#include "csprogs.h"
#include "cl_video.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
/// vertex coordinates for a quad that covers the screen exactly
extern const float r_screenvertex3f[12];
-extern const float r_d3dscreenvertex3f[12];
const float r_screenvertex3f[12] =
{
0, 0, 0,
1, 1, 0,
0, 1, 0
};
-const float r_d3dscreenvertex3f[12] =
-{
- 0, 1, 0,
- 1, 1, 0,
- 1, 0, 0,
- 0, 0, 0
-};
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
"uniform sampler2D Texture_First;\n"
"#ifdef USEBLOOM\n"
"uniform sampler2D Texture_Second;\n"
-"uniform vec4 BloomColorSubtract;\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
"uniform sampler2D Texture_GammaRamps;\n"
"{\n"
" gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
-" gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
+" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
"#endif\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
-"#ifdef HLSL\n"
-"//#undef USESHADOWMAPPCF\n"
-"//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
-"#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
-"#else\n"
"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
"#endif\n"
-"#endif\n"
"\n"
"#ifdef MODE_DEPTH_OR_SHADOW\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float Depth : TEXCOORD0\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"out float4 gl_Position : POSITION\n"
")\n"
"{\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" Depth = gl_Position.z;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float Depth : TEXCOORD0,\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-"// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
-" float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
-" temp.yz -= floor(temp.yz);\n"
-" gl_FragColor = float4(temp,0);\n"
-"// gl_FragColor = float4(Depth,0,0,0);\n"
"}\n"
"#endif\n"
"#else // !MODE_DEPTH_ORSHADOW\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"out float4 gl_Position : POSITION,\n"
"out float4 gl_FrontColor : COLOR0\n"
")\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord1 : TEXCOORD0,\n"
"out float2 TexCoord2 : TEXCOORD1\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#ifdef USEBLOOM\n"
-" TexCoord2 = gl_MultiTexCoord4.xy;\n"
+" TexCoord2 = gl_MultiTexCoord1.xy;\n"
"#endif\n"
"}\n"
"#endif\n"
"(\n"
"float2 TexCoord1 : TEXCOORD0,\n"
"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler Texture_First : register(s0),\n"
+"uniform sampler2D Texture_First,\n"
"#ifdef USEBLOOM\n"
-"uniform sampler Texture_Second : register(s1),\n"
+"uniform sampler2D Texture_Second,\n"
"#endif\n"
"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
+"uniform sampler2D Texture_GammaRamps,\n"
"#endif\n"
"#ifdef USESATURATION\n"
-"uniform float Saturation : register(c30),\n"
+"uniform float Saturation,\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
-"uniform float4 ViewTintColor : register(c41),\n"
-"#endif\n"
-"uniform float4 UserVec1 : register(c37),\n"
-"uniform float4 UserVec2 : register(c38),\n"
-"uniform float4 UserVec3 : register(c39),\n"
-"uniform float4 UserVec4 : register(c40),\n"
-"uniform float ClientTime : register(c2),\n"
-"uniform float2 PixelSize : register(c25),\n"
-"uniform float4 BloomColorSubtract : register(c43),\n"
+"uniform float4 ViewTintColor,\n"
+"#endif\n"
+"uniform float4 UserVec1,\n"
+"uniform float4 UserVec2,\n"
+"uniform float4 UserVec3,\n"
+"uniform float4 UserVec4,\n"
+"uniform float ClientTime,\n"
+"uniform float2 PixelSize,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
"#ifdef USEBLOOM\n"
-" gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
+" gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
"#endif\n"
"#ifdef USEVIEWTINT\n"
" gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\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"
-" float sobel = 1.0;\n"
-" // float2 ts = textureSize(Texture_First, 0);\n"
-" // float2 px = float2(1/ts.x, 1/ts.y);\n"
-" float2 px = PixelSize;\n"
-" float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-" float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
-" float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-" float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-" float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
-" float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-" float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
-" float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
-" float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
-" float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
-" float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
-" float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
-" float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
-" float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
-" float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
-" float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
-" float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
-" float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
-" float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
-" float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
-" float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
-" float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
-" float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
-" float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
-" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
-" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.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"
" float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
-" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
-" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
+" //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
+" gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
"#endif\n"
"\n"
"#ifdef USEGAMMARAMPS\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"float4 gl_Color : COLOR0,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"out float2 TexCoord2 : TEXCOORD1\n"
")\n"
"{\n"
-"#ifdef HLSL\n"
-" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
-"#else\n"
-" gl_FrontColor = gl_Color; // Cg is forward\n"
-"#endif\n"
+" gl_FrontColor = gl_Color;\n"
"#ifdef USEDIFFUSE\n"
" TexCoord1 = gl_MultiTexCoord0.xy;\n"
"#endif\n"
"\n"
"void main\n"
"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
+"float4 gl_FrontColor : COLOR,\n"
"float2 TexCoord1 : TEXCOORD0,\n"
"float2 TexCoord2 : TEXCOORD1,\n"
"#ifdef USEDIFFUSE\n"
-"uniform sampler Texture_First : register(s0),\n"
+"uniform sampler2D Texture_First,\n"
"#endif\n"
"#ifdef USESPECULAR\n"
-"uniform sampler Texture_Second : register(s1),\n"
+"uniform sampler2D Texture_Second,\n"
"#endif\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0\n"
"void main\n"
"(\n"
"float2 TexCoord : TEXCOORD0,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"uniform float4 BloomBlur_Parameters : register(c1),\n"
+"uniform sampler2D Texture_First,\n"
+"uniform float4 BloomBlur_Parameters,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
+"uniform float4x4 TexMatrix,\n"
+"uniform float3 EyePosition,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0,\n"
"out float3 EyeVector : TEXCOORD1,\n"
"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
")\n"
"{\n"
-" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
+" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
" ModelViewProjectionPosition = gl_Position;\n"
"}\n"
"float2 TexCoord : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD1,\n"
"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
+"uniform sampler2D Texture_Normal,\n"
+"uniform sampler2D Texture_Refraction,\n"
+"uniform sampler2D Texture_Reflection,\n"
+"uniform float4 DistortScaleRefractReflect,\n"
+"uniform float4 ScreenScaleRefractReflect,\n"
+"uniform float4 ScreenCenterRefractReflect,\n"
+"uniform float4 RefractColor,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(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"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\n"
+"uniform float4x4 TexMatrix,\n"
+"uniform float3 EyePosition,\n"
"out float4 gl_Position : POSITION,\n"
"out float2 TexCoord : TEXCOORD0,\n"
"out float3 EyeVector : TEXCOORD1,\n"
"out float4 ModelViewProjectionPosition : TEXCOORD2\n"
")\n"
"{\n"
-" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
+" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
"float2 TexCoord : TEXCOORD0,\n"
"float3 EyeVector : TEXCOORD1,\n"
"float4 ModelViewProjectionPosition : TEXCOORD2,\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Refraction : register(s3),\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform float4 RefractColor : register(c29),\n"
