef USEOFFSETMAPPING\n"
"#define TexCoord TexCoordOffset\n"
"#endif\n"
"\n"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
-"}\n"
+"#ifdef USEALPHAKILL\n"
+" if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
+" discard;\n"
+"#endif\n"
"\n"
-"#else // !MODE_WATER\n"
-"#ifdef MODE_REFRACTION\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" float alpha = texture2D(Texture_Color, TexCoord).a;\n"
+" float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
+" //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
+" //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
+"#endif\n"
"\n"
-"// refraction pass\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+" vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
+"#else\n"
+" vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
+"#endif\n"
+"\n"
+" gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
+"}\n"
+"#else // !MODE_DEFERREDGEOMETRY\n"
+"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
+"uniform mat4 ViewToLight;\n"
+"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
+"uniform vec2 ScreenToDepth;\n"
+"uniform myhalf3 DeferredColor_Ambient;\n"
+"uniform myhalf3 DeferredColor_Diffuse;\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf3 DeferredColor_Specular;\n"
+"uniform myhalf SpecularPower;\n"
+"#endif\n"
"void main(void)\n"
"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\n"
+" // calculate viewspace pixel position\n"
+" vec3 position;\n"
+" position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
+" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
+" // decode viewspace pixel normal\n"
+" myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
+" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
+" // surfacenormal = pixel normal in viewspace\n"
+" // LightVector = pixel to light in viewspace\n"
+" // CubeVector = position in lightspace\n"
+" // eyevector = pixel to view in viewspace\n"
+" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
+" myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#ifdef USEDIFFUSE\n"
+" // calculate diffuse shading\n"
+" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
+" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+" // calculate directional shading\n"
+" vec3 eyevector = position * -1.0;\n"
+"# ifdef USEEXACTSPECULARMATH\n"
+" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
+"# else\n"
+" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
+" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# endif\n"
"#endif\n"
"\n"
-" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
-"}\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+" fade *= ShadowMapCompare(CubeVector);\n"
+"#endif\n"
"\n"
-"#else // !MODE_REFRACTION\n"
+"#ifdef USEDIFFUSE\n"
+" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
+"#else\n"
+" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
+"#endif\n"
+"#ifdef USESPECULAR\n"
+" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
+"#else\n"
+" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
+"#endif\n"
+"\n"
+"# ifdef USECUBEFILTER\n"
+" vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
+" gl_FragData[0] *= cubecolor;\n"
+" gl_FragData[1] *= cubecolor;\n"
+"# endif\n"
+"}\n"
+"#else // !MODE_DEFERREDLIGHTSOURCE\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+"uniform myhalf3 DeferredMod_Diffuse;\n"
+"uniform myhalf3 DeferredMod_Specular;\n"
+"#endif\n"
+"uniform myhalf3 Color_Ambient;\n"
+"uniform myhalf3 Color_Diffuse;\n"
+"uniform myhalf3 Color_Specular;\n"
+"uniform myhalf SpecularPower;\n"
+"#ifdef USEGLOW\n"
+"uniform myhalf3 Color_Glow;\n"
+"#endif\n"
+"uniform myhalf Alpha;\n"
+"#ifdef USEREFLECTION\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform myhalf4 ReflectColor;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform myhalf3 LightColor;\n"
+"#endif\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform myhalf3 LightColor;\n"
+"#endif\n"
"void main(void)\n"
"{\n"
"#ifdef USEOFFSETMAPPING\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USEALPHAKILL\n"
+" if (color.a < 0.5)\n"
+" discard;\n"
+"#endif\n"
+" color.a *= Alpha;\n"
"#ifdef USECOLORMAPPING\n"
" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
"#endif\n"
" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
"#endif\n"
"\n"
-"#ifdef USEDIFFUSE\n"
-" // get the surface normal and the gloss color\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
+" // get the surface normal\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
-"# ifdef USESPECULAR\n"
-" myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
-"# endif\n"
-"# else\n"
+"#else\n"
" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
-"# ifdef USESPECULAR\n"
-" myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
-"# endif\n"
+"#endif\n"
+"\n"
+" // get the material colors\n"
+" myhalf3 diffusetex = color.rgb;\n"
+"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
+"# ifdef USEVERTEXTEXTUREBLEND\n"
+" myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
+"# else\n"
+" myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
"# endif\n"
"#endif\n"
"\n"
"\n"
"\n"
+"\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // light source\n"
-"\n"
-" // calculate surface normal, light normal, and specular normal\n"
-" // compute color intensity for the two textures (colormap and glossmap)\n"
-" // scale by light color and attenuation as efficiently as possible\n"
-" // (do as much scalar math as possible rather than vector math)\n"
-"# ifdef USEDIFFUSE\n"
-" // get the light normal\n"
-" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
-"# endif\n"
-"# ifdef USESPECULAR\n"
-"# ifndef USEEXACTSPECULARMATH\n"
-" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
-"\n"
-"# endif\n"
-" // calculate directional shading\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
-"# else\n"
-" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
-"# endif\n"
-"# else\n"
-"# ifdef USEDIFFUSE\n"
-" // calculate directional shading\n"
-" color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
-"# else\n"
-" // calculate directionless shading\n"
-" color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"# endif\n"
-"# endif\n"
-"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
-"#if !showshadowmap\n"
-" color.rgb *= ShadowMapCompare(CubeVector);\n"
+" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
+" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
+"#ifdef USESPECULAR\n"
+"#ifdef USEEXACTSPECULARMATH\n"
+" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"#else\n"
+" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
+" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
"#endif\n"
+" color.rgb += glosstex * (specular * Color_Specular);\n"
+"#endif\n"
+" color.rgb *= LightColor;\n"
+" color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+" color.rgb *= ShadowMapCompare(CubeVector);\n"
"#endif\n"
-"\n"
"# ifdef USECUBEFILTER\n"
-" // apply light cubemap filter\n"
-" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
"# endif\n"
"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-" // directional model lighting\n"
-"# ifdef USEDIFFUSE\n"
-" // get the light normal\n"
-" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
-"# endif\n"
-"# ifdef USESPECULAR\n"
-" // calculate directional shading\n"
-" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
-"# else\n"
-" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
-" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"# endif\n"
-"# else\n"
-"# ifdef USEDIFFUSE\n"
-"\n"
-" // calculate directional shading\n"
-" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"# else\n"
-" color.rgb *= AmbientColor;\n"
-"# endif\n"
-"# endif\n"
+"#define SHADING\n"
+" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
+"#define lightcolor LightColor\n"
"#endif // MODE_LIGHTDIRECTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
-"\n"
-" // get the light normal\n"
-" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 diffusenormal;\n"
-" diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
-" diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
-" diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
+"#define SHADING\n"
+" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
+" myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
+" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+" // convert modelspace light vector to tangentspace\n"
+" myhalf3 lightnormal;\n"
+" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
+" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
+" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
" // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
-" // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
-"# ifdef USESPECULAR\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
-"# else\n"
-" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
-" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"# endif\n"
-"# endif\n"
-"\n"
-" // apply lightmap color\n"
-" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-"\n"
-" // get the light normal\n"
-" myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
-"# ifdef USESPECULAR\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
-"# else\n"
-" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
-" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"# endif\n"
-"# endif\n"
-"\n"
-" // apply lightmap color\n"
-" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"#define SHADING\n"
+" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
+" myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
+" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"#endif\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTMAP\n"
-" // apply lightmap color\n"
-" color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
+" color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
"#endif // MODE_LIGHTMAP\n"
-"\n"
-"\n"
-"\n"
-"\n"
"#ifdef MODE_VERTEXCOLOR\n"
-" // apply lightmap color\n"
-" color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
+" color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
"#endif // MODE_VERTEXCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
"#ifdef MODE_FLATCOLOR\n"
+" color.rgb = diffusetex * Color_Ambient;\n"
"#endif // MODE_FLATCOLOR\n"
"\n"
"\n"
"\n"
"\n"
+"#ifdef SHADING\n"
+"# ifdef USEDIFFUSE\n"
+" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"# ifdef USESPECULAR\n"
+"# ifdef USEEXACTSPECULARMATH\n"
+" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
+"# else\n"
+" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
+" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# endif\n"
+" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
+"# else\n"
+" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
+"# endif\n"
+"# else\n"
+" color.rgb = diffusetex * Color_Ambient;\n"
+"# endif\n"
+"#endif\n"
"\n"
-"\n"
-"\n"
-" color *= TintColor;\n"
+"#ifdef USEDEFERREDLIGHTMAP\n"
+" color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
+" color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
+"#endif\n"
"\n"
"#ifdef USEGLOW\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
+" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
"#else\n"
-" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
+" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
"#endif\n"
"#endif\n"
"\n"
-" color.rgb *= SceneBrightness;\n"
-"\n"
-" // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
"#ifdef USEFOG\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+" color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
"#endif\n"
"\n"
" // 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"
"#endif\n"
"\n"
" gl_FragColor = vec4(color);\n"
-"\n"
-"#if showshadowmap\n"
-"# ifdef USESHADOWMAPRECT\n"
-"# ifdef USESHADOWSAMPLER\n"
-" gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
-"# else\n"
-" gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
-"# endif\n"
-"# endif\n"
-"# ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-" gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
-"# else\n"
-" gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
-"# endif\n"
-"# endif\n"
-"\n"
-"# ifdef USESHADOWMAPCUBE\n"
-"# ifdef USESHADOWSAMPLER\n"
-" gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
-"# else\n"
-" gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
-"# endif\n"
-"# endif\n"
-"#endif\n"
"}\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_WATER\n"
+"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
+"#endif // !MODE_DEFERREDGEOMETRY\n"
"\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
+"#endif // !MODE_WATER\n"
+"#endif // !MODE_REFRACTION\n"
+"#endif // !MODE_BLOOMBLUR\n"
"#endif // !MODE_GENERIC\n"
"#endif // !MODE_POSTPROCESS\n"
"#endif // !MODE_SHOWDEPTH\n"
{
SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
- SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
- SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
- SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
- SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
- SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
- SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
- SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
- SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
- SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
- SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
- SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
- SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
- SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
- SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
- SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
- SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
- SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
- SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
+ SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
+ SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
+ SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
+ SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
+ SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
+ SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
+ SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
+ SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
+ SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
+ SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+ SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+ SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
+ SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+ SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
+ SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
+ SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
+ SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+ SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+ SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
{
{"#define USEDIFFUSE\n", " diffuse"},
- {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
- {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
- {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
+ {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
+ {"#define USEVIEWTINT\n", " viewtint"},
+ {"#define USECOLORMAPPING\n", " colormapping"},
+ {"#define USESATURATION\n", " saturation"},
+ {"#define USEFOGINSIDE\n", " foginside"},
+ {"#define USEFOGOUTSIDE\n", " fogoutside"},
+ {"#define USEGAMMARAMPS\n", " gammaramps"},
{"#define USECUBEFILTER\n", " cubefilter"},
- {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
- {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
+ {"#define USEGLOW\n", " glow"},
+ {"#define USEBLOOM\n", " bloom"},
+ {"#define USESPECULAR\n", " specular"},
+ {"#define USEPOSTPROCESSING\n", " postprocessing"},
{"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
{"#define USEREFLECTION\n", " reflection"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
{"#define USESHADOWSAMPLER\n", " shadowsampler"},
{"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+ {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
+ {"#define USEALPHAKILL\n", " alphakill"},
};
/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
+ SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
+ SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
SHADERMODE_COUNT
}
shadermode_t;
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
};
struct r_glsl_permutation_s;
int loc_Texture_ShadowMapCube;
int loc_Texture_ShadowMap2D;
int loc_Texture_CubeProjection;
- int loc_FogColor;
- int loc_LightPosition;
- int loc_EyePosition;
+ int loc_Texture_ScreenDepth;
+ int loc_Texture_ScreenNormalMap;
+ int loc_Texture_ScreenDiffuse;
+ int loc_Texture_ScreenSpecular;
+ int loc_Alpha;
+ int loc_BloomBlur_Parameters;
+ int loc_ClientTime;
+ int loc_Color_Ambient;
+ int loc_Color_Diffuse;
+ int loc_Color_Specular;
+ int loc_Color_Glow;
int loc_Color_Pants;
int loc_Color_Shirt;
+ int loc_DeferredColor_Ambient;
+ int loc_DeferredColor_Diffuse;
+ int loc_DeferredColor_Specular;
+ int loc_DeferredMod_Diffuse;
+ int loc_DeferredMod_Specular;
+ int loc_DistortScaleRefractReflect;
+ int loc_EyePosition;
+ int loc_FogColor;
+ int loc_FogHeightFade;
+ int loc_FogPlane;
+ int loc_FogPlaneViewDist;
int loc_FogRangeRecip;
- int loc_AmbientScale;
- int loc_DiffuseScale;
- int loc_SpecularScale;
- int loc_SpecularPower;
- int loc_GlowColor;
- int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
- int loc_OffsetMapping_Scale;
- int loc_TintColor;
- int loc_AmbientColor;
- int loc_DiffuseColor;
- int loc_SpecularColor;
+ int loc_LightColor;
int loc_LightDir;
- int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
- int loc_GammaCoeff; ///< 1 / gamma
- int loc_DistortScaleRefractReflect;
- int loc_ScreenScaleRefractReflect;
- int loc_ScreenCenterRefractReflect;
- int loc_RefractColor;
+ int loc_LightPosition;
+ int loc_OffsetMapping_Scale;
+ int loc_PixelSize;
int loc_ReflectColor;
int loc_ReflectFactor;
int loc_ReflectOffset;
+ int loc_RefractColor;
+ int loc_Saturation;
+ int loc_ScreenCenterRefractReflect;
+ int loc_ScreenScaleRefractReflect;
+ int loc_ScreenToDepth;
+ int loc_ShadowMap_Parameters;