-"uniform float4 ReflectColor : register(c26),\n"
-"uniform float ReflectFactor : register(c27),\n"
-"uniform float ReflectOffset : register(c28),\n"
+"uniform sampler2D Texture_Normal,\n"
+"uniform sampler2D Texture_Refraction,\n"
+"uniform sampler2D Texture_Reflection,\n"
+"uniform float4 DistortScaleRefractReflect,\n"
+"uniform float4 ScreenScaleRefractReflect,\n"
+"uniform float4 ScreenCenterRefractReflect,\n"
+"uniform float4 RefractColor,\n"
+"uniform float4 ReflectColor,\n"
+"uniform float ReflectFactor,\n"
+"uniform float ReflectOffset,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
+" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(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"
"#ifdef FRAGMENT_SHADER\n"
"\n"
"#ifdef USEFOG\n"
-"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
+"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
"{\n"
" float fogfrac;\n"
"#ifdef USEFOGHEIGHTTEXTURE\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
+"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
"{\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
" // 14 sample relief mapping: linear search and then binary search\n"
" float4 proj = float4(dir, 2.5);\n"
" if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
" if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
-"#ifdef HLSL\n"
-" return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
-"#else\n"
" float2 aparams = ShadowMap_Parameters.xy / ma;\n"
" return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"#endif\n"
"}\n"
"# endif\n"
"# endif\n"
"#ifdef USESHADOWMAPCUBE\n"
"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
"{\n"
-" float3 adir = abs(dir);\n"
-" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+" float3 adir = abs(dir);\n"
+" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
"}\n"
"#endif\n"
"\n"
"\n"
"# ifdef USESHADOWMAPPCF\n"
"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
-" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
"# else\n"
-" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
"# endif\n"
"\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
"# if USESHADOWMAPPCF > 1\n"
"# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
-" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
-" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
-" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
-" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# else\n"
"# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
-" float2 offset = frac(shadowmaptc.xy);\n"
-" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
+" float2 offset = frac(shadowmaptc.xy);\n"
+" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
"# endif\n"
"# else\n"
-" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
"# endif\n"
"\n"
"# endif\n"
"\n"
"# ifdef USESHADOWMAP2D\n"
"#ifdef USESHADOWMAPVSDCT\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
+"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
"#else\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
+"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
"#endif\n"
"{\n"
"#ifdef USESHADOWMAPVSDCT\n"
"#else\n"
" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
"#endif\n"
-" float f;\n"
+" float f;\n"
"\n"
"# ifdef USESHADOWSAMPLER\n"
"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-" f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
"# else\n"
-" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
+" f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
"# endif\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
"# ifdef GL_ARB_texture_gather\n"
-"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
-"# else\n"
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
-"# endif\n"
-" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"# if USESHADOWMAPPCF > 1\n"
-" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
-" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
-" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
-" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
-" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
-" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
-" float4 locols = float4(group1.ab, group3.ab);\n"
-" float4 hicols = float4(group7.rg, group9.rg);\n"
-" locols.yz += group2.ab;\n"
-" hicols.yz += group8.rg;\n"
-" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
-" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
-" lerp(locols, hicols, offset.y);\n"
-" float4 cols = group5 + float4(group2.rg, group8.ab);\n"
-" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
-" f = dot(cols, float4(1.0/25.0));\n"
+"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
"# else\n"
-" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
-" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
-" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
-" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
"# endif\n"
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+" center *= ShadowMap_TextureScale;\n"
+" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
+" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
+" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
+" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# else\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
-"# else\n"
-"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
-"# endif\n"
+"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
"# if USESHADOWMAPPCF > 1\n"
-" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
-" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
-" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
-" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
-" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+" center *= ShadowMap_TextureScale;\n"
+" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
+" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
+" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
+" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
"# else\n"
-" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
-" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
-" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
+" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
+" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
"# endif\n"
"# endif\n"
"# else\n"
-" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
+" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
"# endif\n"
"# endif\n"
"# ifdef USESHADOWMAPORTHO\n"
"# ifdef USESHADOWMAPCUBE\n"
"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
"{\n"
-" // apply depth texture cubemap as light filter\n"
-" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
-" float f;\n"
+" // apply depth texture cubemap as light filter\n"
+" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
+" float f;\n"
"# ifdef USESHADOWSAMPLER\n"
-" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
"# else\n"
-" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
"# endif\n"
-" return f;\n"
+" return f;\n"
"}\n"
"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
+"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
"#endif // FRAGMENT_SHADER\n"
"\n"
"\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
+"uniform float4x4 TexMatrix,\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
+"uniform float4x4 BackgroundTexMatrix,\n"
"#endif\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
+"uniform float4x4 ModelViewMatrix,\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition : register(c24),\n"
+"uniform float3 EyePosition,\n"
"#endif\n"
"out float4 gl_Position : POSITION,\n"
"out float4 gl_FrontColor : COLOR,\n"
"{\n"
" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"#ifdef HLSL\n"
-" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
-"#else\n"
-" gl_FrontColor = gl_Color; // Cg is forward\n"
-"#endif\n"
+" gl_FrontColor = gl_Color;\n"
" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
"#endif\n"
"\n"
"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"uniform sampler Texture_Normal : register(s0),\n"
+"uniform sampler2D Texture_Normal,\n"
"#ifdef USEALPHAKILL\n"
-"uniform sampler Texture_Color : register(s1),\n"
+"uniform sampler2D Texture_Color,\n"
"#endif\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
+"uniform sampler2D Texture_Gloss,\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
+"uniform sampler2D Texture_SecondaryNormal,\n"
+"uniform sampler2D Texture_SecondaryGloss,\n"
"#endif\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