+ int loc_ShadowMap_TextureScale;
+ int loc_SpecularPower;
int loc_UserVec1;
int loc_UserVec2;
int loc_UserVec3;
int loc_UserVec4;
- int loc_ClientTime;
- int loc_PixelSize;
- int loc_Saturation;
- int loc_ShadowMap_TextureScale;
- int loc_ShadowMap_Parameters;
+ int loc_ViewTintColor;
+ int loc_ViewToLight;
+ int loc_ModelToLight;
+ int loc_TexMatrix;
+ int loc_BackgroundTexMatrix;
}
r_glsl_permutation_t;
-#define SHADERPERMUTATION_HASHSIZE 4096
+#define SHADERPERMUTATION_HASHSIZE 256
/// information about each possible shader permutation
r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
if (shaderstring)
{
if (printfromdisknotice)
- Con_DPrint("from disk... ");
+ Con_DPrintf("from disk %s... ", filename);
return shaderstring;
}
else if (!strcmp(filename, "glsl/default.glsl"))
qglUseProgramObjectARB(p->program);CHECKGLERROR
// look up all the uniform variable names we care about, so we don't
// have to look them up every time we set them
+
p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
- p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+ p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
- p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
- p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
+ p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+ p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
- p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
- p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
- p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
- p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
+ p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
+ p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
+ p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
+ p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
+ p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
+ p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
+ p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
+ p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
+ p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
+ p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
+ p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
+ p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
+ p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
+ p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
+ p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
+ p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
+ p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
+ p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
+ p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
+ p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
+ p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
+ p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
+ p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
- p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
- p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
- p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
- p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
- p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
- p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
- p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
- p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
- p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
- p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
- p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
+ p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
- p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
- p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
- p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
- p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
- p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
+ p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
+ p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+ p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
- p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
+ p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
+ p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
+ p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
+ p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+ p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
+ p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
+ p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
+ p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
- p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
- p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
- p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
- p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
- p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
+ p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
+ p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
+ p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
+ p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
+ p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
+ if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
+ if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
+ if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
+ if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
CHECKGLERROR
if (developer.integer)
- Con_Printf("GLSL shader %s compiled.\n", permutationname);
+ Con_Printf("^5GLSL shader %s compiled.\n", permutationname);
}
else
- Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
+ Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
// free the strings
if (vertexstring)
}
if (i >= SHADERPERMUTATION_COUNT)
{
- Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
- Cvar_SetValueQuick(&r_glsl, 0);
- R_GLSL_Restart_f(); // unload shaders
- return; // no bit left to clear
+ //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+ r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ return; // no bit left to clear, entire mode is broken
}
}
}
void R_SetupGenericShader(qboolean usetexture)
{
- if (gl_support_fragment_shader)
+ switch(vid.renderpath)
{
- if (r_glsl.integer && r_glsl_usegeneric.integer)
- R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
- else if (r_glsl_permutation)
- {
- r_glsl_permutation = NULL;
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
}
}
void R_SetupGenericTwoTextureShader(int texturemode)
{
- if (gl_support_fragment_shader)
- {
- if (r_glsl.integer && r_glsl_usegeneric.integer)
- R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
- else if (r_glsl_permutation)
- {
- r_glsl_permutation = NULL;
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
- }
- if (!r_glsl_permutation)
+ switch (vid.renderpath)
{
- if (texturemode == GL_DECAL && gl_combine.integer)
- texturemode = GL_INTERPOLATE_ARB;
- R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
+ break;
}
}
void R_SetupDepthOrShadowShader(void)
{
- if (gl_support_fragment_shader)
+ switch (vid.renderpath)
{
- if (r_glsl.integer && r_glsl_usegeneric.integer)
- R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
- else if (r_glsl_permutation)
- {
- r_glsl_permutation = NULL;
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+ break;
+ case RENDERPATH_GL13:
+ break;
+ case RENDERPATH_GL11:
+ break;
}
}
void R_SetupShowDepthShader(void)
{
- if (gl_support_fragment_shader)
+ switch (vid.renderpath)
{
- if (r_glsl.integer && r_glsl_usegeneric.integer)
- R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
- else if (r_glsl_permutation)
- {
- r_glsl_permutation = NULL;
- qglUseProgramObjectARB(0);CHECKGLERROR
- }
+ case RENDERPATH_GL20:
+ R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
+ break;
+ case RENDERPATH_GL13:
+ break;
+ case RENDERPATH_GL11:
+ break;
}
}
+extern qboolean r_shadow_usingdeferredprepass;
+extern cvar_t r_shadow_deferred_8bitrange;
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
// fragment shader on features that are not being used
unsigned int permutation = 0;
unsigned int mode = 0;
+ float m16f[16];
// TODO: implement geometry-shader based shadow volumes someday
if (r_glsl_offsetmapping.integer)
{
else
mode = SHADERMODE_REFRACTION;
}
+ else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
+ {
+ // normalmap (deferred prepass), may use alpha test on diffuse
+ mode = SHADERMODE_DEFERREDGEOMETRY;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+ if (r_glsl_offsetmapping.integer)
+ {
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_glsl_offsetmapping_reliefmapping.integer)
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ }
+ }
else if (rsurfacepass == RSURFPASS_RTLIGHT)
{
// light source
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_refdef.fogenabled)
- permutation |= SHADERPERMUTATION_FOG;
+ permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
{
// unshaded geometry (fullbright or ambient model lighting)
mode = SHADERMODE_FLATCOLOR;
+ ambientscale = diffusescale = specularscale = 0;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
- permutation |= SHADERPERMUTATION_FOG;
+ permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
- permutation |= SHADERPERMUTATION_FOG;
+ permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
+ if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+ permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
- permutation |= SHADERPERMUTATION_FOG;
+ permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
+ if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+ permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
}
else
{
if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
- permutation |= SHADERPERMUTATION_FOG;
+ permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
+ if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
+ permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
}
if(permutation & SHADERPERMUTATION_SPECULAR)
if(r_shadow_glossexact.integer)
permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
+ if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
+ permutation |= SHADERPERMUTATION_ALPHAKILL;
R_SetupShader_SetPermutation(mode, permutation);
if (mode == SHADERMODE_LIGHTSOURCE)
{
+ if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- if (permutation & SHADERPERMUTATION_DIFFUSE)
- {
- if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
- if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
- }
- else
- {
- // ambient only is simpler
- if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
- if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
- }
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
+
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
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]);
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]);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
}
else
{
- if (mode == SHADERMODE_LIGHTDIRECTION)
+ if (mode == SHADERMODE_FLATCOLOR)
+ {
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
+ }
+ else if (mode == SHADERMODE_LIGHTDIRECTION)
{
- if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
- if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
- if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
- 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]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
+ 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);
+ 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]);
+ 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]);
}
else
{
- if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
- if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
+ 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]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+ 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);
}
- if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
{
if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
}
- if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
- if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
+ if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+ if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
if (rsurface.texture->currentskinframe->pants)
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
}
- if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
- if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
+ 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]);
+ if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+ if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+ if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+ if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ 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]);
+ CHECKGLERROR
+}
+
+void R_SetupDeferredLightShader(const rtlight_t *rtlight)
+{
+ // select a permutation of the lighting shader appropriate to this
+ // combination of texture, entity, light source, and fogging, only use the
+ // minimum features necessary to avoid wasting rendering time in the
+ // fragment shader on features that are not being used
+ unsigned int permutation = 0;
+ unsigned int mode = 0;
+ const float *lightcolorbase = rtlight->currentcolor;
+ float ambientscale = rtlight->ambientscale;
+ float diffusescale = rtlight->diffusescale;
+ float specularscale = rtlight->specularscale;
+ // this is the location of the light in view space
+ vec3_t viewlightorigin;
+ // this transforms from view space (camera) to light space (cubemap)
+ matrix4x4_t viewtolight;
+ matrix4x4_t lighttoview;
+ float viewtolight16f[16];
+ float range = 1.0f / r_shadow_deferred_8bitrange.value;
+ // light source
+ mode = SHADERMODE_DEFERREDLIGHTSOURCE;
+ if (rtlight->currentcubemap != r_texture_whitecube)
+ permutation |= SHADERPERMUTATION_CUBEFILTER;
+ if (diffusescale > 0)
+ permutation |= SHADERPERMUTATION_DIFFUSE;
+ if (specularscale > 0)
{
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+ if (r_shadow_glossexact.integer)
+ permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
}
- else
+ if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
{
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmapcube)
+ permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+ else if(r_shadow_shadowmapvsdct)
+ permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
+
+ if (r_shadow_shadowmapsampler)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_shadowmappcf > 1)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+ else if (r_shadow_shadowmappcf)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
}
- if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
- CHECKGLERROR
+ R_SetupShader_SetPermutation(mode, permutation);
+ Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
+ Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
+ Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
+ Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+ if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
+ 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);
+ 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);
+ 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);
+ 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]);
+ 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]);
+ 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));
+ 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]);
}
#define SKINFRAME_HASH 1024
skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
}
-skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
{
- // FIXME: it should be possible to disable loading various layers using
- // cvars, to prevent wasted loading time and memory usage if the user does
- // not want them
- qboolean loadnormalmap = true;
- qboolean loadgloss = true;
- qboolean loadpantsandshirt = true;
- qboolean loadglow = true;
int j;
unsigned char *pixels;
unsigned char *bumppixels;
int basepixels_height;
skinframe_t *skinframe;
- *has_alpha = false;
-
if (cls.state == ca_dedicated)
return NULL;
skinframe->gloss = NULL;
skinframe->glow = NULL;
skinframe->fog = NULL;
+ skinframe->hasalpha = false;
basepixels_width = image_width;
basepixels_height = image_height;
if (textureflags & TEXF_ALPHA)
{
for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+ {
if (basepixels[j] < 255)
+ {
+ skinframe->hasalpha = true;
break;
- if (j < basepixels_width * basepixels_height * 4)
+ }
+ }
+ if (r_loadfog && skinframe->hasalpha)
{
// has transparent pixels
- *has_alpha = true;
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
for (j = 0;j < image_width * image_height * 4;j += 4)
{
//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]);
// _norm is the name used by tenebrae and has been adopted as standard
- if (loadnormalmap)
+ if (r_loadnormalmap)
{
if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
{
// _luma is supported for tenebrae compatibility
// (I think it's a very stupid name, but oh well)
// _glow is the preferred name
- if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
if (basepixels)
Mem_Free(basepixels);
return skinframe;
}
-skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
-{
- qboolean has_alpha;
- return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
-}
-
-static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
-{
- int i;
- if (!force)
- {
- for (i = 0;i < width*height;i++)
- if (((unsigned char *)&palette[in[i]])[3] > 0)
- break;
- if (i == width*height)
- return NULL;
- }
- return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
-}
-
// this is only used by .spr32 sprites, HL .spr files, HL .bsp files
skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
{
skinframe->gloss = NULL;
skinframe->glow = NULL;
skinframe->fog = NULL;
+ skinframe->hasalpha = false;
// if no data was provided, then clearly the caller wanted to get a blank skinframe
if (!skindata)
if (developer_loading.integer)
Con_Printf("loading 32bit skin \"%s\"\n", name);
- if (r_shadow_bumpscale_basetexture.value > 0)
+ if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
{
temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
temp2 = temp1 + width * height * 4;
if (textureflags & TEXF_ALPHA)
{
for (i = 3;i < width * height * 4;i += 4)
+ {
if (skindata[i] < 255)
+ {