+"uniform float OffsetMapping_Scale,\n"
"#endif\n"
-"uniform half SpecularPower : register(c36),\n"
+"uniform half SpecularPower,\n"
"out float4 gl_FragColor : COLOR\n"
")\n"
"{\n"
"#endif\n"
"\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
-" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
+" float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
+" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
"#else\n"
-" float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
+" float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
" float a = tex2D(Texture_Gloss, TexCoord).a;\n"
"#endif\n"
"\n"
-" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
+" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
"}\n"
"#endif // FRAGMENT_SHADER\n"
"#else // !MODE_DEFERREDGEOMETRY\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
+"uniform float4x4 ModelViewMatrix,\n"
"out float4 gl_Position : POSITION,\n"
"out float4 ModelViewPosition : TEXCOORD0\n"
")\n"
"#ifdef FRAGMENT_SHADER\n"
"void main\n"
"(\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
"float2 Pixel : WPOS,\n"
-"#endif\n"
"float4 ModelViewPosition : TEXCOORD0,\n"
-"uniform float4x4 ViewToLight : register(c44),\n"
-"uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform float3 LightPosition : register(c23),\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredColor_Ambient : register(c9),\n"
-"uniform half3 DeferredColor_Diffuse : register(c10),\n"
+"uniform float4x4 ViewToLight,\n"
+"uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
+"uniform float3 LightPosition,\n"
+"uniform half2 PixelToScreenTexCoord,\n"
+"uniform half3 DeferredColor_Ambient,\n"
+"uniform half3 DeferredColor_Diffuse,\n"
"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular : register(c11),\n"
-"uniform half SpecularPower : register(c36),\n"
+"uniform half3 DeferredColor_Specular,\n"
+"uniform half SpecularPower,\n"
"#endif\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
+"uniform sampler2D Texture_Attenuation,\n"
+"uniform sampler2D Texture_ScreenDepth,\n"
+"uniform sampler2D Texture_ScreenNormalMap,\n"
"\n"
"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
+"uniform samplerCUBE Texture_Cube,\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect,\n"
"# else\n"
-"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"uniform samplerRECT Texture_ShadowMapRect,\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler2DShadow Texture_ShadowMap2D,\n"
"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler2D Texture_ShadowMap2D,\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
+"uniform samplerCUBE Texture_CubeProjection,\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPCUBE\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
"# else\n"
-"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"uniform samplerCUBE Texture_ShadowMapCube,\n"
"# endif\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
+"uniform float2 ShadowMap_TextureScale,\n"
+"uniform float4 ShadowMap_Parameters,\n"
"#endif\n"
"\n"
"out float4 gl_FragData0 : COLOR0,\n"
" position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
" // decode viewspace pixel normal\n"
-" half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
-" half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
+" half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
+" half3 surfacenormal = normalize(normalmap.rgb - half3(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"
-" float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
-" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
+" float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
+" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
"#ifdef USEDIFFUSE\n"
" // calculate diffuse shading\n"
" half3 lightnormal = half3(normalize(LightPosition - position));\n"
"# ifdef USEEXACTSPECULARMATH\n"
" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
"# else\n"
-" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
+" half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
"# endif\n"
"#endif\n"
"void main\n"
"(\n"
"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+"uniform float4x4 ModelViewProjectionMatrix,\n"
"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
"float4 gl_Color : COLOR0,\n"
"#endif\n"
"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
"\n"
-"uniform float3 EyePosition : register(c24),\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
+"uniform float3 EyePosition,\n"
+"uniform float4x4 TexMatrix,\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
+"uniform float4x4 BackgroundTexMatrix,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight : register(c20),\n"
+"uniform float4x4 ModelToLight,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
+"uniform float3 LightPosition,\n"
"#endif\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir : register(c26),\n"
+"uniform float3 LightDir,\n"
"#endif\n"
-"uniform float4 FogPlane : register(c25),\n"
+"uniform float4 FogPlane,\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
+"uniform float3 LightPosition,\n"
"#endif\n"
"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix : register(c16),\n"
+"uniform float4x4 ShadowMapMatrix,\n"
"#endif\n"
"\n"
"out float4 gl_FrontColor : COLOR,\n"
")\n"
"{\n"
"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"#ifdef HLSL\n"
-" gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
-"#else\n"
-" gl_FrontColor = gl_Color; // Cg is forward\n"
-"#endif\n"
+" gl_FrontColor = gl_Color;\n"
"#endif\n"
" // copy the surface texcoord\n"
" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
-" TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
+" TexCoordLightmap = float2(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 = mul(ModelToLight, gl_Vertex).xyz;\n"
+" CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
"\n"
"# ifdef USEDIFFUSE\n"
" // transform unnormalized light direction into tangent space\n"
" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
"\n"
"#ifdef USESHADOWMAPORTHO\n"
-" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
+" ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
"#endif\n"
"\n"
"#ifdef USEREFLECTION\n"
"void main\n"
"(\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
-"#ifdef HLSL\n"
-"float2 Pixel : VPOS,\n"
-"#else\n"
"float2 Pixel : WPOS,\n"
"#endif\n"
-"#endif\n"
"float4 gl_FrontColor : COLOR,\n"
"float4 TexCoordBoth : TEXCOORD0,\n"
"#ifdef USELIGHTMAP\n"
"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
"#endif\n"
"\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"uniform sampler Texture_Color : register(s1),\n"
+"uniform sampler2D Texture_Normal,\n"
+"uniform sampler2D Texture_Color,\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
+"uniform sampler2D Texture_Gloss,\n"
"#endif\n"
"#ifdef USEGLOW\n"
-"uniform sampler Texture_Glow : register(s3),\n"
+"uniform sampler2D Texture_Glow,\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryColor : register(s5),\n"
+"uniform sampler2D Texture_SecondaryNormal,\n"
+"uniform sampler2D Texture_SecondaryColor,\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
+"uniform sampler2D Texture_SecondaryGloss,\n"
"#endif\n"
"#ifdef USEGLOW\n"
-"uniform sampler Texture_SecondaryGlow : register(s7),\n"
+"uniform sampler2D Texture_SecondaryGlow,\n"
"#endif\n"
"#endif\n"
"#ifdef USECOLORMAPPING\n"
-"uniform sampler Texture_Pants : register(s4),\n"
-"uniform sampler Texture_Shirt : register(s7),\n"
+"uniform sampler2D Texture_Pants,\n"
+"uniform sampler2D Texture_Shirt,\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform sampler Texture_FogHeightTexture : register(s14),\n"
-"uniform sampler Texture_FogMask : register(s8),\n"
+"uniform sampler2D Texture_FogHeightTexture,\n"
+"uniform sampler2D Texture_FogMask,\n"
"#endif\n"
"#ifdef USELIGHTMAP\n"
-"uniform sampler Texture_Lightmap : register(s9),\n"
+"uniform sampler2D Texture_Lightmap,\n"
"#endif\n"
"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler Texture_Deluxemap : register(s10),\n"
+"uniform sampler2D Texture_Deluxemap,\n"
"#endif\n"
"#ifdef USEREFLECTION\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
+"uniform sampler2D Texture_Reflection,\n"
"#endif\n"
"\n"
"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
+"uniform sampler2D Texture_ScreenDepth,\n"
+"uniform sampler2D Texture_ScreenNormalMap,\n"
"#endif\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
-"uniform sampler Texture_ScreenSpecular : register(s12),\n"
+"uniform sampler2D Texture_ScreenDiffuse,\n"
+"uniform sampler2D Texture_ScreenSpecular,\n"
"#endif\n"
"\n"
"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants : register(c7),\n"