+ skinframe->hasalpha = true;
break;
- if (i < width * height * 4)
+ }
+ }
+ if (r_loadfog && skinframe->hasalpha)
{
unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
memcpy(fogpixels, skindata, width * height * 4);
}
}
- R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
- //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]);
+ R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
+ //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]);
+
+ return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
+{
+ int i;
+ int featuresmask;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // if already loaded just return it, otherwise make a new skinframe
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+ skinframe->hasalpha = false;
+
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!skindata)
+ return NULL;
+
+ if (developer_loading.integer)
+ Con_Printf("loading quake skin \"%s\"\n", name);
+
+ // 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)
+ skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
+ memcpy(skinframe->qpixels, skindata, width*height);
+ skinframe->qwidth = width;
+ skinframe->qheight = height;
+
+ featuresmask = 0;
+ for (i = 0;i < width * height;i++)
+ featuresmask |= palette_featureflags[skindata[i]];
+
+ skinframe->hasalpha = false;
+ skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
+ skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
+ skinframe->qgeneratemerged = true;
+ skinframe->qgeneratebase = skinframe->qhascolormapping;
+ skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
+
+ R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
+ //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]);
+
+ return skinframe;
+}
+
+static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
+{
+ int width;
+ int height;
+ unsigned char *skindata;
+
+ if (!skinframe->qpixels)
+ return;
+
+ if (!skinframe->qhascolormapping)
+ colormapped = false;
+
+ if (colormapped)
+ {
+ if (!skinframe->qgeneratebase)
+ return;
+ }
+ else
+ {
+ if (!skinframe->qgeneratemerged)
+ return;
+ }
+
+ width = skinframe->qwidth;
+ height = skinframe->qheight;
+ skindata = skinframe->qpixels;
+
+ if (skinframe->qgeneratenmap)
+ {
+ unsigned char *temp1, *temp2;
+ skinframe->qgeneratenmap = false;
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ // use either a custom palette or the quake palette
+ Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
+ Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+
+ if (skinframe->qgenerateglow)
+ {
+ skinframe->qgenerateglow = false;
+ skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
+ }
- return skinframe;
+ if (colormapped)
+ {
+ skinframe->qgeneratebase = false;
+ skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+ skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
+ skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
+ }
+ else
+ {
+ skinframe->qgeneratemerged = false;
+ skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
+ }
+
+ if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
+ {
+ Mem_Free(skinframe->qpixels);
+ skinframe->qpixels = NULL;
+ }
}
-skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
+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)
{
int i;
- unsigned char *temp1, *temp2;
- unsigned int *palette;
skinframe_t *skinframe;
if (cls.state == ca_dedicated)
if (skinframe && skinframe->base)
return skinframe;
- palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
-
skinframe->stain = NULL;
skinframe->merged = NULL;
skinframe->base = r_texture_notexture;
skinframe->gloss = NULL;
skinframe->glow = NULL;
skinframe->fog = NULL;
+ skinframe->hasalpha = false;
// if no data was provided, then clearly the caller wanted to get a blank skinframe
if (!skindata)
return NULL;
if (developer_loading.integer)
- Con_Printf("loading quake skin \"%s\"\n", name);
+ Con_Printf("loading embedded 8bit image \"%s\"\n", name);
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- // use either a custom palette or the quake palette
- Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
- Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
- Mem_Free(temp1);
- }
- // use either a custom palette, or the quake palette
- skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
- if (loadglowtexture)
- skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
- if (loadpantsandshirt)
- {
- skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
- skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
- }
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
if (textureflags & TEXF_ALPHA)
{
for (i = 0;i < width * height;i++)
- if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
+ {
+ if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
+ {
+ skinframe->hasalpha = true;
break;
- if (i < width * height)
- skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
+ }
+ }
+ if (r_loadfog && skinframe->hasalpha)
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
}
R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
skinframe->gloss = NULL;
skinframe->glow = NULL;
skinframe->fog = NULL;
+ skinframe->hasalpha = false;
skinframe->avgcolor[0] = rand() / RAND_MAX;
skinframe->avgcolor[1] = rand() / RAND_MAX;
return skinframe;
}
+void R_Main_FreeViewCache(void)
+{
+ if (r_refdef.viewcache.entityvisible)
+ Mem_Free(r_refdef.viewcache.entityvisible);
+ if (r_refdef.viewcache.world_pvsbits)
+ Mem_Free(r_refdef.viewcache.world_pvsbits);
+ if (r_refdef.viewcache.world_leafvisible)
+ Mem_Free(r_refdef.viewcache.world_leafvisible);
+ if (r_refdef.viewcache.world_surfacevisible)
+ Mem_Free(r_refdef.viewcache.world_surfacevisible);
+ memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
+}
+
+void R_Main_ResizeViewCache(void)
+{
+ int numentities = r_refdef.scene.numentities;
+ int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
+ int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
+ int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
+ int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
+ if (r_refdef.viewcache.maxentities < numentities)
+ {
+ r_refdef.viewcache.maxentities = numentities;
+ if (r_refdef.viewcache.entityvisible)
+ Mem_Free(r_refdef.viewcache.entityvisible);
+ r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
+ }
+ if (r_refdef.viewcache.world_numclusters != numclusters)
+ {
+ r_refdef.viewcache.world_numclusters = numclusters;
+ r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
+ if (r_refdef.viewcache.world_pvsbits)
+ Mem_Free(r_refdef.viewcache.world_pvsbits);
+ r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
+ }
+ if (r_refdef.viewcache.world_numleafs != numleafs)
+ {
+ r_refdef.viewcache.world_numleafs = numleafs;
+ if (r_refdef.viewcache.world_leafvisible)
+ Mem_Free(r_refdef.viewcache.world_leafvisible);
+ r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
+ }
+ if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
+ {
+ r_refdef.viewcache.world_numsurfaces = numsurfaces;
+ if (r_refdef.viewcache.world_surfacevisible)
+ Mem_Free(r_refdef.viewcache.world_surfacevisible);
+ r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
+ }
+}
+
+extern rtexture_t *loadingscreentexture;
void gl_main_start(void)
{
+ loadingscreentexture = NULL;
+ r_texture_blanknormalmap = NULL;
+ r_texture_white = NULL;
+ r_texture_grey128 = NULL;
+ r_texture_black = NULL;
+ r_texture_whitecube = NULL;
+ r_texture_normalizationcube = NULL;
+ r_texture_fogattenuation = NULL;
+ r_texture_gammaramps = NULL;
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+ Cvar_SetValueQuick(&gl_combine, 1);
+ Cvar_SetValueQuick(&r_glsl, 1);
+ r_loadnormalmap = true;
+ r_loadgloss = true;
+ r_loadfog = false;
+ break;
+ case RENDERPATH_GL13:
+ Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+ Cvar_SetValueQuick(&gl_combine, 1);
+ Cvar_SetValueQuick(&r_glsl, 0);
+ r_loadnormalmap = false;
+ r_loadgloss = false;
+ r_loadfog = true;
+ break;
+ case RENDERPATH_GL11:
+ Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+ Cvar_SetValueQuick(&gl_combine, 0);
+ Cvar_SetValueQuick(&r_glsl, 0);
+ r_loadnormalmap = false;
+ r_loadgloss = false;
+ r_loadfog = true;
+ break;
+ }
+
+ R_AnimCache_Free();
+ R_FrameData_Reset();
+
r_numqueries = 0;
r_maxqueries = 0;
memset(r_queries, 0, sizeof(r_queries));
- memset(r_qwskincache, 0, sizeof(r_qwskincache));
- memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+ r_qwskincache = NULL;
+ r_qwskincache_size = 0;
// set up r_skinframe loading system for textures
memset(&r_skinframe, 0, sizeof(r_skinframe));
r_main_texturepool = R_AllocTexturePool();
R_BuildBlankTextures();
R_BuildNoTexture();
- if (gl_texturecubemap)
+ if (vid.support.arb_texture_cube_map)
{
R_BuildWhiteCube();
R_BuildNormalizationCube();
r_refdef.fogmasktable_density = 0;
}
-extern rtexture_t *loadingscreentexture;
void gl_main_shutdown(void)
{
+ R_AnimCache_Free();
+ R_FrameData_Reset();
+
+ R_Main_FreeViewCache();
+
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
r_maxqueries = 0;
memset(r_queries, 0, sizeof(r_queries));
- memset(r_qwskincache, 0, sizeof(r_qwskincache));
- memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+ r_qwskincache = NULL;
+ r_qwskincache_size = 0;
// clear out the r_skinframe state
Mem_ExpandableArray_FreeArray(&r_skinframe.array);
// FIXME: move this code to client
int l;
char *entities, entname[MAX_QPATH];
+ if (r_qwskincache)
+ Mem_Free(r_qwskincache);
+ r_qwskincache = NULL;
+ r_qwskincache_size = 0;
if (cl.worldmodel)
{
strlcpy(entname, cl.worldmodel->name, sizeof(entname));
if (cl.worldmodel->brush.entities)
CL_ParseEntityLump(cl.worldmodel->brush.entities);
}
+ R_Main_FreeViewCache();
+
+ R_FrameData_Reset();
}
void GL_Main_Init(void)
Cvar_RegisterVariable(&r_motionblur_vcoeff);
Cvar_RegisterVariable(&r_motionblur_randomize);
Cvar_RegisterVariable(&r_damageblur);
- Cvar_RegisterVariable(&r_animcache);
+ Cvar_RegisterVariable(&r_equalize_entities_fullbright);
+ Cvar_RegisterVariable(&r_equalize_entities_minambient);
+ Cvar_RegisterVariable(&r_equalize_entities_by);
+ Cvar_RegisterVariable(&r_equalize_entities_to);
Cvar_RegisterVariable(&r_depthfirst);
Cvar_RegisterVariable(&r_useinfinitefarclip);
+ Cvar_RegisterVariable(&r_farclip_base);
+ Cvar_RegisterVariable(&r_farclip_world);
Cvar_RegisterVariable(&r_nearclip);
Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_cullentities_trace);
Cvar_RegisterVariable(&r_cullentities_trace_samples);
+ Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
Cvar_RegisterVariable(&r_cullentities_trace_delay);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_q1bsp_skymasking);
Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
+ Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
+ Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
Cvar_RegisterVariable(&r_fog_exp2);
Cvar_RegisterVariable(&r_drawfog);
+ Cvar_RegisterVariable(&r_transparentdepthmasking);
Cvar_RegisterVariable(&r_textureunits);
+ Cvar_RegisterVariable(&gl_combine);
Cvar_RegisterVariable(&r_glsl);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
- Cvar_RegisterVariable(&r_glsl_usegeneric);
Cvar_RegisterVariable(&r_water);
Cvar_RegisterVariable(&r_water_resolutionmultiplier);
Cvar_RegisterVariable(&r_water_clippingplanebias);
Cvar_RegisterVariable(&r_test);
Cvar_RegisterVariable(&r_batchmode);
Cvar_RegisterVariable(&r_glsl_saturation);
+ Cvar_RegisterVariable(&r_framedatasize);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
//==================================================================================
-// LordHavoc: animcache written by Echon, refactored and reformatted by me
-
-/**
- * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
- * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
- * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
- */
+// LordHavoc: this stores temporary data used within the same frame
-typedef struct r_animcache_entity_s
-{
- float *vertex3f;
- float *normal3f;
- float *svector3f;
- float *tvector3f;
- int maxvertices;
- qboolean wantnormals;
- qboolean wanttangents;
-}
-r_animcache_entity_t;
+qboolean r_framedata_failed;
+static size_t r_framedata_size;
+static size_t r_framedata_current;
+static void *r_framedata_base;
-typedef struct r_animcache_s
+void R_FrameData_Reset(void)
{
- r_animcache_entity_t entity[MAX_EDICTS*2];
- int maxindex;
- int currentindex;
+ if (r_framedata_base);
+ Mem_Free(r_framedata_base);
+ r_framedata_base = NULL;
+ r_framedata_size = 0;
+ r_framedata_current = 0;
+ r_framedata_failed = false;
}
-r_animcache_t;
-
-static r_animcache_t r_animcachestate;
-void R_AnimCache_Free(void)
+void R_FrameData_NewFrame(void)
{
- int idx;
- for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
+ size_t wantedsize;
+ if (r_framedata_failed)
+ Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
+ wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
+ wantedsize = bound(65536, wantedsize, 128*1024*1024);
+ if (r_framedata_size != wantedsize)
{
- r_animcachestate.entity[idx].maxvertices = 0;
- Mem_Free(r_animcachestate.entity[idx].vertex3f);
- r_animcachestate.entity[idx].vertex3f = NULL;
- r_animcachestate.entity[idx].normal3f = NULL;
- r_animcachestate.entity[idx].svector3f = NULL;
- r_animcachestate.entity[idx].tvector3f = NULL;
+ r_framedata_size = wantedsize;
+ if (r_framedata_base);
+ Mem_Free(r_framedata_base);
+ r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
}
- r_animcachestate.currentindex = 0;
- r_animcachestate.maxindex = 0;
+ r_framedata_current = 0;
+ r_framedata_failed = false;
}
-void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
+void *R_FrameData_Alloc(size_t size)
{
- int arraySize;
- float *base;
- r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
-
- if (cache->maxvertices >= numvertices)
- return;
+ void *data;
- // Release existing memory
- if (cache->vertex3f)
- Mem_Free(cache->vertex3f);
+ // align to 16 byte boundary
+ size = (size + 15) & ~15;
+ data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
+ r_framedata_current += size;
- // Pad by 1024 verts
- cache->maxvertices = (numvertices + 1023) & ~1023;
- arraySize = cache->maxvertices * 3;
+ // check overflow
+ if (r_framedata_current > r_framedata_size)
+ r_framedata_failed = true;
- // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
- base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
- r_animcachestate.entity[cacheIdx].vertex3f = base;
- r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
- r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
- r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
+ // return NULL on everything after a failure
+ if (r_framedata_failed)
+ return NULL;
-// Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
+ return data;
}
-void R_AnimCache_NewFrame(void)
+void *R_FrameData_Store(size_t size, void *data)
{
- int i;
+ void *d = R_FrameData_Alloc(size);
+ if (d)
+ memcpy(d, data, size);
+ return d;
+}
+
+//==================================================================================
+
+// LordHavoc: animcache originally written by Echon, rewritten since then
+
+/**
+ * Animation cache prevents re-generating mesh data for an animated model
+ * multiple times in one frame for lighting, shadowing, reflections, etc.
+ */
- if (r_animcache.integer && r_drawentities.integer)
- r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
- else if (r_animcachestate.maxindex)
- R_AnimCache_Free();
+void R_AnimCache_Free(void)
+{
+}
- r_animcachestate.currentindex = 0;
+void R_AnimCache_ClearCache(void)
+{
+ int i;
+ entity_render_t *ent;
for (i = 0;i < r_refdef.scene.numentities;i++)
- r_refdef.scene.entities[i]->animcacheindex = -1;
+ {
+ ent = r_refdef.scene.entities[i];
+ ent->animcache_vertex3f = NULL;
+ ent->animcache_normal3f = NULL;
+ ent->animcache_svector3f = NULL;
+ ent->animcache_tvector3f = NULL;
+ }
}
qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
dp_model_t *model = ent->model;
- r_animcache_entity_t *c;
+ int numvertices;
// see if it's already cached this frame
- if (ent->animcacheindex >= 0)
+ if (ent->animcache_vertex3f)
{
// add normals/tangents if needed
- c = r_animcachestate.entity + ent->animcacheindex;
- if (c->wantnormals)
- wantnormals = false;
- if (c->wanttangents)
- wanttangents = false;
if (wantnormals || wanttangents)
- model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+ {
+ if (ent->animcache_normal3f)
+ wantnormals = false;
+ if (ent->animcache_svector3f)
+ wanttangents = false;
+ if (wantnormals || wanttangents)
+ {
+ numvertices = model->surfmesh.num_vertices;
+ if (wantnormals)
+ ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ if (wanttangents)
+ {
+ ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ }
+ if (!r_framedata_failed)
+ model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+ }
+ }
}
else
{
// see if this ent is worth caching
- if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
- return false;
- if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
+ if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
return false;
- // assign it a cache entry and make sure the arrays are big enough
- R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
- ent->animcacheindex = r_animcachestate.currentindex++;
- c = r_animcachestate.entity + ent->animcacheindex;
- c->wantnormals = wantnormals;
- c->wanttangents = wanttangents;
- model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+ // get some memory for this entity and generate mesh data
+ numvertices = model->surfmesh.num_vertices;
+ ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ if (wantnormals)
+ ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ if (wanttangents)
+ {
+ ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+ }
+ if (!r_framedata_failed)
+ model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
}
- return true;
+ return !r_framedata_failed;
}
void R_AnimCache_CacheVisibleEntities(void)
{
int i;
- qboolean wantnormals;
- qboolean wanttangents;
+ qboolean wantnormals = !r_showsurfaces.integer;
+ qboolean wanttangents = !r_showsurfaces.integer;
- if (!r_animcachestate.maxindex)
- return;
-
- wantnormals = !r_showsurfaces.integer;
- wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ wanttangents = false;
+ break;
+ }
- // TODO: thread this?