-"uniform half3 Color_Shirt : register(c8),\n"
+"uniform half3 Color_Pants,\n"
+"uniform half3 Color_Shirt,\n"
"#endif\n"
"#ifdef USEFOG\n"
-"uniform float3 FogColor : register(c16),\n"
-"uniform float FogRangeRecip : register(c20),\n"
-"uniform float FogPlaneViewDist : register(c19),\n"
-"uniform float FogHeightFade : register(c17),\n"
+"uniform float3 FogColor,\n"
+"uniform float FogRangeRecip,\n"
+"uniform float FogPlaneViewDist,\n"
+"uniform float FogHeightFade,\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
+"uniform float OffsetMapping_Scale,\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform half2 PixelToScreenTexCoord : register(c42),\n"
-"uniform half3 DeferredMod_Diffuse : register(c12),\n"
-"uniform half3 DeferredMod_Specular : register(c13),\n"
-"#endif\n"
-"uniform half3 Color_Ambient : register(c3),\n"
-"uniform half3 Color_Diffuse : register(c4),\n"
-"uniform half3 Color_Specular : register(c5),\n"
-"uniform half SpecularPower : register(c36),\n"
+"uniform half2 PixelToScreenTexCoord,\n"
+"uniform half3 DeferredMod_Diffuse,\n"
+"uniform half3 DeferredMod_Specular,\n"
+"#endif\n"
+"uniform half3 Color_Ambient,\n"
+"uniform half3 Color_Diffuse,\n"
+"uniform half3 Color_Specular,\n"
+"uniform half SpecularPower,\n"
"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow : register(c6),\n"
+"uniform half3 Color_Glow,\n"
"#endif\n"
-"uniform half Alpha : register(c0),\n"
+"uniform half Alpha,\n"
"#ifdef USEREFLECTION\n"
-"uniform float4 DistortScaleRefractReflect : register(c14),\n"
-"uniform float4 ScreenScaleRefractReflect : register(c32),\n"
-"uniform float4 ScreenCenterRefractReflect : register(c31),\n"
-"uniform half4 ReflectColor : register(c26),\n"
+"uniform float4 DistortScaleRefractReflect,\n"
+"uniform float4 ScreenScaleRefractReflect,\n"
+"uniform float4 ScreenCenterRefractReflect,\n"
+"uniform half4 ReflectColor,\n"
"#endif\n"
"#ifdef USEREFLECTCUBE\n"
-"uniform float4x4 ModelToReflectCube : register(c48),\n"
-"uniform sampler Texture_ReflectMask : register(s5),\n"
-"uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
+"uniform float4x4 ModelToReflectCube,\n"
+"uniform sampler2D Texture_ReflectMask,\n"
+"uniform samplerCUBE Texture_ReflectCube,\n"
"#endif\n"
"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor : register(c21),\n"
+"uniform half3 LightColor,\n"
"#endif\n"
"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor : register(c21),\n"
+"uniform half3 LightColor,\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
+"uniform sampler2D Texture_Attenuation,\n"
+"uniform samplerCUBE Texture_Cube,\n"
"#endif\n"
"\n"
"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
"\n"
"#ifdef USESHADOWMAPRECT\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect,\n"
"# else\n"
-"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"uniform samplerRECT Texture_ShadowMapRect,\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAP2D\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler2DShadow Texture_ShadowMap2D,\n"
"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s11),\n"
+"uniform sampler2D Texture_ShadowMap2D,\n"
"# endif\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
+"uniform samplerCUBE Texture_CubeProjection,\n"
"#endif\n"
"\n"
"#ifdef USESHADOWMAPCUBE\n"
"# ifdef USESHADOWSAMPLER\n"
-"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
"# else\n"
-"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"uniform samplerCUBE Texture_ShadowMapCube,\n"
"# endif\n"
"#endif\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
+"uniform float2 ShadowMap_TextureScale,\n"
+"uniform float4 ShadowMap_Parameters,\n"
"#endif\n"
"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
"\n"
"#endif\n"
" color.a *= Alpha;\n"
"#ifdef USECOLORMAPPING\n"
-" color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
+" color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
+" float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
-" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
+" color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
" color.a = 1.0;\n"
-" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
+" //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
"#endif\n"
"\n"
" // get the surface normal\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
+" half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
"#else\n"
-" half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
+" half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
"#endif\n"
"\n"
" // get the material colors\n"
" half3 diffusetex = color.rgb;\n"
"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
"# ifdef USEVERTEXTEXTUREBLEND\n"
-" half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
+" half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
"# else\n"
" half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
"# endif\n"
"#ifdef USEREFLECTCUBE\n"
" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-" float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
-" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
+" float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
"#endif\n"
"\n"
"\n"
" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
"#ifdef USESPECULAR\n"
"#ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
+" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
"#else\n"
-" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
+" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
+" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
"#endif\n"
" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
"#endif\n"
" color.rgb = diffusetex * Color_Ambient;\n"
"#endif\n"
" color.rgb *= LightColor;\n"
-" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
+" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
-" color.rgb *= half(ShadowMapCompare(CubeVector,\n"
+" color.rgb *= ShadowMapCompare(CubeVector,\n"
"# if defined(USESHADOWMAP2D)\n"
"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
"# endif\n"
"#ifdef USESHADOWMAPVSDCT\n"
", Texture_CubeProjection\n"
"#endif\n"
-" ));\n"
+" );\n"
"\n"
"#endif\n"
"# ifdef USECUBEFILTER\n"
-" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
+" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
"# endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
-"// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
-"#else\n"
-"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
-"// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z);\n"
-"#endif\n"
-"// color.r = 1;\n"
-"#endif\n"
-"// color.rgb = half3(1,1,1);\n"
"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
"#define SHADING\n"
" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
+" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
" // convert modelspace light vector to tangentspace\n"
" half3 lightnormal;\n"
" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
"#define SHADING\n"
" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
-" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
+" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
+" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
"#endif\n"
"\n"
"\n"
"\n"
"\n"
"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
+" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
"#endif // MODE_LIGHTMAP\n"
"#ifdef MODE_VERTEXCOLOR\n"
" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
"# ifdef USESPECULAR\n"
"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
+" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
"# else\n"
-" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
-" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
+" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
+" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
"# endif\n"
" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
"# else\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
-" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
+" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
+" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
"#endif\n"
"\n"
"#ifdef USEGLOW\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
+" color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
"#else\n"
-" color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
+" color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
"#endif\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"
"#ifdef USEREFLECTION\n"
" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
+" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\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"
" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
+" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
"#endif\n"
"\n"
" gl_FragColor = float4(color);\n"
char *glslshaderstring = NULL;
char *cgshaderstring = NULL;
-char *hlslshaderstring = NULL;
//=======================================================================================================================================================
};
#endif
-#ifdef SUPPORTD3D
-shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
-{
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
-};
-#endif
-
struct r_glsl_permutation_s;
typedef struct r_glsl_permutation_s
{
int loc_ModelViewMatrix;
int loc_PixelToScreenTexCoord;
int loc_ModelToReflectCube;
- int loc_ShadowMapMatrix;
- int loc_BloomColorSubtract;
+ int loc_ShadowMapMatrix;
}
r_glsl_permutation_t;
p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
- p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
- p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
+ p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
// 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);
CGparameter fp_ViewToLight;
CGparameter fp_PixelToScreenTexCoord;
CGparameter fp_ModelToReflectCube;
- CGparameter fp_BloomColorSubtract;
}
r_cg_permutation_t;
p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
- p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
CHECKCGERROR
}
}
#endif
-#ifdef SUPPORTD3D
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-struct r_hlsl_permutation_s;
-typedef struct r_hlsl_permutation_s
-{
- /// hash lookup data
- struct r_hlsl_permutation_s *hashnext;
- unsigned int mode;
- unsigned int permutation;
-
- /// indicates if we have tried compiling this permutation already
- qboolean compiled;
- /// NULL if compilation failed
- IDirect3DVertexShader9 *vertexshader;
- IDirect3DPixelShader9 *pixelshader;
-}
-r_hlsl_permutation_t;
-
-typedef enum D3DVSREGISTER_e
-{
- D3DVSREGISTER_TexMatrix = 0, // float4x4
- D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
- D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
- D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
- D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
- D3DVSREGISTER_ModelToLight = 20, // float4x4
- D3DVSREGISTER_EyePosition = 24,
- D3DVSREGISTER_FogPlane = 25,
- D3DVSREGISTER_LightDir = 26,
- D3DVSREGISTER_LightPosition = 27,
-}
-D3DVSREGISTER_t;
-
-typedef enum D3DPSREGISTER_e
-{
- D3DPSREGISTER_Alpha = 0,
- D3DPSREGISTER_BloomBlur_Parameters = 1,
- D3DPSREGISTER_ClientTime = 2,
- D3DPSREGISTER_Color_Ambient = 3,
- D3DPSREGISTER_Color_Diffuse = 4,
- D3DPSREGISTER_Color_Specular = 5,
- D3DPSREGISTER_Color_Glow = 6,
- D3DPSREGISTER_Color_Pants = 7,
- D3DPSREGISTER_Color_Shirt = 8,
- D3DPSREGISTER_DeferredColor_Ambient = 9,
- D3DPSREGISTER_DeferredColor_Diffuse = 10,
- D3DPSREGISTER_DeferredColor_Specular = 11,
- D3DPSREGISTER_DeferredMod_Diffuse = 12,
- D3DPSREGISTER_DeferredMod_Specular = 13,
- D3DPSREGISTER_DistortScaleRefractReflect = 14,
- D3DPSREGISTER_EyePosition = 15, // unused
- D3DPSREGISTER_FogColor = 16,
- D3DPSREGISTER_FogHeightFade = 17,
- D3DPSREGISTER_FogPlane = 18,
- D3DPSREGISTER_FogPlaneViewDist = 19,
- D3DPSREGISTER_FogRangeRecip = 20,
- D3DPSREGISTER_LightColor = 21,
- D3DPSREGISTER_LightDir = 22, // unused
- D3DPSREGISTER_LightPosition = 23,
- D3DPSREGISTER_OffsetMapping_Scale = 24,
- D3DPSREGISTER_PixelSize = 25,
- D3DPSREGISTER_ReflectColor = 26,
- D3DPSREGISTER_ReflectFactor = 27,
- D3DPSREGISTER_ReflectOffset = 28,
- D3DPSREGISTER_RefractColor = 29,
- D3DPSREGISTER_Saturation = 30,
- D3DPSREGISTER_ScreenCenterRefractReflect = 31,
- D3DPSREGISTER_ScreenScaleRefractReflect = 32,
- D3DPSREGISTER_ScreenToDepth = 33,
- D3DPSREGISTER_ShadowMap_Parameters = 34,
- D3DPSREGISTER_ShadowMap_TextureScale = 35,
- D3DPSREGISTER_SpecularPower = 36,
- D3DPSREGISTER_UserVec1 = 37,
- D3DPSREGISTER_UserVec2 = 38,
- D3DPSREGISTER_UserVec3 = 39,
- D3DPSREGISTER_UserVec4 = 40,
- D3DPSREGISTER_ViewTintColor = 41,
- D3DPSREGISTER_PixelToScreenTexCoord = 42,
- D3DPSREGISTER_BloomColorSubtract = 43,
- D3DPSREGISTER_ViewToLight = 44, // float4x4
- D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
- // next at 52
-}
-D3DPSREGISTER_t;
-
-/// information about each possible shader permutation
-r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_hlsl_permutation_t *r_hlsl_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_hlsl_permutationarray;
-
-static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
-{
- //unsigned int hashdepth = 0;
- unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
- r_hlsl_permutation_t *p;
- for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
- {
- if (p->mode == mode && p->permutation == permutation)
- {
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
- }
- //hashdepth++;
- }
- p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
- p->mode = mode;
- p->permutation = permutation;
- p->hashnext = r_hlsl_permutationhash[mode][hashindex];
- r_hlsl_permutationhash[mode][hashindex] = p;
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
-}
-
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
- char *shaderstring;
- if (!filename || !filename[0])
- return NULL;
- if (!strcmp(filename, "hlsl/default.hlsl"))
- {
- if (!hlslshaderstring)
- {
- hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (hlslshaderstring)
- Con_DPrintf("Loading shaders from file %s...\n", filename);
- else
- hlslshaderstring = (char *)builtincgshaderstring;
- }
- shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
- memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
- return shaderstring;
- }
- shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (shaderstring)
- {
- if (printfromdisknotice)
- Con_DPrintf("from disk %s... ", filename);
- return shaderstring;
- }
- return shaderstring;
-}
-
-#include <d3dx9.h>
-//#include <d3dx9shader.h>
-//#include <d3dx9mesh.h>
-
-static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
- DWORD *vsbin = NULL;
- DWORD *psbin = NULL;
- fs_offset_t vsbinsize;
- fs_offset_t psbinsize;
-// IDirect3DVertexShader9 *vs = NULL;
-// IDirect3DPixelShader9 *ps = NULL;
- ID3DXBuffer *vslog = NULL;
- ID3DXBuffer *vsbuffer = NULL;
- ID3DXConstantTable *vsconstanttable = NULL;
- ID3DXBuffer *pslog = NULL;
- ID3DXBuffer *psbuffer = NULL;
- ID3DXConstantTable *psconstanttable = NULL;
- int vsresult = 0;
- int psresult = 0;
- char temp[MAX_INPUTLINE];
- const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
- psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
- if ((!vsbin && vertstring) || (!psbin && fragstring))
- {
- const char* dllnames_d3dx9 [] =
- {
- "d3dx9_43.dll",
- "d3dx9_42.dll",
- "d3dx9_41.dll",
- "d3dx9_40.dll",
- "d3dx9_39.dll",
- "d3dx9_38.dll",
- "d3dx9_37.dll",
- "d3dx9_36.dll",
- "d3dx9_35.dll",
- "d3dx9_34.dll",
- "d3dx9_33.dll",
- "d3dx9_32.dll",
- "d3dx9_31.dll",
- "d3dx9_30.dll",
- "d3dx9_29.dll",
- "d3dx9_28.dll",
- "d3dx9_27.dll",
- "d3dx9_26.dll",
- "d3dx9_25.dll",
- "d3dx9_24.dll",
- NULL
- };
- dllhandle_t d3dx9_dll = NULL;
- HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
- dllfunction_t d3dx9_dllfuncs[] =
- {
- {"D3DXCompileShader", (void **) &qD3DXCompileShader},
- {NULL, NULL}
- };
- if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
- {
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
- if (vertstring && vertstring[0])
- {
- vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
- if (vsbuffer)
- {
- vsbinsize = vsbuffer->GetBufferSize();
- vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
- memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
- vsbuffer->Release();
- }
- if (vslog)
- {
- strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
- Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
- vslog->Release();
- }
- }
- if (fragstring && fragstring[0])
- {
- psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
- if (psbuffer)
- {
- psbinsize = psbuffer->GetBufferSize();
- psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
- memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
- psbuffer->Release();
- }
- if (pslog)
- {
- strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
- Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
- pslog->Release();
- }
- }
- Sys_UnloadLibrary(&d3dx9_dll);
- }
- else
- Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
- }
- if (vsbin)
- {
- vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
- if (FAILED(vsresult))
- Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
- }
- if (psbin)
- {
- psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
- if (FAILED(psresult))
- Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
- }
- // free the shader data
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