+ // TODO: thread this
+ // NOTE: R_PrepareRTLights() also caches entities
for (i = 0;i < r_refdef.scene.numentities;i++)
- {
- if (!r_refdef.viewcache.entityvisible[i])
- continue;
- R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
- }
+ if (r_refdef.viewcache.entityvisible[i])
+ R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
+
+ if (r_shadows.integer)
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ if (!r_refdef.viewcache.entityvisible[i])
+ R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
}
//==================================================================================
{
int i;
entity_render_t *ent;
- vec3_t tempdiffusenormal;
+ vec3_t tempdiffusenormal, avg;
+ vec_t f, fa, fd, fdd;
for (i = 0;i < r_refdef.scene.numentities;i++)
{
}
// fetch the lighting from the worldmodel data
- VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
+ VectorClear(ent->modellight_ambient);
VectorClear(ent->modellight_diffuse);
VectorClear(tempdiffusenormal);
if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ if(ent->flags & RENDER_EQUALIZE)
+ {
+ // first fix up ambient lighting...
+ if(r_equalize_entities_minambient.value > 0)
+ {
+ fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+ if(fd > 0)
+ {
+ fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
+ if(fa < r_equalize_entities_minambient.value * fd)
+ {
+ // solve:
+ // fa'/fd' = minambient
+ // fa'+0.25*fd' = fa+0.25*fd
+ // ...
+ // fa' = fd' * minambient
+ // fd'*(0.25+minambient) = fa+0.25*fd
+ // ...
+ // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+ // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+ // ...
+ fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+ 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
+ VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
+ VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+ }
+ }
+ }
+
+ if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
+ {
+ VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
+ f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
+ if(f > 0)
+ {
+ f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
+ VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
+ VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+ }
+ }
+ }
}
else // highly rare
VectorSet(ent->modellight_ambient, 1, 1, 1);
}
}
+#define MAX_LINEOFSIGHTTRACES 64
+
+static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
+{
+ int i;
+ vec3_t boxmins, boxmaxs;
+ vec3_t start;
+ vec3_t end;
+ dp_model_t *model = r_refdef.scene.worldmodel;
+
+ if (!model || !model->brush.TraceLineOfSight)
+ return true;
+
+ // expand the box a little
+ boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
+ boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
+ boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
+ boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
+ boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
+ boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
+
+ // try center
+ VectorCopy(eye, start);
+ VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
+ if (model->brush.TraceLineOfSight(model, start, end))
+ return true;
+
+ // try various random positions
+ for (i = 0;i < numsamples;i++)
+ {
+ VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
+ if (model->brush.TraceLineOfSight(model, start, end))
+ return true;
+ }
+
+ return false;
+}
+
+
static void R_View_UpdateEntityVisible (void)
{
- int i, renderimask;
+ int i;
+ int renderimask;
+ int samples;
entity_render_t *ent;
- if (!r_drawentities.integer)
- return;
-
renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
{
ent = r_refdef.scene.entities[i];
if (!(ent->flags & renderimask))
if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
- if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
+ 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))
r_refdef.viewcache.entityvisible[i] = true;
}
if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
- if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
+ if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
{
- if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
+ samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
+ if (samples < 0)
+ continue; // temp entities do pvs only
+ if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
ent->last_trace_visibility = realtime;
if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
r_refdef.viewcache.entityvisible[i] = 0;
int i, sky;
entity_render_t *ent;
- if (!r_drawentities.integer)
- return false;
-
sky = false;
for (i = 0;i < r_refdef.scene.numentities;i++)
{
int i;
entity_render_t *ent;
- if (!r_drawentities.integer)
- return;
-
for (i = 0;i < r_refdef.scene.numentities;i++)
{
if (!r_refdef.viewcache.entityvisible[i])
int i;
entity_render_t *ent;
- if (!r_drawentities.integer)
- return;
-
for (i = 0;i < r_refdef.scene.numentities;i++)
{
if (!r_refdef.viewcache.entityvisible[i])
int i;
entity_render_t *ent;
- if (!r_drawentities.integer)
- return;
-
for (i = 0;i < r_refdef.scene.numentities;i++)
{
if (!r_refdef.viewcache.entityvisible[i])
int i;
entity_render_t *ent;
- if (!r_drawentities.integer)
- return;
-
for (i = 0;i < r_refdef.scene.numentities;i++)
{
if (!r_refdef.viewcache.entityvisible[i])
void R_View_Update(void)
{
+ R_Main_ResizeViewCache();
R_View_SetFrustum();
R_View_WorldVisibility(r_refdef.view.useclipplane);
R_View_UpdateEntityVisible();
if (!r_refdef.view.useperspective)
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);
- else if (gl_stencil && r_useinfinitefarclip.integer)
+ else if (vid.stencil && r_useinfinitefarclip.integer)
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);
else
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);
int waterwidth, waterheight, texturewidth, textureheight;
r_waterstate_waterplane_t *p;
+ if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+ return;
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ return;
+ }
+
// set waterwidth and waterheight to the water resolution that will be
// used (often less than the screen resolution for faster rendering)
waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
// calculate desired texture sizes
// can't use water if the card does not support the texture size
- if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
+ if (!r_water.integer || r_showsurfaces.integer)
texturewidth = textureheight = waterwidth = waterheight = 0;
- else if (gl_support_arb_texture_non_power_of_two)
+ else if (vid.support.arb_texture_non_power_of_two)
{
texturewidth = waterwidth;
textureheight = waterheight;
{
int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ return;
+ }
+
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
- r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
- r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
+ r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
+ r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
// calculate desired texture sizes
- if (gl_support_arb_texture_non_power_of_two)
+ if (vid.support.arb_texture_non_power_of_two)
{
screentexturewidth = r_refdef.view.width;
screentextureheight = r_refdef.view.height;
for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
}
- 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 > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
+ 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))
{
Cvar_SetValueQuick(&r_hdr, 0);
Cvar_SetValueQuick(&r_bloom, 0);
Cvar_SetValueQuick(&r_damageblur, 0);
}
- if (!(r_glsl.integer && (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)))
+ 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)))
screentexturewidth = screentextureheight = 0;
if (!r_hdr.integer && !r_bloom.integer)
bloomtexturewidth = bloomtextureheight = 0;
R_SetupGenericShader(true);
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// we now have a bloom image in the framebuffer
GL_Color(r, r, r, 1);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// copy the vertically blurred bloom view to a texture
brighten = r_bloom_brighten.value;
if (r_hdr.integer)
brighten *= r_hdr_range.value;
+ brighten = sqrt(brighten);
+ if(range >= 1)
+ brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
{
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
+ // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
GL_BlendFunc(GL_ONE, GL_ZERO);
for (x = -range;x <= range;x++)
{
// black at the edges
// (probably not realistic but looks good enough)
//r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
- //r = (dir ? 1.0f : brighten)/(range*2+1);
- r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+ //r = brighten/(range*2+1);
+ r = brighten / (range * 2 + 1);
+ if(range >= 1)
+ r *= (1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
// apply subtract last
// (just like it would be in a GLSL shader)
- if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+ if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(1, 1, 1, 1);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
static void R_BlendView(void)
{
- if (r_bloomstate.texture_screen)
- {
- // make sure the buffer is available
- if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
-
- R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- GL_ActiveTexture(0);CHECKGLERROR
-
- if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
- {
- // declare variables
- float speed;
- static float avgspeed;
-
- speed = VectorLength(cl.movement_velocity);
-
- cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
- avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
-
- speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
- speed = bound(0, speed, 1);
- speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
-
- // calculate values into a standard alpha
- cl.motionbluralpha = 1 - exp(-
- (
- (r_motionblur.value * speed / 80)
- +
- (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
- )
- /
- max(0.0001, cl.time - cl.oldtime) // fps independent
- );
-
- cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
- cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
- // apply the blur
- if (cl.motionbluralpha > 0)
- {
- R_SetupGenericShader(true);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(1, 1, 1, cl.motionbluralpha);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
- }
-
- // copy view into the screen texture
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
- r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
+ unsigned int permutation;
- if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
+ switch (vid.renderpath)
{
- unsigned int permutation =
+ case RENDERPATH_GL20:
+ permutation =
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
| ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
| (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
| ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
+ if (r_bloomstate.texture_screen)
+ {
+ // make sure the buffer is available
+ if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
+
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ GL_ActiveTexture(0);CHECKGLERROR
+
+ if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
+ {
+ // declare variables
+ float speed;
+ static float avgspeed;
+
+ speed = VectorLength(cl.movement_velocity);
+
+ cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
+ avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
+
+ speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
+ speed = bound(0, speed, 1);
+ speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
+
+ // calculate values into a standard alpha
+ cl.motionbluralpha = 1 - exp(-
+ (
+ (r_motionblur.value * speed / 80)
+ +
+ (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
+ )
+ /
+ max(0.0001, cl.time - cl.oldtime) // fps independent
+ );
+
+ cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
+ cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
+ // apply the blur
+ if (cl.motionbluralpha > 0)
+ {
+ R_SetupGenericShader(true);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Color(1, 1, 1, cl.motionbluralpha);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+ }
+ }
+
+ // copy view into the screen texture
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+ }
+ else if (!r_bloomstate.texture_bloom)
+ {
+ // we may still have to do view tint...
+ if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
+ {
+ // apply a color tint to the whole view
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(false);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ }
+ break; // no screen processing, no bloom, skip it
+ }
+
if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
{
// render simple bloom effect
R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
- if (r_glsl_permutation->loc_TintColor >= 0)
- qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ 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]);
if (r_glsl_permutation->loc_ClientTime >= 0)
qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
if (r_glsl_permutation->loc_PixelSize >= 0)
sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
}
- if (r_glsl_permutation->loc_UserVec2 >= 0)
- {
- float a=0, b=0, c=0, d=0;
- sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
- }
- if (r_glsl_permutation->loc_UserVec3 >= 0)
- {
- float a=0, b=0, c=0, d=0;
- sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
- }
- if (r_glsl_permutation->loc_UserVec4 >= 0)
- {
- float a=0, b=0, c=0, d=0;
- sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
- qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
- }
- if (r_glsl_permutation->loc_Saturation >= 0)
- qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- return;
- }
-
-
-
- if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
- {
- // render high dynamic range bloom effect
- // the bloom texture was made earlier this render, so we just need to
- // blend it onto the screen...