-}
-
-static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
-{
- int i;
- shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
- int vertstrings_count = 0, vertstring_length = 0;
- int geomstrings_count = 0, geomstring_length = 0;
- int fragstrings_count = 0, fragstring_length = 0;
- char *t;
- char *vertexstring, *geometrystring, *fragmentstring;
- char *vertstring, *geomstring, *fragstring;
- const char *vertstrings_list[32+3];
- const char *geomstrings_list[32+3];
- const char *fragstrings_list[32+3];
- char permutationname[256];
- char cachename[256];
-
- if (p->compiled)
- return;
- p->compiled = true;
- p->vertexshader = NULL;
- p->pixelshader = NULL;
-
- permutationname[0] = 0;
- cachename[0] = 0;
- vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
- geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
- fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
-
- strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
- strlcat(cachename, "hlsl/", sizeof(cachename));
-
- // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
- vertstrings_list[vertstrings_count++] = "#define HLSL\n";
- geomstrings_list[geomstrings_count++] = "#define HLSL\n";
- fragstrings_list[fragstrings_count++] = "#define HLSL\n";
-
- // the first pretext is which type of shader to compile as
- // (later these will all be bound together as a program object)
- vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
- geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
- fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
-
- // the second pretext is the mode (for example a light source)
- vertstrings_list[vertstrings_count++] = modeinfo->pretext;
- geomstrings_list[geomstrings_count++] = modeinfo->pretext;
- fragstrings_list[fragstrings_count++] = modeinfo->pretext;
- strlcat(permutationname, modeinfo->name, sizeof(permutationname));
- strlcat(cachename, modeinfo->name, sizeof(cachename));
-
- // now add all the permutation pretexts
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- if (permutation & (1<<i))
- {
- vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
- geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
- fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
- strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
- strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
- }
- else
- {
- // keep line numbers correct
- vertstrings_list[vertstrings_count++] = "\n";
- geomstrings_list[geomstrings_count++] = "\n";
- fragstrings_list[fragstrings_count++] = "\n";
- }
- }
-
- // replace spaces in the cachename with _ characters
- for (i = 0;cachename[i];i++)
- if (cachename[i] == ' ')
- cachename[i] = '_';
-
- // now append the shader text itself
- vertstrings_list[vertstrings_count++] = vertexstring;
- geomstrings_list[geomstrings_count++] = geometrystring;
- fragstrings_list[fragstrings_count++] = fragmentstring;
-
- // if any sources were NULL, clear the respective list
- if (!vertexstring)
- vertstrings_count = 0;
- if (!geometrystring)
- geomstrings_count = 0;
- if (!fragmentstring)
- fragstrings_count = 0;
-
- vertstring_length = 0;
- for (i = 0;i < vertstrings_count;i++)
- vertstring_length += strlen(vertstrings_list[i]);
- vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
- for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
- memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
- geomstring_length = 0;
- for (i = 0;i < geomstrings_count;i++)
- geomstring_length += strlen(geomstrings_list[i]);
- geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
- for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
- memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
- fragstring_length = 0;
- for (i = 0;i < fragstrings_count;i++)
- fragstring_length += strlen(fragstrings_list[i]);
- fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
- for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
- memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
- // try to load the cached shader, or generate one
- R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
-
- if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
- Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
- else
- Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
-
- // free the strings
- if (vertstring)
- Mem_Free(vertstring);
- if (geomstring)
- Mem_Free(geomstring);
- if (fragstring)
- Mem_Free(fragstring);
- if (vertexstring)
- Mem_Free(vertexstring);
- if (geometrystring)
- Mem_Free(geometrystring);
- if (fragmentstring)
- Mem_Free(fragmentstring);
-}
-
-static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
-{
- r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
- if (r_hlsl_permutation != perm)
- {
- r_hlsl_permutation = perm;
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- // remove features until we find a valid permutation
- int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- // reduce i more quickly whenever it would not remove any bits
- int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
- if (!(permutation & j))
- continue;
- permutation -= j;
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
- break;
- }
- if (i >= SHADERPERMUTATION_COUNT)
- {
- //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- return; // no bit left to clear, entire mode is broken
- }
- }
- }
- IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
- IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
- }
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
- hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
-}
-#endif
-
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
if (cgshaderstring && cgshaderstring != builtincgshaderstring)
Mem_Free(cgshaderstring);
cgshaderstring = NULL;
- if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
- Mem_Free(hlslshaderstring);
- hlslshaderstring = NULL;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- r_hlsl_permutation_t *p;
- r_hlsl_permutation = NULL;
-// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
-// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
-// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
- for (i = 0;i < limit;i++)
- {
- if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
- {
- if (p->vertexshader)
- IDirect3DVertexShader9_Release(p->vertexshader);
- if (p->pixelshader)
- IDirect3DPixelShader9_Release(p->pixelshader);
- Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
- }
- }
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
{
r_glsl_permutation_t *p;
else
Con_Printf("failed to write to cg/default.cg\n");
#endif
-
-#ifdef SUPPORTD3D
- file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
- if (file)
- {
- FS_Print(file, "/* The engine may define the following macros:\n");
- FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
- for (i = 0;i < SHADERMODE_COUNT;i++)
- FS_Print(file, hlslshadermodeinfo[i].pretext);
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- FS_Print(file, shaderpermutationinfo[i].pretext);
- FS_Print(file, "*/\n");
- FS_Print(file, builtincgshaderstring);
- FS_Close(file);
- Con_Printf("hlsl/default.hlsl written\n");
- }
- else
- Con_Printf("failed to write to hlsl/default.hlsl\n");
-#endif
}
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
texturemode = GL_MODULATE;
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
+ if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
+ if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
break;
case RENDERPATH_CGGL:
#ifdef SUPPORTCG
{
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
break;
{
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTHLSL
- R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
break;
extern rtexture_t *r_shadow_shadowmaprectangletexture;
extern rtexture_t *r_shadow_shadowmap2dtexture;
extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
extern rtexture_t *r_shadow_shadowmapvsdcttexture;
extern matrix4x4_t r_shadow_shadowmapmatrix;
extern int r_shadow_shadowmaplod; // changes for each light based on distance
return false;
}
}
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
static float dummy_colormod[3] = {1, 1, 1};
float *colormod = rsurface.colormod;
float m16f[16];
- r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
if (rsurfacepass == RSURFPASS_BACKGROUND)
{
// distorted background
colormod = dummy_colormod;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- }
- else
- {
- if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
- }
- }
- Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
-
- // additive passes are only darkened by fog, not tinted
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- }
- else
- {
- if (mode == SHADERMODE_FLATCOLOR)
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
- }
- else if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
- }
- else
- {
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
- }
- // additive passes are only darkened by fog, not tinted
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
- hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
- hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- }
- hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
- hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (rsurface.texture->pantstexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
- if (rsurface.texture->shirttexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
- hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
- hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
- hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
- R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
- R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
- R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
- if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
- if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
- if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
- {
- R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
- if (rsurface.rtlight)
- {
- if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
if (gl_mesh_separatearrays.integer)
{
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
}
else
if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
- else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
- if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
- }
-// if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
-// if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
+ if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
+ if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
}
else
if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
- else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
- }
- else
- {
- if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
- }
+ if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
- hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
- R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
- if (r_shadow_usingshadowmapcube)
- R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
- R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
R_SetupShader_SetPermutationGLSL(mode, permutation);
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
//static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
typedef struct suffixinfo_s
{
- const char *suffix;
+ char *suffix;
qboolean flipx, flipy, flipdiagonal;
}
suffixinfo_t;
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 1);
memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
cgshaderstring = NULL;
-#endif
-#ifdef SUPPORTD3D
- r_hlsl_permutation = NULL;
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
- hlslshaderstring = NULL;
#endif
memset(&r_svbsp, 0, sizeof (r_svbsp));
R_Main_FreeViewCache();
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- if (r_maxqueries)
- qglDeleteQueriesARB(r_maxqueries, r_queries);
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- }
+ if (r_maxqueries)
+ qglDeleteQueriesARB(r_maxqueries, r_queries);
r_numqueries = 0;
r_maxqueries = 0;
//r_texture_fogintensity = NULL;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
memset(&r_waterstate, 0, sizeof(r_waterstate));
+ r_glsl_permutation = NULL;
+ memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+ glslshaderstring = NULL;
+#ifdef SUPPORTCG
+ r_cg_permutation = NULL;
+ memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+ cgshaderstring = NULL;
+#endif
R_GLSL_Restart_f();
}
Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
// clear to black (loading plaque will be seen over this)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ CHECKGLERROR
+ qglClearColor(0,0,0,1);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
}
int R_CullBox(const vec3_t mins, const vec3_t maxs)
void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
{
int i;
-
- // identical memory layout, so no need to allocate...
- // this also provides the vertexposition structure to everything, e.g.
- // depth masked rendering currently uses it even if having separate
- // arrays
- // NOTE: get rid of this optimization if changing it to e.g. 4f
- ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
-
- // TODO:
- // get rid of following uses of VERTEXPOSITION, change to the array:
- // R_DrawTextureSurfaceList_Sky if skyrendermasked
- // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
- // R_DrawTextureSurfaceList_DepthOnly
- // R_Q1BSP_DrawShadowMap
-
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- // need the meshbuffers if !gl_mesh_separatearrays.integer
- if (gl_mesh_separatearrays.integer)
- return;
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // always need the meshbuffers
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
- // never need the meshbuffers
- return;
- }
-
if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
- /*
if (!ent->animcache_vertexposition)
ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
- */
if (ent->animcache_vertexposition)
{
- /*
for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
- */
+ VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
// TODO: upload vertex buffer?
}
if (ent->animcache_vertexmesh)
{
memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
+ VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
if (ent->animcache_svector3f)
for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
+ VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
if (ent->animcache_tvector3f)
for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
+ VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
if (ent->animcache_normal3f)
for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
+ VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
// TODO: upload vertex buffer?
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
- break;
case RENDERPATH_GL20:
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_DepthTest(false);
- GL_DepthFunc(GL_LEQUAL);
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(0, 0);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
- GL_CullFace(GL_NONE);
+ qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
}
void R_ResetViewRendering3D(void)
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_DepthTest(true);
- GL_DepthFunc(GL_LEQUAL);
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- break;
- }
+ qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(255);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
GL_CullFace(r_refdef.view.cullface_back);
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
if (!p->texture_refraction)
- p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
if (!p->texture_refraction)
goto error;
}
else if (p->materialflags & MATERIALFLAG_CAMERA)
{
if (!p->texture_camera)
- p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
+ p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
if (!p->texture_camera)
goto error;
}
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
if (!p->texture_reflection)
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
if (!p->texture_reflection)
goto error;
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
r_bloomstate.screentexturewidth = screentexturewidth;
r_bloomstate.screentextureheight = screentextureheight;
if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
- r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
+ r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
}
if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
{
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
- r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
}
// when doing a reduced render (HDR) we want to use a smaller area
r_bloomstate.bloomtexcoord2f[6] = 0;
r_bloomstate.bloomtexcoord2f[7] = 0;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- {
- int i;
- for (i = 0;i < 4;i++)
- {
- r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
- r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
- r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
- r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
- }
- }
- break;
- }
-
if (r_hdr.integer || r_bloom.integer)
{
r_bloomstate.enabled = true;
R_SetViewport(&r_bloomstate.viewport);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
- // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- }
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
// TODO: do boxfilter scale-down in shader?