- R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupGenericShader(true);
- GL_Color(1, 1, 1, 1);
- GL_BlendFunc(GL_ONE, GL_ONE);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
- else if (r_bloomstate.texture_bloom)
- {
- // render simple bloom effect
- // copy the screen and shrink it and darken it for the bloom process
- R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
- // make the bloom texture
- R_Bloom_MakeTexture();
- // put the original screen image back in place and blend the bloom
- // texture on it
- R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- GL_Color(1, 1, 1, 1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- // do both in one pass if possible
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
- if (r_textureunits.integer >= 2 && gl_combine.integer)
+ if (r_glsl_permutation->loc_UserVec2 >= 0)
{
- R_SetupGenericTwoTextureShader(GL_ADD);
- R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
}
- else
+ if (r_glsl_permutation->loc_UserVec3 >= 0)
{
- R_SetupGenericShader(true);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- // now blend on the bloom texture
- GL_BlendFunc(GL_ONE, GL_ONE);
- R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
+ }
+ if (r_glsl_permutation->loc_UserVec4 >= 0)
+ {
+ float a=0, b=0, c=0, d=0;
+ sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
+ qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
}
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ if (r_glsl_permutation->loc_Saturation >= 0)
+ qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
- }
- if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
- {
- // apply a color tint to the whole view
- R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupGenericShader(false);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
+ {
+ // apply a color tint to the whole view
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_SetupGenericShader(false);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+ }
+ break;
}
}
r_refdef.fogcolor[1] = r_refdef.fog_green;
r_refdef.fogcolor[2] = r_refdef.fog_blue;
+ Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
+ r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
+ r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
+ r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
+
{
vec3_t fogvec;
VectorCopy(r_refdef.fogcolor, fogvec);
{
R_Textures_Frame();
- r_refdef.scene.ambient = r_ambient.value;
+ r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
- r_refdef.farclip = 4096;
+ r_refdef.farclip = r_farclip_base.value;
if (r_refdef.scene.worldmodel)
- r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
+ r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
- r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+ r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
- r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
+ r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (r_showsurfaces.integer)
{
r_refdef.fog_alpha = 1;
r_refdef.fog_start = 0;
r_refdef.fog_end = gl_skyclip.value;
+ r_refdef.fog_height = 1<<30;
+ r_refdef.fog_fadedepth = 128;
}
else if (r_refdef.oldgl_fogenable)
{
r_refdef.fog_alpha = 0;
r_refdef.fog_start = 0;
r_refdef.fog_end = 0;
+ r_refdef.fog_height = 1<<30;
+ r_refdef.fog_fadedepth = 128;
}
}
else
r_refdef.fogenabled = false;
- if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
+ switch(vid.renderpath)
{
- if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+ case RENDERPATH_GL20:
+ if(v_glslgamma.integer && !vid_gammatables_trivial)
{
- // build GLSL gamma texture
+ if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+ {
+ // build GLSL gamma texture
#define RAMPWIDTH 256
- unsigned short ramp[RAMPWIDTH * 3];
- unsigned char rampbgr[RAMPWIDTH][4];
- int i;
+ unsigned short ramp[RAMPWIDTH * 3];
+ unsigned char rampbgr[RAMPWIDTH][4];
+ int i;
- r_texture_gammaramps_serial = vid_gammatables_serial;
+ r_texture_gammaramps_serial = vid_gammatables_serial;
- VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
- for(i = 0; i < RAMPWIDTH; ++i)
- {
- rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
- rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
- rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
- rampbgr[i][3] = 0;
- }
- if (r_texture_gammaramps)
- {
- R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
- }
- else
- {
- r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
+ for(i = 0; i < RAMPWIDTH; ++i)
+ {
+ rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
+ rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
+ rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
+ rampbgr[i][3] = 0;
+ }
+ if (r_texture_gammaramps)
+ {
+ R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
+ }
+ else
+ {
+ r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
+ }
}
}
- }
- else
- {
- // remove GLSL gamma texture
+ else
+ {
+ // remove GLSL gamma texture
+ }
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
}
}
r_frame++; // used only by R_GetCurrentTexture
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
- R_AnimCache_NewFrame();
+ if (!r_drawentities.integer)
+ r_refdef.scene.numentities = 0;
+
+ R_AnimCache_ClearCache();
+ R_FrameData_NewFrame();
if (r_refdef.view.isoverlay)
{
r_refdef.view.clear = true;
// this produces a bloom texture to be used in R_BlendView() later
- if (r_hdr.integer)
+ if (r_hdr.integer && r_bloomstate.bloomwidth)
R_HDR_RenderBloomTexture();
r_refdef.view.showdebug = true;
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
static void R_DrawEntityBBoxes(void);
+static void R_DrawModelDecals(void);
+extern cvar_t cl_decals_newsystem;
+extern qboolean r_shadow_usingdeferredprepass;
void R_RenderScene(void)
{
r_refdef.stats.renders++;
if (R_DrawBrushModelsSky() && r_timereport_active)
R_TimeReport("bmodelsky");
+
+ if (skyrendermasked && skyrenderlater)
+ {
+ // we have to force off the water clipping plane while rendering sky
+ R_SetupView(false);
+ R_Sky();
+ R_SetupView(true);
+ if (r_timereport_active)
+ R_TimeReport("sky");
+ }
}
R_AnimCache_CacheVisibleEntities();
+ if (r_timereport_active)
+ R_TimeReport("animation");
+
+ R_Shadow_PrepareLights();
+ if (r_timereport_active)
+ R_TimeReport("preparelights");
+
+ if (r_shadow_usingdeferredprepass)
+ R_Shadow_DrawPrepass();
if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
{
S_ExtraUpdate ();
}
- R_ShadowVolumeLighting(false);
- if (r_timereport_active)
- R_TimeReport("rtlights");
+ if (!r_shadow_usingdeferredprepass)
+ {
+ R_Shadow_DrawLights();
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
+ }
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
if (cl.csqc_vidvars.drawworld)
{
- R_DrawLightningBeams();
- if (r_timereport_active)
- R_TimeReport("lightning");
-
- R_DrawDecals();
- if (r_timereport_active)
- R_TimeReport("decals");
+ if (cl_decals_newsystem.integer)
+ {
+ R_DrawModelDecals();
+ if (r_timereport_active)
+ R_TimeReport("modeldecals");
+ }
+ else
+ {
+ R_DrawDecals();
+ if (r_timereport_active)
+ R_TimeReport("decals");
+ }
R_DrawParticles();
if (r_timereport_active)
R_DrawExplosions();
if (r_timereport_active)
R_TimeReport("explosions");
+
+ R_DrawLightningBeams();
+ if (r_timereport_active)
+ R_TimeReport("lightning");
}
R_SetupGenericShader(true);
if (cl.csqc_vidvars.drawworld)
{
- R_DrawCoronas();
+ R_Shadow_DrawCoronas();
if (r_timereport_active)
R_TimeReport("coronas");
}
{
int i;
float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
+
+ RSurf_ActiveWorldEntity();
+
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
{
for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
{
- f1 = FogPoint_World(v);
+ f1 = RSurf_FogVertex(v);
f2 = 1 - f1;
c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
prog = prog_save;
}
-unsigned short nomodelelements[24] =
+static const int nomodelelement3i[24] =
+{
+ 5, 2, 0,
+ 5, 1, 2,
+ 5, 0, 3,
+ 5, 3, 1,
+ 0, 2, 4,
+ 2, 1, 4,
+ 3, 0, 4,
+ 1, 3, 4
+};
+
+static const unsigned short nomodelelement3s[24] =
{
5, 2, 0,
5, 1, 2,
1, 3, 4
};
-float nomodelvertex3f[6*3] =
+static const float nomodelvertex3f[6*3] =
{
-16, 0, 0,
16, 0, 0,
0, 0, 16
};
-float nomodelcolor4f[6*4] =
+static const float nomodelcolor4f[6*4] =
{
0.0f, 0.0f, 0.5f, 1.0f,
0.0f, 0.0f, 0.5f, 1.0f,
int i;
float f1, f2, *c;
float color4f[6*4];
+
+ 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);
+
// this is only called once per entity so numsurfaces is always 1, and
// surfacelist is always {0}, so this code does not handle batches
- R_Mesh_Matrix(&ent->matrix);
- if (ent->flags & EF_ADDITIVE)
+ if (rsurface.ent_flags & RENDER_ADDITIVE)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
}
- else if (ent->alpha < 1)
+ else if (rsurface.colormod[3] < 1)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
+ GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
+ GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
+ GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
R_SetupGenericShader(false);
- R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
+ R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ R_Mesh_ColorPointer(color4f, 0, 0);
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ {
+ c[0] *= rsurface.colormod[0];
+ c[1] *= rsurface.colormod[1];
+ c[2] *= rsurface.colormod[2];
+ c[3] *= rsurface.colormod[3];
+ }
if (r_refdef.fogenabled)
{
- vec3_t org;
- memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- R_Mesh_ColorPointer(color4f, 0, 0);
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- f1 = FogPoint_World(org);
- f2 = 1 - f1;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
+ f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
+ f2 = 1 - f1;
c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
- c[3] *= ent->alpha;
}
}
- else if (ent->alpha != 1)
- {
- memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- R_Mesh_ColorPointer(color4f, 0, 0);
- for (i = 0, c = color4f;i < 6;i++, c += 4)
- c[3] *= ent->alpha;
- }
- else
- R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
+ R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
}
void R_DrawNoModel(entity_render_t *ent)
{
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
- //else
- // R_DrawNoModelCallback(ent, 0);
+ if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
+ R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+ else
+ R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
}
void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
vert[11] = org2[2] + width * right2[2];
}
-float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
-
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+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)
{
- // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
- float fog = 1.0f;
- float vertex3f[12];
-
- if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
- fog = FogPoint_World(origin);
-
- R_Mesh_Matrix(&identitymatrix);
- GL_BlendFunc(blendfunc1, blendfunc2);
-
- GL_CullFace(GL_NONE);
-
- GL_DepthMask(false);
- GL_DepthRange(0, depthshort ? 0.0625 : 1);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- GL_DepthTest(!depthdisable);
-
vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
-
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- R_SetupGenericShader(true);
- R_Mesh_TexBind(0, R_GetTexture(texture));
- R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
- // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
- GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-
- if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
- {
- R_Mesh_TexBind(0, R_GetTexture(fogtexture));
- GL_BlendFunc(blendfunc1, GL_ONE);
- fog = 1 - fog;
- GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
- R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
- }
}
int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
// figure out how large a bounding box we need to properly compute this brush
maxdist = 0;
for (w = 0;w < numplanes;w++)
- maxdist = max(maxdist, planes[w].dist);
+ maxdist = max(maxdist, fabs(planes[w].dist));
// now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
layer->blendfunc2 = blendfunc2;
layer->texture = texture;
layer->texmatrix = *matrix;
- layer->color[0] = r * r_refdef.view.colorscale;
- layer->color[1] = g * r_refdef.view.colorscale;
- layer->color[2] = b * r_refdef.view.colorscale;
+ layer->color[0] = r;
+ layer->color[1] = g;
+ layer->color[2] = b;
layer->color[3] = a;
}
Matrix4x4_Concat(texmatrix, &matrix, &temp);
}
+void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+{
+ int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+ char name[MAX_QPATH];
+ skinframe_t *skinframe;
+ unsigned char pixels[296*194];
+ strlcpy(cache->name, skinname, sizeof(cache->name));
+ dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
+ if (developer_loading.integer)
+ Con_Printf("loading %s\n", name);
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+ if (!skinframe || !skinframe->base)
+ {
+ unsigned char *f;
+ fs_offset_t filesize;
+ skinframe = NULL;
+ f = FS_LoadFile(name, tempmempool, true, &filesize);
+ if (f)
+ {
+ if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+ skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
+ Mem_Free(f);
+ }
+ }
+ cache->skinframe = skinframe;
+}
+
texture_t *R_GetCurrentTexture(texture_t *t)
{
int i;
// switch to an alternate material if this is a q1bsp animated material
{
texture_t *texture = t;
- int s = ent->skinnum;
+ int s = rsurface.ent_skinnum;
if ((unsigned int)s >= (unsigned int)model->numskins)
s = 0;
if (model->skinscenes)
{
// use an alternate animation if the entity's frame is not 0,
// and only if the texture has an alternate animation
- if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
+ if (rsurface.ent_alttextures && t->anim_total[1])
t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
else
t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
}
// update currentskinframe to be a qw skin or animation frame
- if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
+ if (rsurface.ent_qwskin >= 0)
{
- if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+ i = rsurface.ent_qwskin;
+ if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
{
- strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
- if (developer_loading.integer)
- Con_Printf("loading skins/%s\n", r_qwskincache[i]);
- r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
+ r_qwskincache_size = cl.maxclients;
+ if (r_qwskincache)
+ Mem_Free(r_qwskincache);
+ r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
}
- t->currentskinframe = r_qwskincache_skinframe[i];
+ if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
+ R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
+ t->currentskinframe = r_qwskincache[i].skinframe;
if (t->currentskinframe == NULL)
- t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
}
else if (t->numskinframes >= 2)
- t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
if (t->backgroundnumskinframes >= 2)
- t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
+ t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
t->currentmaterialflags = t->basematerialflags;
- t->currentalpha = ent->alpha;
+ t->currentalpha = rsurface.colormod[3];
if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
t->currentalpha *= r_wateralpha.value;
if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
t->currentalpha *= t->r_water_wateralpha;
if(!r_waterstate.enabled || r_refdef.view.isoverlay)
t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
- if (!(ent->flags & RENDER_LIGHT))
+ if (!(rsurface.ent_flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
- else if (rsurface.modeltexcoordlightmap2f == NULL)
+ else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
// pick a model lighting mode
- if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+ if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
else
t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
}
- if (ent->effects & EF_ADDITIVE)
+ if (rsurface.ent_flags & RENDER_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
- if (ent->effects & EF_DOUBLESIDED)
+ if (rsurface.ent_flags & RENDER_DOUBLESIDED)
t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
- if (ent->effects & EF_NODEPTHTEST)
- t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
- if (ent->flags & RENDER_VIEWMODEL)
+ if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (t->backgroundnumskinframes)
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
}
else
t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
+ if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
+ t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
// there is no tcmod
if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
t->currenttexmatrix = r_waterscrollmatrix;
t->currentbackgroundtexmatrix = r_waterscrollmatrix;
}
- else
+ else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
{
Matrix4x4_CreateIdentity(&t->currenttexmatrix);
Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
- t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ if (t->currentskinframe->qpixels)
+ R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
t->glosstexture = r_texture_black;
t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
}
- Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+ Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
VectorClear(t->dlightcolor);
t->currentnumlayers = 0;
if (t->currentmaterialflags & MATERIALFLAG_WALL)
{
- int layerflags = 0;
int blendfunc1, blendfunc2;
qboolean depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
blendfunc2 = GL_ZERO;
}
depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
- if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
- layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// fullbright is not affected by r_refdef.lightmapintensity
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]);
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+ if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &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]);
+ if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &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]);
}
else
{
vec3_t ambientcolor;
float colorscale;
// set the color tint used for lights affecting this surface
- VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
+ VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
colorscale = 2;
// q3bsp has no lightmap updates, so the lightstylevalue that
// would normally be baked into the lightmap must be
// applied to the color
// FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
- if (ent->model->type == mod_brushq3)
+ if (model->type == mod_brushq3)
colorscale *= r_refdef.scene.rtlightstylevalue[0];
colorscale *= r_refdef.lightmapintensity;
- VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
+ VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
// basic lit geometry
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]);
// add pants/shirt if needed
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+ if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &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]);
+ if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &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]);
// now add ambient passes if needed
if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
{
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]);
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+ if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+ if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
}
}
if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
{
// if this is opaque use alpha blend which will darken the earlier
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &t->currenttexmatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
}
}
//if (rsurface.entity == r_refdef.scene.worldentity)
// return;
rsurface.entity = r_refdef.scene.worldentity;
+ rsurface.skeleton = NULL;
+ rsurface.ent_skinnum = 0;
+ rsurface.ent_qwskin = -1;
+ rsurface.ent_shadertime = 0;
+ rsurface.ent_flags = r_refdef.scene.worldentity->flags;
if (rsurface.array_size < model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
rsurface.matrix = identitymatrix;
rsurface.inversematrix = identitymatrix;
+ rsurface.matrixscale = 1;
+ rsurface.inversematrixscale = 1;
R_Mesh_Matrix(&identitymatrix);
- VectorCopy(r_refdef.view.origin, rsurface.modelorg);
+ VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+ Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
+ rsurface.fograngerecip = r_refdef.fograngerecip;
+ rsurface.fogheightfade = r_refdef.fogheightfade;
+ rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
+ rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
VectorSet(rsurface.modellight_ambient, 0, 0, 0);
VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
- VectorSet(rsurface.glowmod, 1, 1, 1);
+ VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
+ rsurface.colormod[3] = 1;
+ 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);
memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
rsurface.frameblend[0].lerp = 1;
+ rsurface.ent_alttextures = false;
rsurface.basepolygonfactor = r_refdef.polygonfactor;
rsurface.basepolygonoffset = r_refdef.polygonoffset;
rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
-void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
{
dp_model_t *model = ent->model;
//if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
// return;
rsurface.entity = (entity_render_t *)ent;
+ rsurface.skeleton = ent->skeleton;
+ rsurface.ent_skinnum = ent->skinnum;
+ 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;
+ rsurface.ent_shadertime = ent->shadertime;
+ rsurface.ent_flags = ent->flags;
if (rsurface.array_size < model->surfmesh.num_vertices)
R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
rsurface.matrix = ent->matrix;
rsurface.inversematrix = ent->inversematrix;
+ rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
+ rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
R_Mesh_Matrix(&rsurface.matrix);
- Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
- rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
- rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
- rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
- rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
- rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
- rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
+ Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
+ Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
+ rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
+ rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
+ rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
+ rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
+ VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
- VectorCopy(ent->glowmod, rsurface.glowmod);
+ VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
+ rsurface.colormod[3] = ent->alpha;
+ VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
+ rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
rsurface.basepolygonfactor = r_refdef.polygonfactor;
rsurface.basepolygonoffset = r_refdef.polygonoffset;
- if (ent->model->brush.submodel)
+ if (ent->model->brush.submodel && !prepass)
{
rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
}
if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
{
- if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
+ if (ent->animcache_vertex3f && !r_framedata_failed)
{
- rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
- rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
- rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
- rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
+ rsurface.modelvertex3f = ent->animcache_vertex3f;
+ rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
+ rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
+ rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
}
else if (wanttangents)
{
rsurface.modelsvector3f = rsurface.array_modelsvector3f;
rsurface.modeltvector3f = rsurface.array_modeltvector3f;
rsurface.modelnormal3f = rsurface.array_modelnormal3f;
- model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+ model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
}
else if (wantnormals)
{
rsurface.modelsvector3f = NULL;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = rsurface.array_modelnormal3f;
- model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+ model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
}
else
{
rsurface.modelsvector3f = NULL;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
- model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+ model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
}
rsurface.modelvertex3f_bufferobject = 0;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
+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)
+{
+ rsurface.entity = r_refdef.scene.worldentity;
+ rsurface.skeleton = NULL;
+ rsurface.ent_skinnum = 0;
+ rsurface.ent_qwskin = -1;
+ rsurface.ent_shadertime = shadertime;
+ rsurface.ent_flags = entflags;
+ rsurface.modelnum_vertices = numvertices;
+ rsurface.modelnum_triangles = numtriangles;
+ if (rsurface.array_size < rsurface.modelnum_vertices)
+ R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
+ rsurface.matrix = *matrix;
+ rsurface.inversematrix = *inversematrix;
+ rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
+ rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
+ R_Mesh_Matrix(&rsurface.matrix);
+ Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
+ Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
+ rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
+ rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
+ rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
+ rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
+ VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+ VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+ VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+ VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
+ VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+ Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
+ 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);
+ memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
+ rsurface.frameblend[0].lerp = 1;
+ rsurface.ent_alttextures = false;
+ rsurface.basepolygonfactor = r_refdef.polygonfactor;
+ rsurface.basepolygonoffset = r_refdef.polygonoffset;
+ if (wanttangents)
+ {
+ rsurface.modelvertex3f = vertex3f;
+ rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
+ rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
+ rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+ }
+ else if (wantnormals)
+ {
+ rsurface.modelvertex3f = vertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+ }
+ else
+ {
+ rsurface.modelvertex3f = vertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = NULL;
+ }
+ rsurface.modelvertex3f_bufferobject = 0;
+ rsurface.modelvertex3f_bufferoffset = 0;
+ rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.modeltvector3f_bufferoffset = 0;
+ rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.modelnormal3f_bufferoffset = 0;
+ rsurface.generatedvertex = true;
+ rsurface.modellightmapcolor4f = color4f;
+ rsurface.modellightmapcolor4f_bufferobject = 0;
+ rsurface.modellightmapcolor4f_bufferoffset = 0;
+ rsurface.modeltexcoordtexture2f = texcoord2f;
+ rsurface.modeltexcoordtexture2f_bufferobject = 0;
+ rsurface.modeltexcoordtexture2f_bufferoffset = 0;
+ rsurface.modeltexcoordlightmap2f = NULL;
+ rsurface.modeltexcoordlightmap2f_bufferobject = 0;
+ rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
+ rsurface.modelelement3i = element3i;
+ rsurface.modelelement3s = element3s;
+ rsurface.modelelement3i_bufferobject = 0;
+ rsurface.modelelement3s_bufferobject = 0;
+ rsurface.modellightmapoffsets = NULL;
+ rsurface.modelsurfaces = NULL;
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
+
+ if (rsurface.modelnum_vertices && rsurface.modelelement3i)
+ {
+ if ((wantnormals || wanttangents) && !normal3f)
+ Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
+ if (wanttangents && !svector3f)
+ 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);
+ }
+}
+
+float RSurf_FogPoint(const float *v)
+{
+ // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
+ float FogPlaneViewDist = r_refdef.fogplaneviewdist;
+ float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
+ float FogHeightFade = r_refdef.fogheightfade;
+ float fogfrac;
+ unsigned int fogmasktableindex;
+ if (r_refdef.fogplaneviewabove)
+ fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
+ else
+ fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+ fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
+
+float RSurf_FogVertex(const float *v)
+{
+ // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
+ float FogPlaneViewDist = rsurface.fogplaneviewdist;
+ float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
+ float FogHeightFade = rsurface.fogheightfade;
+ float fogfrac;
+ unsigned int fogmasktableindex;
+ if (r_refdef.fogplaneviewabove)
+ fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
+ else
+ fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
+ fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
+
static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
-void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int deformindex;
int texturesurfaceindex;
VectorSubtract(end, start, up);
VectorNormalize(up);
// calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
- VectorSubtract(rsurface.modelorg, center, forward);
+ VectorSubtract(rsurface.localvieworigin, center, forward);
//Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
VectorNegate(forward, forward);
VectorReflect(forward, 0, up, forward);
float viewer[3], d, reflected[3], worldreflected[3];
- VectorSubtract(rsurface.modelorg, vertex, viewer);
+ VectorSubtract(rsurface.localvieworigin, vertex, viewer);
// VectorNormalize(viewer);
d = DotProduct(normal, viewer);
R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
}
-void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int i, j;
const msurface_t *surface = texturesurfacelist[0];
{
#define MAXBATCHTRIANGLES 4096
int batchtriangles = 0;
- int batchelements[MAXBATCHTRIANGLES*3];
+ static int batchelements[MAXBATCHTRIANGLES*3];
for (i = 0;i < texturenumsurfaces;i = j)
{
surface = texturesurfacelist[i];
}
}
-static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
+static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
{
int i, planeindex, vertexindex;
float d, bestd;
vec3_t vert;
const float *v;
r_waterstate_waterplane_t *p, *bestp;
- msurface_t *surface;
+ const msurface_t *surface;
if (r_waterstate.renderingscene)
return;
for (i = 0;i < texturenumsurfaces;i++)
}
}
-static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
{
int i;
int j;
}
}
-static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int j;
int texturesurfaceindex;
}
}
-static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
int i;
- float *v, *c2;
+ const float *v;
+ float *c2;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
rsurface.lightmapcolor4f_bufferoffset = 0;
}
-static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
int i;
float f;
- float *v, *c, *c2;
+ const float *v;
+ const float *c;
+ float *c2;
if (rsurface.lightmapcolor4f)
{
// generate color arrays for the surfaces in this list
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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)
{
- f = FogPoint_Model(v);
+ f = RSurf_FogVertex(v);
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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)
{
- f = FogPoint_Model(v);
+ f = RSurf_FogVertex(v);
c2[0] = f;
c2[1] = f;
c2[2] = f;
rsurface.lightmapcolor4f_bufferoffset = 0;
}
-static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
int i;
float f;
- float *v, *c, *c2;
+ const float *v;
+ const float *c;
+ float *c2;
if (!rsurface.lightmapcolor4f)
return;
// generate color arrays for the surfaces in this list
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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)
{
- f = FogPoint_Model(v);
+ f = RSurf_FogVertex(v);
c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
rsurface.lightmapcolor4f_bufferoffset = 0;
}
-static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
+static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
{
int texturesurfaceindex;
int i;
- float *c, *c2;
+ const float *c;
+ float *c2;
if (!rsurface.lightmapcolor4f)
return;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
rsurface.lightmapcolor4f_bufferoffset = 0;
}
-static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
int i;
- float *c, *c2;
+ const float *c;
+ float *c2;
if (!rsurface.lightmapcolor4f)
return;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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)
{
- c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
- c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
- c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
+ c2[0] = c[0] + r_refdef.scene.ambient;
+ c2[1] = c[1] + r_refdef.scene.ambient;
+ c2[2] = c[2] + r_refdef.scene.ambient;
c2[3] = c[3];
}
}
rsurface.lightmapcolor4f_bufferoffset = 0;
}
-static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize
rsurface.lightmapcolor4f = NULL;
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
-static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize applyfog && applycolor case
// just apply fog if necessary, and tint the fog color array if necessary
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
int texturesurfaceindex;
int i;
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
+static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
{
int texturesurfaceindex;
int i;
float f;
- float *v, *c, *c2, alpha;
+ float alpha;
+ const float *v;
+ const float *n;
+ float *c;
vec3_t ambientcolor;
vec3_t diffusecolor;
vec3_t lightdir;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int numverts = surface->num_vertices;
v = rsurface.vertex3f + 3 * surface->num_firstvertex;
- c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
+ n = rsurface.normal3f + 3 * surface->num_firstvertex;
c = rsurface.array_color4f + 4 * surface->num_firstvertex;
// q3-style directional shading
- for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
+ for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
{
- if ((f = DotProduct(c2, lightdir)) > 0)
+ if ((f = DotProduct(n, lightdir)) > 0)
VectorMA(ambientcolor, f, diffusecolor, c);
else
VectorCopy(ambientcolor, c);
}
}
-static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
}
-static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
R_SetupGenericShader(false);
- if (skyrendernow)
- {
- skyrendernow = false;
- // we have to force off the water clipping plane while rendering sky
- R_SetupView(false);
- R_Sky();
- R_SetupView(true);
- // restore entity matrix
- R_Mesh_Matrix(&rsurface.matrix);
- }
+ skyrenderlater = true;
RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
GL_Color(1, 1, 1, 1);
}
-static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
+extern rtexture_t *r_shadow_prepasslightingspeculartexture;
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
return;
- R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
- R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
}
- if(rsurface.texture->colormapping)
+ if (rsurface.texture->colormapping)
{
R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
}
R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
+ if (r_shadow_usingdeferredprepass)
+ {
+ R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture));
+ R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture));
+ }
if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
R_Mesh_ColorPointer(NULL, 0, 0);
else
R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass)
{
// render background
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
}
- R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+ R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
if (!r_glsl_permutation)
return;
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+ if (!prepass)
+ R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
if (r_glsl_permutation->loc_Texture_Refraction >= 0)
{
{
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
}
if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
GL_LockArrays(0, 0);
}
-static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
{
// OpenGL 1.3 path - anything not completely ancient
int texturesurfaceindex;
qboolean applycolor;
qboolean applyfog;
- rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
layercolor[3] = layer->color[3];
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
R_Mesh_ColorPointer(NULL, 0, 0);
- applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
switch (layer->type)
{
case TEXTURELAYERTYPE_LITTEXTURE:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
- m.tex[1] = R_GetTexture(layer->texture);
- m.texmatrix[1] = layer->texmatrix;
- m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ // single-pass lightmapped texture with 2x rgbscale
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_TexMatrix(0, NULL);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexBind(1, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(1, &layer->texmatrix);
+ R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
+ R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
case TEXTURELAYERTYPE_TEXTURE:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ // singletexture unlit texture with transparency support
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexBind(1, 0);
+ R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
case TEXTURELAYERTYPE_FOG:
- memset(&m, 0, sizeof(m));
- m.texrgbscale[0] = layertexrgbscale;
+ // singletexture fogging
if (layer->texture)
{
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, 0);
+ R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
}
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(1, 0);
+ R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
// generate a color array for the fog pass
R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
- float f, *v, *c;
+ float f;
+ const float *v;
+ float *c;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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)
{
- f = 1 - FogPoint_Model(v);
+ f = 1 - RSurf_FogVertex(v);
c[0] = layercolor[0];
c[1] = layercolor[1];
c[2] = layercolor[2];
}
}
-static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
{
// OpenGL 1.1 - crusty old voodoo path
int texturesurfaceindex;
qboolean applyfog;
- rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
GL_DepthMask(layer->depthmask && writedepth);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
R_Mesh_ColorPointer(NULL, 0, 0);
- applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
switch (layer->type)
{
case TEXTURELAYERTYPE_LITTEXTURE:
{
// two-pass lit texture with 2x rgbscale
// first the lightmap pass
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_TexMatrix(0, NULL);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else if (rsurface.uselightmaptexture)
GL_LockArrays(0, 0);
// then apply the texture to it
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
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);
}
else
{
// single pass vertex-lighting-only texture with 1x rgbscale and transparency support
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
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);
else
break;
case TEXTURELAYERTYPE_TEXTURE:
// singletexture unlit texture with transparency support
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
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);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
if (layer->texture)
{
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
- m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
- R_Mesh_TextureState(&m);
+ R_Mesh_TexBind(0, R_GetTexture(layer->texture));
+ R_Mesh_TexMatrix(0, &layer->texmatrix);
+ R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
}
else
- R_Mesh_ResetTextureState();
+ {
+ R_Mesh_TexBind(0, 0);
+ R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
+ }
// generate a color array for the fog pass
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
- float f, *v, *c;
+ float f;
+ const float *v;
+ float *c;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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)
{
- f = 1 - FogPoint_Model(v);
+ f = 1 - RSurf_FogVertex(v);
c[0] = layer->color[0];
c[1] = layer->color[1];
c[2] = layer->color[2];
}
}
-static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
{
float c[4];
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer == 3)
+ if (r_showsurfaces.integer == 3 && !prepass)
+ {
R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
- else if (r_glsl.integer && gl_support_fragment_shader)
- R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
- else if (gl_combine.integer && r_textureunits.integer >= 2)
+ return;
+ }
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ break;
+ case RENDERPATH_GL13:
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
- else
+ break;
+ case RENDERPATH_GL11:
R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
+ break;
+ }
CHECKGLERROR
}
-static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer == 3)
+ if (r_showsurfaces.integer == 3 && !prepass)
+ {
R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
- else if (r_glsl.integer && gl_support_fragment_shader)
- R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
- else if (gl_combine.integer && r_textureunits.integer >= 2)
+ return;
+ }
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ break;
+ case RENDERPATH_GL13:
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
- else
+ break;
+ case RENDERPATH_GL11:
R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
+ break;
+ }
CHECKGLERROR
}
int i, j;
int texturenumsurfaces, endsurface;
texture_t *texture;
- msurface_t *surface;
- msurface_t *texturesurfacelist[1024];
+ const msurface_t *surface;
+ const msurface_t *texturesurfacelist[256];
// if the model is static it doesn't matter what value we give for
// wantnormals and wanttangents, so this logic uses only rules applicable
if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
- RSurf_ActiveModelEntity(ent, false, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
else
- RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+ {
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ RSurf_ActiveModelEntity(ent, true, true, false);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ RSurf_ActiveModelEntity(ent, true, false, false);
+ break;
+ }
+ }
+
+ if (r_transparentdepthmasking.integer)
+ {
+ qboolean setup = false;
+ for (i = 0;i < numsurfaces;i = j)
+ {
+ j = i + 1;
+ surface = rsurface.modelsurfaces + surfacelist[i];
+ texture = surface->texture;
+ rsurface.texture = R_GetCurrentTexture(texture);
+ rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
+ // scan ahead until we find a different texture
+ endsurface = min(i + 1024, numsurfaces);
+ texturenumsurfaces = 0;
+ texturesurfacelist[texturenumsurfaces++] = surface;
+ for (;j < endsurface;j++)
+ {
+ surface = rsurface.modelsurfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
+ break;
+ texturesurfacelist[texturenumsurfaces++] = surface;
+ }
+ if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
+ continue;
+ // render the range of surfaces as depth
+ if (!setup)
+ {
+ setup = true;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupDepthOrShadowShader();
+ }
+ RSurf_SetupDepthAndCulling();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ if (setup)
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+ }
for (i = 0;i < numsurfaces;i = j)
{
}
// render the range of surfaces
if (ent == r_refdef.scene.worldentity)
- R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
+ R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
else
- R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
+ R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
GL_AlphaTest(false);
}
-static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+{
+ // transparent surfaces get pushed off into the transparent queue
+ int surfacelistindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
+ {
+ surface = texturesurfacelist[surfacelistindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ if (queueentity->transparent_offset) // transparent offset
+ {
+ center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+ }
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+ }
+}
+
+static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
const entity_render_t *queueentity = r_refdef.scene.worldentity;
CHECKGLERROR
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
- else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
+ else if (prepass)
+ {
+ if (!rsurface.texture->currentnumlayers)
+ return;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ else
+ R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ }
+ else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
{
RSurf_SetupDepthAndCulling();
GL_AlphaTest(false);
GL_DepthTest(writedepth);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
- else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
+ else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
{
RSurf_SetupDepthAndCulling();
GL_AlphaTest(false);
return;
else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
{
- // transparent surfaces get pushed off into the transparent queue
- int surfacelistindex;
- const msurface_t *surface;
- vec3_t tempcenter, center;
- for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
- {
- surface = texturesurfacelist[surfacelistindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
+ // in the deferred case, transparent surfaces were queued during prepass
+ if (!r_shadow_usingdeferredprepass)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
}
else
{
// the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
- R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+ R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
}
CHECKGLERROR
}
-void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
int i, j;
texture_t *texture;
// use skin 1 instead)
texture = surfacelist[i]->texture;
rsurface.texture = R_GetCurrentTexture(texture);
- rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
{
// if this texture is not the kind we want, skip ahead to the next one
for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
- R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
+ R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
}
}
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
{
CHECKGLERROR
if (depthonly)
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
+ else if (prepass)
+ {
+ if (!rsurface.texture->currentnumlayers)
+ return;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+ else
+ R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+ }
else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
{
RSurf_SetupDepthAndCulling();
return;
else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
{
- // transparent surfaces get pushed off into the transparent queue
- int surfacelistindex;
- const msurface_t *surface;
- vec3_t tempcenter, center;
- for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
- {
- surface = texturesurfacelist[surfacelistindex];
- tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
- tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
- tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
- if (queueentity->transparent_offset) // transparent offset
- {
- center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
- center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
- center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
- }
- R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
- }
+ // in the deferred case, transparent surfaces were queued during prepass
+ if (!r_shadow_usingdeferredprepass)
+ R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
}
else
{
// the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
- R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+ R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
}
CHECKGLERROR
}
-void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
{
int i, j;
texture_t *texture;
// use skin 1 instead)
texture = surfacelist[i]->texture;
rsurface.texture = R_GetCurrentTexture(texture);
- rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
{
// if this texture is not the kind we want, skip ahead to the next one
for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
- R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
+ R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
}
}
}
}
-void R_DrawDebugModel(entity_render_t *ent)
+void R_DecalSystem_Reset(decalsystem_t *decalsystem)
+{
+ if (decalsystem->decals)
+ Mem_Free(decalsystem->decals);
+ memset(decalsystem, 0, sizeof(*decalsystem));
+}
+
+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)
+{
+ tridecal_t *decal;
+ tridecal_t *decals;
+ int i;
+ int maxdecals;
+
+ // expand or initialize the system
+ if (decalsystem->maxdecals <= decalsystem->numdecals)
+ {
+ decalsystem_t old = *decalsystem;
+ qboolean useshortelements;
+ decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
+ useshortelements = decalsystem->maxdecals * 3 <= 65536;
+ 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)));
+ decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
+ decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
+ decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
+ decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
+ decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
+ if (decalsystem->numdecals)
+ memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
+ if (old.decals)
+ Mem_Free(old.decals);
+ for (i = 0;i < decalsystem->maxdecals*3;i++)
+ decalsystem->element3i[i] = i;
+ if (useshortelements)
+ for (i = 0;i < decalsystem->maxdecals*3;i++)
+ decalsystem->element3s[i] = i;
+ }
+
+ // grab a decal and search for another free slot for the next one
+ maxdecals = decalsystem->maxdecals;
+ decals = decalsystem->decals;
+ decal = decalsystem->decals + (i = decalsystem->freedecal++);
+ for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
+ ;
+ decalsystem->freedecal = i;
+ if (decalsystem->numdecals <= i)
+ decalsystem->numdecals = i + 1;
+
+ // initialize the decal
+ decal->lived = 0;
+ decal->triangleindex = triangleindex;
+ decal->surfaceindex = surfaceindex;
+ decal->decalsequence = decalsequence;
+ decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
+ decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
+ decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
+ decal->color4ub[0][3] = 255;
+ decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
+ decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
+ decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
+ decal->color4ub[1][3] = 255;
+ decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
+ decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
+ decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
+ decal->color4ub[2][3] = 255;
+ decal->vertex3f[0][0] = v0[0];
+ decal->vertex3f[0][1] = v0[1];
+ decal->vertex3f[0][2] = v0[2];
+ decal->vertex3f[1][0] = v1[0];
+ decal->vertex3f[1][1] = v1[1];
+ decal->vertex3f[1][2] = v1[2];
+ decal->vertex3f[2][0] = v2[0];
+ decal->vertex3f[2][1] = v2[1];
+ decal->vertex3f[2][2] = v2[2];
+ decal->texcoord2f[0][0] = t0[0];
+ decal->texcoord2f[0][1] = t0[1];
+ decal->texcoord2f[1][0] = t1[0];
+ decal->texcoord2f[1][1] = t1[1];
+ decal->texcoord2f[2][0] = t2[0];
+ decal->texcoord2f[2][1] = t2[1];
+}
+
+extern cvar_t cl_decals_bias;
+extern cvar_t cl_decals_models;
+extern cvar_t cl_decals_newsystem_intensitymultiplier;
+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)
+{
+ matrix4x4_t projection;
+ decalsystem_t *decalsystem;
+ qboolean dynamic;
+ dp_model_t *model;
+ const float *vertex3f;
+ const msurface_t *surface;
+ const msurface_t *surfaces;
+ const int *surfacelist;
+ const texture_t *texture;
+ int numvertices;
+ int numtriangles;
+ int numsurfacelist;
+ int surfacelistindex;
+ int surfaceindex;
+ int triangleindex;
+ int decalsurfaceindex;
+ int cornerindex;
+ int index;
+ int numpoints;
+ const int *e;
+ float localorigin[3];
+ float localnormal[3];
+ float localmins[3];
+ float localmaxs[3];
+ float localsize;
+ float ilocalsize;
+ float v[9][3];
+ float tc[9][2];
+ float c[9][4];
+ //float normal[3];
+ float planes[6][4];
+ float f;
+ float points[2][9][3];
+ float angles[3];
+ float temp[3];
+
+ decalsystem = &ent->decalsystem;
+ model = ent->model;
+ if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
+ {
+ R_DecalSystem_Reset(&ent->decalsystem);
+ return;
+ }
+
+ if (!model->brush.data_nodes && !cl_decals_models.integer)
+ {
+ if (decalsystem->model)
+ R_DecalSystem_Reset(decalsystem);
+ return;
+ }
+
+ if (decalsystem->model != model)
+ R_DecalSystem_Reset(decalsystem);
+ decalsystem->model = model;
+
+ RSurf_ActiveModelEntity(ent, false, false, false);
+
+ Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
+ VectorNormalize(localnormal);
+ localsize = worldsize*rsurface.inversematrixscale;
+ ilocalsize = 1.0f / localsize;
+ localmins[0] = localorigin[0] - localsize;
+ localmins[1] = localorigin[1] - localsize;
+ localmins[2] = localorigin[2] - localsize;
+ localmaxs[0] = localorigin[0] + localsize;
+ localmaxs[1] = localorigin[1] + localsize;
+ localmaxs[2] = localorigin[2] + localsize;
+
+ //VectorCopy(localnormal, planes[4]);
+ //VectorVectors(planes[4], planes[2], planes[0]);
+ AnglesFromVectors(angles, localnormal, NULL, false);
+ AngleVectors(angles, planes[0], planes[2], planes[4]);
+ VectorNegate(planes[0], planes[1]);
+ VectorNegate(planes[2], planes[3]);
+ VectorNegate(planes[4], planes[5]);
+ planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
+ planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
+ planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
+ planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
+ planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
+ planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
+
+#if 1
+// works
+{
+ matrix4x4_t forwardprojection;
+ Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
+ Matrix4x4_Invert_Simple(&projection, &forwardprojection);
+}
+#else
+// broken
+{
+ float projectionvector[4][3];
+ VectorScale(planes[0], ilocalsize, projectionvector[0]);
+ VectorScale(planes[2], ilocalsize, projectionvector[1]);
+ VectorScale(planes[4], ilocalsize, projectionvector[2]);
+ projectionvector[0][0] = planes[0][0] * ilocalsize;
+ projectionvector[0][1] = planes[1][0] * ilocalsize;
+ projectionvector[0][2] = planes[2][0] * ilocalsize;
+ projectionvector[1][0] = planes[0][1] * ilocalsize;
+ projectionvector[1][1] = planes[1][1] * ilocalsize;
+ projectionvector[1][2] = planes[2][1] * ilocalsize;
+ projectionvector[2][0] = planes[0][2] * ilocalsize;
+ projectionvector[2][1] = planes[1][2] * ilocalsize;
+ projectionvector[2][2] = planes[2][2] * ilocalsize;
+ projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
+ projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
+ projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
+ Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
+}
+#endif
+
+ dynamic = model->surfmesh.isanimated;
+ vertex3f = rsurface.modelvertex3f;
+ numsurfacelist = model->nummodelsurfaces;
+ surfacelist = model->sortedmodelsurfaces;
+ surfaces = model->data_surfaces;
+ for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
+ {
+ surfaceindex = surfacelist[surfacelistindex];
+ surface = surfaces + surfaceindex;
+ // skip transparent surfaces
+ texture = surface->texture;
+ if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+ continue;
+ if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
+ continue;
+ if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
+ continue;
+ decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
+ numvertices = surface->num_vertices;
+ numtriangles = surface->num_triangles;
+ for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
+ {
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ index = 3*e[cornerindex];
+ VectorCopy(vertex3f + index, v[cornerindex]);
+ }
+ // cull backfaces
+ //TriangleNormal(v[0], v[1], v[2], normal);
+ //if (DotProduct(normal, localnormal) < 0.0f)
+ // continue;
+ // clip by each of the box planes formed from the projection matrix
+ // if anything survives, we emit the decal
+ 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]);
+ if (numpoints < 3)
+ continue;
+ 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]);
+ if (numpoints < 3)
+ continue;
+ 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]);
+ if (numpoints < 3)
+ continue;
+ 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]);
+ if (numpoints < 3)
+ continue;
+ 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]);
+ if (numpoints < 3)
+ continue;
+ 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]);
+ if (numpoints < 3)
+ continue;
+ // some part of the triangle survived, so we have to accept it...
+ if (dynamic)
+ {
+ // dynamic always uses the original triangle
+ numpoints = 3;
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ index = 3*e[cornerindex];
+ VectorCopy(vertex3f + index, v[cornerindex]);
+ }
+ }
+ for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
+ {
+ // convert vertex positions to texcoords
+ Matrix4x4_Transform(&projection, v[cornerindex], temp);
+ tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
+ tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
+ // calculate distance fade from the projection origin
+ f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
+ f = bound(0.0f, f, 1.0f);
+ c[cornerindex][0] = r * f;
+ c[cornerindex][1] = g * f;
+ c[cornerindex][2] = b * f;
+ c[cornerindex][3] = 1.0f;
+ //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
+ }
+ if (dynamic)
+ R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
+ else
+ for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
+ 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);
+ }
+ }
+}
+
+// do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
+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)
+{
+ int renderentityindex;
+ float worldmins[3];
+ float worldmaxs[3];
+ entity_render_t *ent;
+
+ if (!cl_decals_newsystem.integer)
+ return;
+
+ worldmins[0] = worldorigin[0] - worldsize;
+ worldmins[1] = worldorigin[1] - worldsize;
+ worldmins[2] = worldorigin[2] - worldsize;
+ worldmaxs[0] = worldorigin[0] + worldsize;
+ worldmaxs[1] = worldorigin[1] + worldsize;
+ worldmaxs[2] = worldorigin[2] + worldsize;
+
+ R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
+
+ for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
+ {
+ ent = r_refdef.scene.entities[renderentityindex];
+ if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
+ continue;
+
+ R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
+ }
+}
+
+typedef struct r_decalsystem_splatqueue_s
+{
+ vec3_t worldorigin;
+ vec3_t worldnormal;
+ float color[4];
+ float tcrange[4];
+ float worldsize;
+ int decalsequence;
+}
+r_decalsystem_splatqueue_t;
+
+int r_decalsystem_numqueued = 0;
+#define MAX_DECALSYSTEM_QUEUE 1024
+r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
+
+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)
+{
+ r_decalsystem_splatqueue_t *queue;
+
+ if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
+ return;
+
+ queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
+ VectorCopy(worldorigin, queue->worldorigin);
+ VectorCopy(worldnormal, queue->worldnormal);
+ Vector4Set(queue->color, r, g, b, a);
+ Vector4Set(queue->tcrange, s1, t1, s2, t2);
+ queue->worldsize = worldsize;
+ queue->decalsequence = cl.decalsequence++;
+}
+
+static void R_DecalSystem_ApplySplatEntitiesQueue(void)
+{
+ int i;
+ r_decalsystem_splatqueue_t *queue;
+
+ for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
+ 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);
+ r_decalsystem_numqueued = 0;
+}
+
+extern cvar_t cl_decals_max;
+static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
+{
+ int i;
+ decalsystem_t *decalsystem = &ent->decalsystem;
+ int numdecals;
+ int killsequence;
+ tridecal_t *decal;
+ float frametime;
+ float lifetime;
+
+ if (!decalsystem->numdecals)
+ return;
+
+ if (r_showsurfaces.integer)
+ return;
+
+ if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
+ {
+ R_DecalSystem_Reset(decalsystem);
+ return;
+ }
+
+ killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
+ lifetime = cl_decals_time.value + cl_decals_fadetime.value;
+
+ if (decalsystem->lastupdatetime)
+ frametime = (cl.time - decalsystem->lastupdatetime);
+ else
+ frametime = 0;
+ decalsystem->lastupdatetime = cl.time;
+ decal = decalsystem->decals;
+ numdecals = decalsystem->numdecals;
+
+ for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
+ {
+ if (decal->color4ub[0][3])
+ {
+ decal->lived += frametime;
+ if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
+ {
+ memset(decal, 0, sizeof(*decal));
+ if (decalsystem->freedecal > i)
+ decalsystem->freedecal = i;
+ }
+ }
+ }
+ decal = decalsystem->decals;
+ while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
+ numdecals--;
+
+ // collapse the array by shuffling the tail decals into the gaps
+ for (;;)
+ {
+ while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
+ decalsystem->freedecal++;
+ if (decalsystem->freedecal == numdecals)
+ break;
+ decal[decalsystem->freedecal] = decal[--numdecals];
+ }
+
+ decalsystem->numdecals = numdecals;
+
+ if (numdecals <= 0)
+ {
+ // if there are no decals left, reset decalsystem
+ R_DecalSystem_Reset(decalsystem);
+ }
+}
+
+extern skinframe_t *decalskinframe;
+static void R_DrawModelDecals_Entity(entity_render_t *ent)
+{
+ int i;
+ decalsystem_t *decalsystem = &ent->decalsystem;
+ int numdecals;
+ tridecal_t *decal;
+ float fadedelay;
+ float faderate;
+ float alpha;
+ float *v3f;
+ float *c4f;
+ float *t2f;
+ const int *e;
+ const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
+ int numtris = 0;
+
+ numdecals = decalsystem->numdecals;
+ if (!numdecals)
+ return;
+
+ if (r_showsurfaces.integer)
+ return;
+
+ if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
+ {
+ R_DecalSystem_Reset(decalsystem);
+ return;
+ }
+
+ // if the model is static it doesn't matter what value we give for
+ // wantnormals and wanttangents, so this logic uses only rules applicable
+ // to a model, knowing that they are meaningless otherwise
+ if (ent == r_refdef.scene.worldentity)
+ RSurf_ActiveWorldEntity();
+ else
+ RSurf_ActiveModelEntity(ent, false, false, false);
+
+ decalsystem->lastupdatetime = cl.time;
+ decal = decalsystem->decals;
+
+ fadedelay = cl_decals_time.value;
+ faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
+
+ // update vertex positions for animated models
+ v3f = decalsystem->vertex3f;
+ c4f = decalsystem->color4f;
+ t2f = decalsystem->texcoord2f;
+ for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
+ {
+ if (!decal->color4ub[0][3])
+ continue;
+
+ if (surfacevisible && !surfacevisible[decal->surfaceindex])
+ continue;
+
+ // update color values for fading decals
+ if (decal->lived >= cl_decals_time.value)
+ {
+ alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
+ alpha *= (1.0f/255.0f);
+ }
+ else
+ alpha = 1.0f/255.0f;
+
+ c4f[ 0] = decal->color4ub[0][0] * alpha;
+ c4f[ 1] = decal->color4ub[0][1] * alpha;
+ c4f[ 2] = decal->color4ub[0][2] * alpha;
+ c4f[ 3] = 1;
+ c4f[ 4] = decal->color4ub[1][0] * alpha;
+ c4f[ 5] = decal->color4ub[1][1] * alpha;
+ c4f[ 6] = decal->color4ub[1][2] * alpha;
+ c4f[ 7] = 1;
+ c4f[ 8] = decal->color4ub[2][0] * alpha;
+ c4f[ 9] = decal->color4ub[2][1] * alpha;
+ c4f[10] = decal->color4ub[2][2] * alpha;
+ c4f[11] = 1;
+
+ t2f[0] = decal->texcoord2f[0][0];
+ t2f[1] = decal->texcoord2f[0][1];
+ t2f[2] = decal->texcoord2f[1][0];
+ t2f[3] = decal->texcoord2f[1][1];
+ t2f[4] = decal->texcoord2f[2][0];
+ t2f[5] = decal->texcoord2f[2][1];
+
+ // update vertex positions for animated models
+ if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
+ {
+ e = rsurface.modelelement3i + 3*decal->triangleindex;
+ VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
+ VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
+ VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
+ }
+ else
+ {
+ VectorCopy(decal->vertex3f[0], v3f);
+ VectorCopy(decal->vertex3f[1], v3f + 3);
+ VectorCopy(decal->vertex3f[2], v3f + 6);
+ }
+
+ v3f += 9;
+ c4f += 12;
+ t2f += 6;
+ numtris++;
+ }
+
+ if (numtris > 0)
+ {
+ r_refdef.stats.drawndecals += numtris;
+
+ if (r_refdef.fogenabled)
+ {
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
+ {
+ alpha = RSurf_FogVertex(v3f);
+ c4f[0] *= alpha;
+ c4f[1] *= alpha;
+ c4f[2] *= alpha;
+ }
+ break;
+ }
+ }
+
+ // now render the decals all at once
+ // (this assumes they all use one particle font texture!)
+ 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);
+ R_Mesh_ResetTextureState();
+ R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
+ R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
+ R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
+ R_SetupGenericShader(true);
+ GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
+ GL_DepthTest(true);
+ GL_CullFace(GL_NONE);
+ GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
+ //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ GL_LockArrays(0, numtris * 3);
+ R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
+ GL_LockArrays(0, 0);
+ }
+}
+
+static void R_DrawModelDecals(void)
+{
+ int i, numdecals;
+
+ // fade faster when there are too many decals
+ numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
+
+ R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ if (r_refdef.scene.entities[i]->decalsystem.numdecals)
+ R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
+
+ R_DecalSystem_ApplySplatEntitiesQueue();
+
+ numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
+
+ r_refdef.stats.totaldecals += numdecals;
+
+ if (r_showsurfaces.integer)
+ return;
+
+ R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
+
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ {
+ if (!r_refdef.viewcache.entityvisible[i])
+ continue;
+ if (r_refdef.scene.entities[i]->decalsystem.numdecals)
+ R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
+ }
+}
+
+void R_DrawDebugModel(void)
{
+ entity_render_t *ent = rsurface.entity;
int i, j, k, l, flagsmask;
const int *elements;
q3mbrush_t *brush;
- msurface_t *surface;
+ const msurface_t *surface;
dp_model_t *model = ent->model;
vec3_t v;
GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
else
GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
- elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
+ //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
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);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
CHECKGLERROR
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
int r_maxsurfacelist = 0;
-msurface_t **r_surfacelist = NULL;
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
+const msurface_t **r_surfacelist = NULL;
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
{
int i, j, endj, f, flagsmask;
texture_t *t;
{
r_maxsurfacelist = model->num_surfaces;
if (r_surfacelist)
- Mem_Free(r_surfacelist);
- r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+ Mem_Free((msurface_t**)r_surfacelist);
+ r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
}
RSurf_ActiveWorldEntity();
update = model->brushq1.lightmapupdateflags;
// update light styles on this submodel
- if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
+ if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
{
model_brush_lightstyleinfo_t *style;
for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
if (debug)
{
- R_DrawDebugModel(r_refdef.scene.worldentity);
+ R_DrawDebugModel();
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
return;
}
}
// update lightmaps if needed
if (update)
+ {
+ int updated = 0;
for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+ {
if (r_refdef.viewcache.world_surfacevisible[j])
+ {
if (update[j])
+ {
+ updated++;
R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
+ }
+ }
+ }
+ if (updated)
+ {
+ int count = model->brushq3.num_mergedlightmaps;
+ for (i = 0;i < count;i++)
+ {
+ if (model->brushq3.data_deluxemaps[i])
+ R_FlushTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FlushTexture(model->brushq3.data_lightmaps[i]);
+ }
+ }
+ }
// don't do anything if there were no surfaces
if (!numsurfacelist)
{
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
return;
}
- R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
GL_AlphaTest(false);
// add to stats if desired
for (j = 0;j < numsurfacelist;j++)
r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
}
+
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
{
int i, j, endj, f, flagsmask;
texture_t *t;
{
r_maxsurfacelist = model->num_surfaces;
if (r_surfacelist)
- Mem_Free(r_surfacelist);
- r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+ Mem_Free((msurface_t **)r_surfacelist);
+ r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
}
// if the model is static it doesn't matter what value we give for
if (ent == r_refdef.scene.worldentity)
RSurf_ActiveWorldEntity();
else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
- RSurf_ActiveModelEntity(ent, false, false);
+ RSurf_ActiveModelEntity(ent, false, false, false);
+ else if (prepass)
+ RSurf_ActiveModelEntity(ent, true, true, true);
+ else if (depthonly)
+ RSurf_ActiveModelEntity(ent, false, false, false);
else
- RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
+ {
+ switch (vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ RSurf_ActiveModelEntity(ent, true, true, false);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ RSurf_ActiveModelEntity(ent, true, false, false);
+ break;
+ }
+ }
surfaces = model->data_surfaces;
update = model->brushq1.lightmapupdateflags;
// update light styles
- if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
+ if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
{
model_brush_lightstyleinfo_t *style;
for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
if (debug)
{
- R_DrawDebugModel(ent);
+ R_DrawDebugModel();
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
return;
}
return;
}
// update lightmaps if needed
+ if (update)
+ {
+ int updated = 0;
+ for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+ {
+ if (update[j])
+ {
+ updated++;
+ R_BuildLightMap(ent, surfaces + j);
+ }
+ }
+ if (updated)
+ {
+ int count = model->brushq3.num_mergedlightmaps;
+ for (i = 0;i < count;i++)
+ {
+ if (model->brushq3.data_deluxemaps[i])
+ R_FlushTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FlushTexture(model->brushq3.data_lightmaps[i]);
+ }
+ }
+ }
if (update)
for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
if (update[j])
R_BuildLightMap(ent, surfaces + j);
- R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
GL_AlphaTest(false);
// add to stats if desired
for (j = 0;j < numsurfacelist;j++)
r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
}
+
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
}
+
+void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
+{
+ static texture_t texture;
+ static msurface_t surface;
+ const msurface_t *surfacelist = &surface;
+
+ // fake enough texture and surface state to render this geometry
+
+ texture.update_lastrenderframe = -1; // regenerate this texture
+ texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
+ texture.currentskinframe = skinframe;
+ texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
+ texture.specularscalemod = 1;
+ texture.specularpowermod = 1;
+
+ surface.texture = &texture;
+ surface.num_triangles = numtriangles;
+ surface.num_firsttriangle = firsttriangle;
+ surface.num_vertices = numvertices;
+ surface.num_firstvertex = firstvertex;
+
+ // now render it
+ rsurface.texture = R_GetCurrentTexture(surface.texture);
+ rsurface.uselightmaptexture = false;
+ R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
+}
+
+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)
+{
+ static msurface_t surface;
+ const msurface_t *surfacelist = &surface;
+
+ // fake enough texture and surface state to render this geometry
+
+ surface.texture = texture;
+ surface.num_triangles = numtriangles;
+ surface.num_firsttriangle = firsttriangle;
+ surface.num_vertices = numvertices;
+ surface.num_firstvertex = firstvertex;
+
+ // now render it
+ rsurface.texture = R_GetCurrentTexture(surface.texture);
+ rsurface.uselightmaptexture = false;
+ R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
+}