R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
}
+
+ // apply subtract last
+ // (just like it would be in a GLSL shader)
+ if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(1,1,1,1);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+
+ // copy the darkened bloom view to a texture
+ R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
+ r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
+ }
}
void R_HDR_RenderBloomTexture(void)
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
permutation =
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(1, 1, 1, cl.motionbluralpha);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
- break;
- }
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
R_ResetViewRendering2D();
GL_Color(1, 1, 1, 1);
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
GL_BlendFunc(GL_ONE, GL_ZERO);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
break;
case RENDERPATH_CGGL:
#ifdef SUPPORTCG
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
- if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-#endif
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
- R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
- R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
- hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
#endif
break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
default:
break;
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
if(v_glslgamma.integer && !vid_gammatables_trivial)
{
if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
if (r_refdef.view.isoverlay)
{
// TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
- GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+ GL_Clear( GL_DEPTH_BUFFER_BIT );
R_TimeReport("depthclear");
r_refdef.view.showdebug = false;
// when the model data has no vertex buffer (dynamic mesh), we need to
// eliminate gaps
- if (!rsurface.modelvertexmeshbuffer)
+ if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
batchneed |= BATCHNEED_NOGAPS;
// if needsupdate, we have to do a dynamic vertex batch for sure
VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
}
}
- // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
}
}
}
+ Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
- if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
- {
- Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
- rsurface.batchnormal3f = rsurface.array_batchnormal3f;
- rsurface.batchnormal3f_vertexbuffer = NULL;
- rsurface.batchnormal3f_bufferoffset = 0;
- }
- if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
- {
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
- rsurface.batchsvector3f = rsurface.array_batchsvector3f;
- rsurface.batchsvector3f_vertexbuffer = NULL;
- rsurface.batchsvector3f_bufferoffset = 0;
- rsurface.batchtvector3f = rsurface.array_batchtvector3f;
- rsurface.batchtvector3f_vertexbuffer = NULL;
- rsurface.batchtvector3f_bufferoffset = 0;
- }
+ rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+ rsurface.batchsvector3f_vertexbuffer = NULL;
+ rsurface.batchsvector3f_bufferoffset = 0;
+ rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+ rsurface.batchtvector3f_vertexbuffer = NULL;
+ rsurface.batchtvector3f_bufferoffset = 0;
+ rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+ rsurface.batchnormal3f_vertexbuffer = NULL;
+ rsurface.batchnormal3f_bufferoffset = 0;
break;
case Q3DEFORM_NORMAL:
// deform the normals to make reflections wavey
normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
VectorNormalize(normal);
}
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+ rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+ rsurface.batchsvector3f_vertexbuffer = NULL;
+ rsurface.batchsvector3f_bufferoffset = 0;
+ rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+ rsurface.batchtvector3f_vertexbuffer = NULL;
+ rsurface.batchtvector3f_bufferoffset = 0;
rsurface.batchnormal3f = rsurface.array_batchnormal3f;
rsurface.batchnormal3f_vertexbuffer = NULL;
rsurface.batchnormal3f_bufferoffset = 0;
- if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
- {
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
- rsurface.batchsvector3f = rsurface.array_batchsvector3f;
- rsurface.batchsvector3f_vertexbuffer = NULL;
- rsurface.batchsvector3f_bufferoffset = 0;
- rsurface.batchtvector3f = rsurface.array_batchtvector3f;
- rsurface.batchtvector3f_vertexbuffer = NULL;
- rsurface.batchtvector3f_bufferoffset = 0;
- }
break;
case Q3DEFORM_WAVE:
// deform vertex array to make wavey water and flags and such
}
VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
}
- // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
+ rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+ rsurface.batchsvector3f_vertexbuffer = NULL;
+ rsurface.batchsvector3f_bufferoffset = 0;
+ rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+ rsurface.batchtvector3f_vertexbuffer = NULL;
+ rsurface.batchtvector3f_bufferoffset = 0;
rsurface.batchnormal3f = rsurface.array_batchnormal3f;
rsurface.batchnormal3f_vertexbuffer = NULL;
rsurface.batchnormal3f_bufferoffset = 0;
- if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
- {
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
- rsurface.batchsvector3f = rsurface.array_batchsvector3f;
- rsurface.batchsvector3f_vertexbuffer = NULL;
- rsurface.batchsvector3f_bufferoffset = 0;
- rsurface.batchtvector3f = rsurface.array_batchtvector3f;
- rsurface.batchtvector3f_vertexbuffer = NULL;
- rsurface.batchtvector3f_bufferoffset = 0;
- }
break;
case Q3DEFORM_BULGE:
// deform vertex array to make the surface have moving bulges
scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
}
- // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
rsurface.batchvertex3f = rsurface.array_batchvertex3f;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
+ rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+ rsurface.batchsvector3f_vertexbuffer = NULL;
+ rsurface.batchsvector3f_bufferoffset = 0;
+ rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+ rsurface.batchtvector3f_vertexbuffer = NULL;
+ rsurface.batchtvector3f_bufferoffset = 0;
rsurface.batchnormal3f = rsurface.array_batchnormal3f;
rsurface.batchnormal3f_vertexbuffer = NULL;
rsurface.batchnormal3f_bufferoffset = 0;
- if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
- {
- Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
- rsurface.batchsvector3f = rsurface.array_batchsvector3f;
- rsurface.batchsvector3f_vertexbuffer = NULL;
- rsurface.batchsvector3f_bufferoffset = 0;
- rsurface.batchtvector3f = rsurface.array_batchtvector3f;
- rsurface.batchtvector3f_vertexbuffer = NULL;
- rsurface.batchtvector3f_bufferoffset = 0;
- }
break;
case Q3DEFORM_MOVE:
// deform vertex array
R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
}
+static void RSurf_BindLightmapForBatch(void)
+{
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
+ if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
+#endif
+ break;
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ R_Mesh_TexBind(0, rsurface.lightmaptexture);
+ break;
+ }
+}
+
static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
{
// pick the closest matching water plane
return bestplaneindex;
}
+static void RSurf_BindReflectionForBatch(int planeindex)
+{
+ // pick the closest matching water plane and bind textures
+ r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_CGGL:
+#ifdef SUPPORTCG
+ if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
+ else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
+ if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
+#endif
+ break;
+ case RENDERPATH_GL20:
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
+ else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
+ break;
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ }
+}
+
static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
{
int i;
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, rsurface.lightmaptexture);
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
}
{
// render screenspace normalmap to texture
GL_DepthMask(true);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch();
return;
}
{
// render water or distortion background
GL_DepthMask(true);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
+ RSurf_BindReflectionForBatch(startplaneindex);
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
// blend surface on top
GL_DepthMask(false);
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
RSurf_DrawBatch();
}
else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
{
// render surface with reflection texture as input
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
+ RSurf_BindReflectionForBatch(startplaneindex);
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
}
}
// render surface batch normally
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
+ R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ RSurf_BindLightmapForBatch();
RSurf_DrawBatch();
}
else
{
GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
}
GL_DepthMask(layer->depthmask && writedepth);
Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
}
+ CHECKGLERROR
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
- GL_DepthFunc(GL_LEQUAL);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
}
else
{
GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
}
}
GL_DepthMask(layer->depthmask && writedepth);
Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
}
+ CHECKGLERROR
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
- GL_DepthFunc(GL_LEQUAL);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
}
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
return;
}
- if (!model->brush.data_leafs && !cl_decals_models.integer)
+ if (!model->brush.data_nodes && !cl_decals_models.integer)
{
if (decalsystem->model)
R_DecalSystem_Reset(decalsystem);
dp_model_t *model = ent->model;
vec3_t v;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- return;
- }
-
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
R_Mesh_ResetTextureState();
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
break;
case RENDERPATH_GL13:
{
case RENDERPATH_GL20:
case RENDERPATH_CGGL:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13: