#include "ft2.h"
#include "csprogs.h"
#include "cl_video.h"
+#include "dpsoftrast.h"
#ifdef SUPPORTD3D
#include <d3d9.h>
cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
+cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
+cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
+cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
+cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
-cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
+cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
-cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+
+cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
extern cvar_t v_glslgamma;
}
if (r_texture_fogattenuation)
{
- R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
- //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
+ R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
+ //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
}
else
{
//=======================================================================================================================================================
static const char *builtinshaderstring =
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# extension GL_EXT_gpu_shader4 : enable\n"
-"# endif\n"
-"# ifdef GL_ARB_texture_gather\n"
-"# extension GL_ARB_texture_gather : enable\n"
-"# else\n"
-"# ifdef GL_AMD_texture_texture4\n"
-"# extension GL_AMD_texture_texture4 : enable\n"
-"# endif\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"//#ifdef USESHADOWSAMPLER\n"
-"//# extension GL_ARB_shadow : enable\n"
-"//#endif\n"
-"\n"
-"//#ifdef __GLSL_CG_DATA_TYPES\n"
-"//# define myhalf half\n"
-"//# define myhalf2 half2\n"
-"//# define myhalf3 half3\n"
-"//# define myhalf4 half4\n"
-"//#else\n"
-"# define myhalf float\n"
-"# define myhalf2 vec2\n"
-"# define myhalf3 vec3\n"
-"# define myhalf4 vec4\n"
-"//#endif\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 ModelViewProjectionMatrix;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEPTH_OR_SHADOW\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-" gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_FragColor = gl_Color;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"varying vec2 TexCoord1;\n"
-"varying vec2 TexCoord2;\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-" TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-" TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"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"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation;\n"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-"uniform vec4 ViewTintColor;\n"
-"#endif\n"
-"//uncomment these if you want to use them:\n"
-"uniform vec4 UserVec1;\n"
-"uniform vec4 UserVec2;\n"
-"// uniform vec4 UserVec3;\n"
-"// uniform vec4 UserVec4;\n"
-"// uniform float ClientTime;\n"
-"uniform vec2 PixelSize;\n"
-"void main(void)\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"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-" float sobel = 1.0;\n"
-" // vec2 ts = textureSize(Texture_First, 0);\n"
-" // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
-" vec2 px = PixelSize;\n"
-" vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-" vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
-" vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-" vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-" vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
-" vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-" vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
-" vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
-" vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
-" vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
-" vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
-" vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
-" float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
-" float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
-" float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
-" float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
-" float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
-" float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
-" float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
-" float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
-" float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
-" float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
-" float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
-" float py6 = 1.0 * dot(vec3(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 += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
-" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
-" gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
-" gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.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, vec3(0.299, 0.587, 0.114));\n"
-" // 'vampire sight' effect, wheres red is compensated\n"
-" #ifdef SATURATION_REDCOMPENSATE\n"
-" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
-" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
-" gl_FragColor.r += rboost;\n"
-" #else\n"
-" // normal desaturation\n"
-" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
-" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
-" #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-" gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
-" gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
-" gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef USEDIFFUSE\n"
-"varying vec2 TexCoord1;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"varying vec2 TexCoord2;\n"
-"#endif\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_FrontColor = gl_Color;\n"
-"#ifdef USEDIFFUSE\n"
-" TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" TexCoord2 = gl_MultiTexCoord1.xy;\n"
-"#endif\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler2D Texture_First;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler2D Texture_Second;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" gl_FragColor = gl_Color;\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-" gl_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-" gl_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"varying TexCoord;\n"
-"#ifdef VERTEX_SHADER\n"
-"void main(void)\n"
-"{\n"
-" gl_FrontColor = gl_Color;\n"
-" TexCoord = gl_MultiTexCoord0.xy;\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_First;\n"
-"uniform vec4 BloomBlur_Parameters;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" int i;\n"
-" vec2 tc = TexCoord;\n"
-" vec3 color = texture2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" for (i = 1;i < SAMPLES;i++)\n"
-" {\n"
-" color += texture2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" }\n"
-" gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"varying vec2 TexCoord;\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform vec4 RefractColor;\n"
-"uniform vec4 ReflectColor;\n"
-"uniform float ReflectFactor;\n"
-"uniform float ReflectOffset;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"varying vec2 TexCoord;\n"
-"varying vec3 EyeVector;\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform vec3 EyePosition;\n"
-"uniform mat4 TexMatrix;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Refraction;\n"
-"uniform sampler2D Texture_Reflection;\n"
-"\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform vec4 RefractColor;\n"
-"uniform vec4 ReflectColor;\n"
-"uniform float ReflectFactor;\n"
-"uniform float ReflectOffset;\n"
-"uniform float ClientTime;\n"
-"#ifdef USENORMALMAPSCROLLBLEND\n"
-"uniform vec2 NormalmapScrollBlend;\n"
-"#endif\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
-" // slight water animation via 2 layer scrolling (todo: tweak)\n"
-" #ifdef USENORMALMAPSCROLLBLEND\n"
-" vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
-" normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
-" #else\n"
-" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-" #endif\n"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-" f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-" f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-" f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
-" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
-" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-" gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-" gl_FragColor.a = f1 + 0.5;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"varying vec2 TexCoord;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"varying vec2 TexCoord2;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"varying vec2 TexCoordLightmap;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying vec3 CubeVector;\n"
-"#endif\n"
-"\n"
-"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
-"varying vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#ifdef USEEYEVECTOR\n"
-"varying vec3 EyeVector;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-"varying vec4 ModelViewProjectionPosition;\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform vec3 LightPosition;\n"
-"varying vec4 ModelViewPosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform vec3 LightPosition;\n"
-"#endif\n"
-"uniform vec3 EyePosition;\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform vec3 LightDir;\n"
-"#endif\n"
-"uniform vec4 FogPlane;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"varying vec3 ShadowMapTC;\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"uniform sampler2D Texture_Normal;\n"
-"uniform sampler2D Texture_Color;\n"
-"uniform sampler2D Texture_Gloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler2D Texture_SecondaryNormal;\n"
-"uniform sampler2D Texture_SecondaryColor;\n"
-"uniform sampler2D Texture_SecondaryGloss;\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_SecondaryGlow;\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-"uniform sampler2D Texture_FogHeightTexture;\n"
-"#endif\n"
-"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler2D Texture_Reflection;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler2D Texture_ScreenDepth;\n"
-"uniform sampler2D Texture_ScreenNormalMap;\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler2D Texture_ScreenDiffuse;\n"
-"uniform sampler2D Texture_ScreenSpecular;\n"
-"#endif\n"
-"\n"
-"uniform myhalf3 Color_Pants;\n"
-"uniform myhalf3 Color_Shirt;\n"
-"uniform myhalf3 FogColor;\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform float FogRangeRecip;\n"
-"uniform float FogPlaneViewDist;\n"
-"uniform float FogHeightFade;\n"
-"vec3 FogVertex(vec3 surfacecolor)\n"
-"{\n"
-" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
-" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
-" float fogfrac;\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-" vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-" fogfrac = fogheightpixel.a;\n"
-" return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-" return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale;\n"
-"vec2 OffsetMapping(vec2 TexCoord)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-" // 14 sample relief mapping: linear search and then binary search\n"
-" // this basically steps forward a small amount repeatedly until it finds\n"
-" // itself inside solid, then jitters forward and back using decreasing\n"
-" // amounts to find the impact\n"
-" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
-" vec3 RT = vec3(TexCoord, 1);\n"
-" OffsetVector *= 0.1;\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
-" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
-" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
-" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
-" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
-" return RT.xy;\n"
-"#else\n"
-" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" // this basically moves forward the full distance, and then backs up based\n"
-" // on height of samples\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
-" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
-" TexCoord += OffsetVector;\n"
-" OffsetVector *= 0.333;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\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 USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler2DShadow Texture_ShadowMap2D;\n"
-"# else\n"
-"uniform sampler2D Texture_ShadowMap2D;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCube Texture_CubeProjection;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform vec2 ShadowMap_TextureScale;\n"
-"uniform vec4 ShadowMap_Parameters;\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"# ifdef USESHADOWMAPVSDCT\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-" vec3 adir = abs(dir);\n"
-" vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-" vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
-" return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"# else\n"
-"vec3 GetShadowMapTC2D(vec3 dir)\n"
-"{\n"
-" vec3 adir = abs(dir);\n"
-" float ma = adir.z;\n"
-" vec4 proj = vec4(dir, 2.5);\n"
-" if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
-" if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
-" vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
-" return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"# endif\n"
-"# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
-"\n"
-"# ifdef USESHADOWMAP2D\n"
-"float ShadowMapCompare(vec3 dir)\n"
-"{\n"
-" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
-" float f;\n"
-"\n"
-"# ifdef USESHADOWSAMPLER\n"
-"# ifdef USESHADOWMAPPCF\n"
-"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
-" f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
-"# else\n"
-" f = shadow2D(Texture_ShadowMap2D, vec3(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, ivec2(x, y))\n"
-"# else\n"
-"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
-"# endif\n"
-" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
-"# if USESHADOWMAPPCF > 1\n"
-" vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
-" vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
-" vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
-" vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
-" vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
-" vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
-" vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
-" vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
-" vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
-" vec4 locols = vec4(group1.ab, group3.ab);\n"
-" vec4 hicols = vec4(group7.rg, group9.rg);\n"
-" locols.yz += group2.ab;\n"
-" hicols.yz += group8.rg;\n"
-" vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
-" vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
-" mix(locols, hicols, offset.y);\n"
-" vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
-" cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
-" f = dot(cols, vec4(1.0/25.0));\n"
-"# else\n"
-" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
-" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
-" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
-" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
-" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
-" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
-" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# endif\n"
-"# else\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
-"# else\n"
-"# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
-"# endif\n"
-"# if USESHADOWMAPPCF > 1\n"
-" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-" center *= ShadowMap_TextureScale;\n"
-" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
-" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
-" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
-" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
-" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
-" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# else\n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
-" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
-" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
-" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
-" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
-" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
-"# endif\n"
-"# endif\n"
-"# else\n"
-" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"# endif\n"
-"# endif\n"
-"# ifdef USESHADOWMAPORTHO\n"
-" return mix(ShadowMap_Parameters.w, 1.0, f);\n"
-"# else\n"
-" return f;\n"
-"# endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"uniform mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FrontColor = gl_Color;\n"
-" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-" VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
-" VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-" VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-" if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float alpha = texture2D(Texture_Color, TexCoord).a;\n"
-" float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-" //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
-" //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
-" float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
-"#else\n"
-" vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
-" float a = texture2D(Texture_Gloss, TexCoord).a;\n"
-"#endif\n"
-"\n"
-" gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 ModelViewMatrix;\n"
-"void main(void)\n"
-"{\n"
-" ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"uniform mat4 ViewToLight;\n"
-"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
-"uniform vec2 ScreenToDepth;\n"
-"uniform myhalf3 DeferredColor_Ambient;\n"
-"uniform myhalf3 DeferredColor_Diffuse;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf3 DeferredColor_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#endif\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"void main(void)\n"
-"{\n"
-" // calculate viewspace pixel position\n"
-" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" vec3 position;\n"
-" position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
-" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
-" // decode viewspace pixel normal\n"
-" myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
-" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
-" // surfacenormal = pixel normal in viewspace\n"
-" // LightVector = pixel to light in viewspace\n"
-" // CubeVector = position in lightspace\n"
-" // eyevector = pixel to view in viewspace\n"
-" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
-" myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#ifdef USEDIFFUSE\n"
-" // calculate diffuse shading\n"
-" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
-" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" // calculate directional shading\n"
-" vec3 eyevector = position * -1.0;\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
-"# else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
-" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-" fade *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-" vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
-" gl_FragData[0].rgb *= cubecolor;\n"
-" gl_FragData[1].rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"uniform mat4 TexMatrix;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform mat4 BackgroundTexMatrix;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform mat4 ModelToLight;\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform mat4 ShadowMapMatrix;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-" gl_FrontColor = gl_Color;\n"
-"#endif\n"
-" // copy the surface texcoord\n"
-" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // transform vertex position into light attenuation/cubemap space\n"
-" // (-1 to +1 across the light box)\n"
-" CubeVector = vec3(ModelToLight * gl_Vertex);\n"
-"\n"
-"# ifdef USEDIFFUSE\n"
-" // transform unnormalized light direction into tangent space\n"
-" // (we use unnormalized to ensure that it interpolates correctly and then\n"
-" // normalize it per pixel)\n"
-" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
-" VectorS = gl_MultiTexCoord1.xyz;\n"
-" VectorT = gl_MultiTexCoord2.xyz;\n"
-" VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform myhalf2 PixelToScreenTexCoord;\n"
-"uniform myhalf3 DeferredMod_Diffuse;\n"
-"uniform myhalf3 DeferredMod_Specular;\n"
-"#endif\n"
-"uniform myhalf3 Color_Ambient;\n"
-"uniform myhalf3 Color_Diffuse;\n"
-"uniform myhalf3 Color_Specular;\n"
-"uniform myhalf SpecularPower;\n"
-"#ifdef USEGLOW\n"
-"uniform myhalf3 Color_Glow;\n"
-"#endif\n"
-"uniform myhalf Alpha;\n"
-"#ifdef USEREFLECTION\n"
-"uniform vec4 DistortScaleRefractReflect;\n"
-"uniform vec4 ScreenScaleRefractReflect;\n"
-"uniform vec4 ScreenCenterRefractReflect;\n"
-"uniform myhalf4 ReflectColor;\n"
-"#endif\n"
-"#ifdef USEREFLECTCUBE\n"
-"uniform mat4 ModelToReflectCube;\n"
-"uniform sampler2D Texture_ReflectMask;\n"
-"uniform samplerCube Texture_ReflectCube;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform myhalf3 LightColor;\n"
-"#endif\n"
-"void main(void)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-" // combine the diffuse textures (base, pants, shirt)\n"
-" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
-"#ifdef USEALPHAKILL\n"
-" if (color.a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-" color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
-" //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
-" //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
-" color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
-" color.a = 1.0;\n"
-" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
-"#endif\n"
-"\n"
-" // get the surface normal\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
-"#else\n"
-" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
-"#endif\n"
-"\n"
-" // get the material colors\n"
-" myhalf3 diffusetex = color.rgb;\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
-"# else\n"
-" myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTCUBE\n"
-" vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-" vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
-" diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // light source\n"
-"#ifdef USEDIFFUSE\n"
-" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
-"#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"#else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
-"#endif\n"
-" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif\n"
-" color.rgb *= LightColor;\n"
-" color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
-" color.rgb *= ShadowMapCompare(CubeVector);\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
-"# endif\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#define SHADING\n"
-" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
-" myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-" // convert modelspace light vector to tangentspace\n"
-" myhalf3 lightnormal;\n"
-" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
-" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
-" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
-" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-" // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-" // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
-" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
-" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
-"myhalf3 lightcolor = myhalf3(1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-" color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"# ifdef USESPECULAR\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
-"# else\n"
-" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
-" myhalf specular = pow(myhalf(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"
-" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"# endif\n"
-"# else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
-"#endif\n"
-"\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
-" color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
-" color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
-"#else\n"
-" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" color.rgb = FogVertex(color.rgb);\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"
-" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
-" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(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"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
-"#endif\n"
-"\n"
-" gl_FragColor = vec4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+#include "shader_glsl.h"
;
-/*
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-
-
-
-=========================================================================================================================================================
-*/
-
-const char *builtincgshaderstring =
-"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
-"\n"
-"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
-"#if defined(USEREFLECTION)\n"
-"#undef USESHADOWMAPORTHO\n"
-"#endif\n"
-"\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
-"# define USEFOG\n"
-"#endif\n"
-"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"#define USELIGHTMAP\n"
-"#endif\n"
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
-"#define USEEYEVECTOR\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"
-")\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"
-" float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-" temp.yz -= floor(temp.yz);\n"
-" gl_FragColor = temp;\n"
-"// gl_FragColor = float4(Depth,0,0,0);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_DEPTH_ORSHADOW\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_SHOWDEPTH\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 float4 gl_FrontColor : COLOR0\n"
-")\n"
-"{\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-" gl_FragColor = gl_FrontColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_SHOWDEPTH\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_POSTPROCESS\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"out float2 TexCoord2 : TEXCOORD1\n"
-")\n"
-"{\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#ifdef USEBLOOM\n"
-" TexCoord2 = gl_MultiTexCoord4.xy;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#ifdef USEBLOOM\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"#ifdef USEGAMMARAMPS\n"
-"uniform sampler Texture_GammaRamps : register(s2),\n"
-"#endif\n"
-"#ifdef USESATURATION\n"
-"uniform float Saturation : register(c30),\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"
-"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"
-"#endif\n"
-"#ifdef USEVIEWTINT\n"
-" gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
-"#endif\n"
-"\n"
-"#ifdef USEPOSTPROCESSING\n"
-"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
-"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-" 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"
-"#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"
-" // 'vampire sight' effect, wheres red is compensated\n"
-" #ifdef SATURATION_REDCOMPENSATE\n"
-" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
-" gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
-" gl_FragColor.r += r;\n"
-" #else\n"
-" // normal desaturation\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"
-" #endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEGAMMARAMPS\n"
-" gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
-" gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
-" gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_POSTPROCESS\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_GENERIC\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_Color : COLOR0,\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEDIFFUSE\n"
-"out float2 TexCoord1 : TEXCOORD0,\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"out float2 TexCoord2 : TEXCOORD1,\n"
-"#endif\n"
-"out float4 gl_FrontColor : COLOR\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"
-"#ifdef USEDIFFUSE\n"
-" TexCoord1 = gl_MultiTexCoord0.xy;\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" TexCoord2 = gl_MultiTexCoord1.xy;\n"
-"#endif\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_FrontColor : COLOR0,\n"
-"float2 TexCoord1 : TEXCOORD0,\n"
-"float2 TexCoord2 : TEXCOORD1,\n"
-"#ifdef USEDIFFUSE\n"
-"uniform sampler Texture_First : register(s0),\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-"uniform sampler Texture_Second : register(s1),\n"
-"#endif\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-" gl_FragColor = gl_FrontColor;\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
-"#endif\n"
-"\n"
-"#ifdef USESPECULAR\n"
-" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
-"# ifdef USECOLORMAPPING\n"
-" gl_FragColor *= tex2;\n"
-"# endif\n"
-"# ifdef USEGLOW\n"
-" gl_FragColor += tex2;\n"
-"# endif\n"
-"# ifdef USEVERTEXTEXTUREBLEND\n"
-" gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
-"# endif\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_GENERIC\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_BLOOMBLUR\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"out float4 gl_Position : POSITION,\n"
-"out float2 TexCoord : TEXCOORD0\n"
-")\n"
-"{\n"
-" TexCoord = gl_MultiTexCoord0.xy;\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float2 TexCoord : TEXCOORD0,\n"
-"uniform sampler Texture_First : register(s0),\n"
-"uniform float4 BloomBlur_Parameters : register(c1),\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-" int i;\n"
-" float2 tc = TexCoord;\n"
-" float3 color = tex2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" for (i = 1;i < SAMPLES;i++)\n"
-" {\n"
-" color += tex2D(Texture_First, tc).rgb;\n"
-" tc += BloomBlur_Parameters.xy;\n"
-" }\n"
-" gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_BLOOMBLUR\n"
-"#ifdef MODE_REFRACTION\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"uniform float3 EyePosition : register(c24),\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"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\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"
-"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 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"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
-" gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_REFRACTION\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_WATER\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\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"
-"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"
-" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\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 float4 ReflectColor : register(c26),\n"
-"uniform float ReflectFactor : register(c27),\n"
-"uniform float ReflectOffset : register(c28),\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 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"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
-" ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
-" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
-" gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"}\n"
-"#endif\n"
-"#else // !MODE_WATER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
-"\n"
-"// fragment shader specific:\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"
-"{\n"
-" float fogfrac;\n"
-"#ifdef USEFOGHEIGHTTEXTURE\n"
-" float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
-" fogfrac = fogheightpixel.a;\n"
-" return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#else\n"
-"# ifdef USEFOGOUTSIDE\n"
-" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
-"# else\n"
-" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
-"# endif\n"
-" return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
-"#endif\n"
-"}\n"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
-"{\n"
-"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
-" // 14 sample relief mapping: linear search and then binary search\n"
-" // this basically steps forward a small amount repeatedly until it finds\n"
-" // itself inside solid, then jitters forward and back using decreasing\n"
-" // amounts to find the impact\n"
-" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
-" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
-" float3 RT = float3(TexCoord, 1);\n"
-" OffsetVector *= 0.1;\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
-" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
-" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
-" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
-" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
-" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
-" return RT.xy;\n"
-"#else\n"
-" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" // this basically moves forward the full distance, and then backs up based\n"
-" // on height of samples\n"
-" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
-" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
-" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
-" TexCoord += OffsetVector;\n"
-" OffsetVector *= 0.333;\n"
-" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
-" return TexCoord;\n"
-"#endif\n"
-"}\n"
-"#endif // USEOFFSETMAPPING\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
-"# ifdef USESHADOWMAPORTHO\n"
-"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
-"# else\n"
-"# ifdef USESHADOWMAPVSDCT\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
-"{\n"
-" float3 adir = abs(dir);\n"
-" float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
-" float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-" return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
-"}\n"
-"# else\n"
-"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
-"{\n"
-" float3 adir = abs(dir);\n"
-" float ma = adir.z;\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"
-"#endif // defined(USESHADOWMAP2D)\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"
-"#else\n"
-"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
-"#endif\n"
-"{\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
-"#endif\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"
-"# else\n"
-" f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).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"
-"# 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"
-"# endif\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"
-"# 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"
-"# 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"
-"# endif\n"
-"# endif\n"
-"# else\n"
-" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
-"# endif\n"
-"# endif\n"
-"# ifdef USESHADOWMAPORTHO\n"
-" return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
-"# else\n"
-" return f;\n"
-"# endif\n"
-"}\n"
-"# endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDGEOMETRY\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\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"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 EyePosition : register(c24),\n"
-"#endif\n"
-"out float4 gl_Position : POSITION,\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USEOFFSETMAPPING\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
-")\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"
-" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEOFFSETMAPPING\n"
-" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
-" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-" VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-" VectorR.w = gl_Position.z;\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\n"
-"void main\n"
-"(\n"
-"float4 TexCoordBoth : TEXCOORD0,\n"
-"float3 EyeVector : TEXCOORD2,\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"
-"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
-"uniform sampler Texture_Normal : register(s0),\n"
-"#ifdef USEALPHAKILL\n"
-"uniform sampler Texture_Color : register(s1),\n"
-"#endif\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\n"
-"#endif\n"
-"uniform half SpecularPower : register(c36),\n"
-"#ifdef HLSL\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-"#else\n"
-"out float4 gl_FragColor : COLOR\n"
-"#endif\n"
-")\n"
-"{\n"
-" float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-"#ifdef USEALPHAKILL\n"
-" if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-"\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float alpha = tex2D(Texture_Color, TexCoord).a;\n"
-" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
-" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
-" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\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"
-"#else\n"
-" float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
-" float a = tex2D(Texture_Gloss, TexCoord).a;\n"
-"#endif\n"
-"\n"
-"#ifdef HLSL\n"
-" gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-" float Depth = VectorR.w / 256.0;\n"
-" float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
-"// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-" depthcolor.yz -= floor(depthcolor.yz);\n"
-" gl_FragData1 = depthcolor;\n"
-"#else\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"
-"#endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDGEOMETRY\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"uniform float4x4 ModelViewMatrix : register(c12),\n"
-"out float4 gl_Position : POSITION,\n"
-"out float4 ModelViewPosition : TEXCOORD0\n"
-")\n"
-"{\n"
-" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"}\n"
-"#endif // VERTEX_SHADER\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"
-"#ifdef USESPECULAR\n"
-"uniform half3 DeferredColor_Specular : register(c11),\n"
-"uniform half SpecularPower : register(c36),\n"
-"#endif\n"
-"uniform sampler Texture_Attenuation : register(s9),\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-"uniform samplerCUBE Texture_Cube : register(s10),\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-")\n"
-"{\n"
-" // calculate viewspace pixel position\n"
-" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-" //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
-" float3 position;\n"
-"#ifdef HLSL\n"
-" position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
-"#else\n"
-" position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
-"#endif\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"
-" // 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"
-"#ifdef USEDIFFUSE\n"
-" // calculate diffuse shading\n"
-" half3 lightnormal = half3(normalize(LightPosition - position));\n"
-" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" // calculate directional shading\n"
-" float3 eyevector = position * -1.0;\n"
-"# ifdef USEEXACTSPECULARMATH\n"
-" half specular = half(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"
-" half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-" fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-" ));\n"
-"#endif\n"
-"\n"
-"#ifdef USEDIFFUSE\n"
-" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
-"#else\n"
-" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
-"#endif\n"
-"#ifdef USESPECULAR\n"
-" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
-"#else\n"
-" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
-"#endif\n"
-"\n"
-"# ifdef USECUBEFILTER\n"
-" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-" gl_FragData0.rgb *= cubecolor;\n"
-" gl_FragData1.rgb *= cubecolor;\n"
-"# endif\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"#else // !MODE_DEFERREDLIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef VERTEX_SHADER\n"
-"void main\n"
-"(\n"
-"float4 gl_Vertex : POSITION,\n"
-"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
-"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
-"float4 gl_Color : COLOR0,\n"
-"#endif\n"
-"float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
-"float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
-"float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
-"float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
-"\n"
-"uniform float3 EyePosition : register(c24),\n"
-"uniform float4x4 TexMatrix : register(c0),\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform float4x4 BackgroundTexMatrix : register(c4),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float4x4 ModelToLight : register(c20),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform float3 LightDir : register(c26),\n"
-"#endif\n"
-"uniform float4 FogPlane : register(c25),\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform float3 LightPosition : register(c27),\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"uniform float4x4 ShadowMapMatrix : register(c16),\n"
-"#endif\n"
-"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
-"out float4 gl_FrontColor : COLOR,\n"
-"#endif\n"
-"out float4 TexCoordBoth : TEXCOORD0,\n"
-"#ifdef USELIGHTMAP\n"
-"out float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"out float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
-"out float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"out float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
-"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
-"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
-"#endif\n"
-"out float4 gl_Position : POSITION\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"
-"#endif\n"
-" // copy the surface texcoord\n"
-" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-" TexCoordLightmap = gl_MultiTexCoord4.xy;\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"
-"\n"
-"# ifdef USEDIFFUSE\n"
-" // transform unnormalized light direction into tangent space\n"
-" // (we use unnormalized to ensure that it interpolates correctly and then\n"
-" // normalize it per pixel)\n"
-" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
-" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
-" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
-" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
-" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-" // transform unnormalized eye direction into tangent space\n"
-"#ifdef USEEYEVECTOR\n"
-" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
-" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-" VectorS = gl_MultiTexCoord1.xyz;\n"
-" VectorT = gl_MultiTexCoord2.xyz;\n"
-" VectorR = gl_MultiTexCoord3.xyz;\n"
-"#endif\n"
-"\n"
-" // transform vertex to camera space, using ftransform to match non-VS rendering\n"
-" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
-"#endif\n"
-"\n"
-"#ifdef USEREFLECTION\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"}\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef FRAGMENT_SHADER\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"
-"float2 TexCoordLightmap : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef USEEYEVECTOR\n"
-"float3 EyeVector : TEXCOORD2,\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"float4 ModelViewProjectionPosition : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD1,\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"float3 CubeVector : TEXCOORD3,\n"
-"#endif\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"float4 ModelViewPosition : TEXCOORD0,\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\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"
-"#endif\n"
-"#ifdef USESHADOWMAPORTHO\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"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_Gloss : register(s2),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_Glow : register(s3),\n"
-"#endif\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-"uniform sampler Texture_SecondaryNormal : register(s4),\n"
-"uniform sampler Texture_SecondaryColor : register(s5),\n"
-"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
-"uniform sampler Texture_SecondaryGloss : register(s6),\n"
-"#endif\n"
-"#ifdef USEGLOW\n"
-"uniform sampler Texture_SecondaryGlow : register(s7),\n"
-"#endif\n"
-"#endif\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler Texture_Pants : register(s4),\n"
-"uniform sampler Texture_Shirt : register(s7),\n"
-"#endif\n"
-"#ifdef USEFOG\n"
-"uniform sampler Texture_FogHeightTexture : register(s14),\n"
-"uniform sampler Texture_FogMask : register(s8),\n"
-"#endif\n"
-"#ifdef USELIGHTMAP\n"
-"uniform sampler Texture_Lightmap : register(s9),\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler Texture_Deluxemap : register(s10),\n"
-"#endif\n"
-"#ifdef USEREFLECTION\n"
-"uniform sampler Texture_Reflection : register(s7),\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_DEFERREDLIGHTSOURCE\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"#endif\n"
-"#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
-"uniform sampler Texture_ScreenDiffuse : register(s11),\n"
-"uniform sampler Texture_ScreenSpecular : register(s12),\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform half3 Color_Pants : register(c7),\n"
-"uniform half3 Color_Shirt : register(c8),\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"
-"#endif\n"
-"\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform float OffsetMapping_Scale : register(c24),\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"
-"#ifdef USEGLOW\n"
-"uniform half3 Color_Glow : register(c6),\n"
-"#endif\n"
-"uniform half Alpha : register(c0),\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"
-"#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"
-"#endif\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform half3 LightColor : register(c21),\n"
-"#endif\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"uniform half3 LightColor : register(c21),\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"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
-"#endif\n"
-"\n"
-"#if defined(USESHADOWMAP2D)\n"
-"uniform float2 ShadowMap_TextureScale : register(c35),\n"
-"uniform float4 ShadowMap_Parameters : register(c34),\n"
-"#endif\n"
-"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
-"\n"
-"out float4 gl_FragColor : COLOR\n"
-")\n"
-"{\n"
-" float2 TexCoord = TexCoordBoth.xy;\n"
-"#ifdef USEVERTEXTEXTUREBLEND\n"
-" float2 TexCoord2 = TexCoordBoth.zw;\n"
-"#endif\n"
-"#ifdef USEOFFSETMAPPING\n"
-" // apply offsetmapping\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
-"#define TexCoord TexCoordOffset\n"
-"#endif\n"
-"\n"
-" // combine the diffuse textures (base, pants, shirt)\n"
-" half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
-"#ifdef USEALPHAKILL\n"
-" if (color.a < 0.5)\n"
-" discard;\n"
-"#endif\n"
-" color.a *= Alpha;\n"
-"#ifdef USECOLORMAPPING\n"
-" color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * 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"
-" //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.a = 1.0;\n"
-" //color = half4(lerp(float4(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"
-"#else\n"
-" half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - 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"
-"# else\n"
-" half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
-"# endif\n"
-"#endif\n"
-"\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"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-" // light source\n"
-"#ifdef USEDIFFUSE\n"
-" half3 lightnormal = half3(normalize(LightVector));\n"
-" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\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"
-"#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"
-"#endif\n"
-" color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
-"#endif\n"
-"#else\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"
-"#if defined(USESHADOWMAP2D)\n"
-" color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-", Texture_CubeProjection\n"
-"#endif\n"
-" ));\n"
-"\n"
-"#endif\n"
-"# ifdef USECUBEFILTER\n"
-" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
-"# endif\n"
-"\n"
-"#ifdef USESHADOWMAP2D\n"
-"#ifdef USESHADOWMAPVSDCT\n"
-"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
-"#else\n"
-"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
-"#endif\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
-"// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
-"// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z);\n"
-"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
-"// color.r = half(shadowmaptc.z);\n"
-"// color.r = 1;\n"
-"// color.rgb = abs(CubeVector);\n"
-"#endif\n"
-"// color.rgb = half3(1,1,1);\n"
-"#endif // MODE_LIGHTSOURCE\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"#define SHADING\n"
-"#ifdef USEDIFFUSE\n"
-" half3 lightnormal = half3(normalize(LightVector));\n"
-"#endif\n"
-"#define lightcolor LightColor\n"
-"#endif // MODE_LIGHTDIRECTION\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"
-" // convert modelspace light vector to tangentspace\n"
-" half3 lightnormal;\n"
-" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
-" lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
-" lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
-" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
-" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
-" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
-" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
-" // to map the luxels to coordinates on the draw surfaces), which also causes\n"
-" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
-" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
-" // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
-" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
-" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
-"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
-"#define SHADING\n"
-" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
-" 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"
-"#endif\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_FAKELIGHT\n"
-"#define SHADING\n"
-"half3 lightnormal = half3(normalize(EyeVector));\n"
-"half3 lightcolor = half3(1.0);\n"
-"#endif // MODE_FAKELIGHT\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef MODE_LIGHTMAP\n"
-" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
-"#endif // MODE_LIGHTMAP\n"
-"#ifdef MODE_VERTEXCOLOR\n"
-" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
-"#endif // MODE_VERTEXCOLOR\n"
-"#ifdef MODE_FLATCOLOR\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"#endif // MODE_FLATCOLOR\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#ifdef SHADING\n"
-"# ifdef USEDIFFUSE\n"
-" 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"
-"# 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"
-"# endif\n"
-" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
-"# else\n"
-" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
-"# endif\n"
-"# else\n"
-" color.rgb = diffusetex * Color_Ambient;\n"
-"# endif\n"
-"#endif\n"
-"\n"
-"#ifdef USESHADOWMAPORTHO\n"
-" color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
-"#endif\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 = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
-"// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\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"
-"#else\n"
-" color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
-"#endif\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-" color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\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"
-" 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"
-" // FIXME temporary hack to detect the case that the reflection\n"
-" // gets blackened at edges due to leaving the area that contains actual\n"
-" // content.\n"
-" // Remove this 'ack once we have a better way to stop this thing from\n"
-" // 'appening.\n"
-" float f = min(1.0, length(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"
-" 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"
-"#endif\n"
-"\n"
-" gl_FragColor = float4(color);\n"
-"}\n"
-"#endif // FRAGMENT_SHADER\n"
-"\n"
-"#endif // !MODE_DEFERREDLIGHTSOURCE\n"
-"#endif // !MODE_DEFERREDGEOMETRY\n"
-"#endif // !MODE_WATER\n"
-"#endif // !MODE_REFRACTION\n"
-"#endif // !MODE_BLOOMBLUR\n"
-"#endif // !MODE_GENERIC\n"
-"#endif // !MODE_POSTPROCESS\n"
-"#endif // !MODE_SHOWDEPTH\n"
-"#endif // !MODE_DEPTH_OR_SHADOW\n"
+const char *builtinhlslshaderstring =
+#include "shader_hlsl.h"
;
char *glslshaderstring = NULL;
-char *cgshaderstring = NULL;
char *hlslshaderstring = NULL;
//=======================================================================================================================================================
}
shadermodeinfo_t;
-typedef enum shaderpermutation_e
-{
- SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
- SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
- SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
- SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
- SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
- SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
- SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
- SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
- SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
- SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
- SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
- SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
- SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
- SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
- SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
- SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
- SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
- SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
- SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
- SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
- SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
- SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
- SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
- SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
- SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
-}
-shaderpermutation_t;
-
// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
{
{"#define USEFOGINSIDE\n", " foginside"},
{"#define USEFOGOUTSIDE\n", " fogoutside"},
{"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
+ {"#define USEFOGALPHAHACK\n", " fogalphahack"},
{"#define USEGAMMARAMPS\n", " gammaramps"},
{"#define USECUBEFILTER\n", " cubefilter"},
{"#define USEGLOW\n", " glow"},
{"#define USEALPHAKILL\n", " alphakill"},
{"#define USEREFLECTCUBE\n", " reflectcube"},
{"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
+ {"#define USEBOUNCEGRID\n", " bouncegrid"},
+ {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
};
-/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
-typedef enum shadermode_e
-{
- SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
- SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
- SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
- SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
- SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
- SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
- SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
- SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
- SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
- SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
- SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
- SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
- SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
- SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
- SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
- SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
- SHADERMODE_COUNT
-}
-shadermode_t;
-
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
{
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
};
-#ifdef SUPPORTCG
-shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
-{
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
-};
-#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_DEPTH_OR_SHADOW\n", " depth/shadow"},
{"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_FAKELIGHT\n", " fakelight"},
{"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_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
qboolean compiled;
/// 0 if compilation failed
int program;
+ // texture units assigned to each detected uniform
+ int tex_Texture_First;
+ int tex_Texture_Second;
+ int tex_Texture_GammaRamps;
+ int tex_Texture_Normal;
+ int tex_Texture_Color;
+ int tex_Texture_Gloss;
+ int tex_Texture_Glow;
+ int tex_Texture_SecondaryNormal;
+ int tex_Texture_SecondaryColor;
+ int tex_Texture_SecondaryGloss;
+ int tex_Texture_SecondaryGlow;
+ int tex_Texture_Pants;
+ int tex_Texture_Shirt;
+ int tex_Texture_FogHeightTexture;
+ int tex_Texture_FogMask;
+ int tex_Texture_Lightmap;
+ int tex_Texture_Deluxemap;
+ int tex_Texture_Attenuation;
+ int tex_Texture_Cube;
+ int tex_Texture_Refraction;
+ int tex_Texture_Reflection;
+ int tex_Texture_ShadowMap2D;
+ int tex_Texture_CubeProjection;
+ int tex_Texture_ScreenDepth;
+ int tex_Texture_ScreenNormalMap;
+ int tex_Texture_ScreenDiffuse;
+ int tex_Texture_ScreenSpecular;
+ int tex_Texture_ReflectMask;
+ int tex_Texture_ReflectCube;
+ int tex_Texture_BounceGrid;
/// locations of detected uniforms in program object, or -1 if not found
int loc_Texture_First;
int loc_Texture_Second;
int loc_Texture_ScreenSpecular;
int loc_Texture_ReflectMask;
int loc_Texture_ReflectCube;
+ int loc_Texture_BounceGrid;
int loc_Alpha;
int loc_BloomBlur_Parameters;
int loc_ClientTime;
int loc_LightColor;
int loc_LightDir;
int loc_LightPosition;
- int loc_OffsetMapping_Scale;
+ int loc_OffsetMapping_ScaleSteps;
int loc_PixelSize;
int loc_ReflectColor;
int loc_ReflectFactor;
int loc_ShadowMapMatrix;
int loc_BloomColorSubtract;
int loc_NormalmapScrollBlend;
+ int loc_BounceGridMatrix;
+ int loc_BounceGridIntensity;
}
r_glsl_permutation_t;
{
SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+ SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
+ SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
+ SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
+ SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
+ SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
};
-#define SHADERSTATICPARMS_COUNT 2
+#define SHADERSTATICPARMS_COUNT 7
static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
static int shaderstaticparms_count = 0;
// detect all
if (r_glsl_saturation_redcompensate.integer)
R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
- if(r_shadow_glossexact.integer)
+ if (r_glsl_vertextextureblend_usebothalphas.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
+ if (r_shadow_glossexact.integer)
R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
-
- return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms));
+ if (r_glsl_postprocess.integer)
+ {
+ if (r_glsl_postprocess_uservec1_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
+ if (r_glsl_postprocess_uservec2_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
+ if (r_glsl_postprocess_uservec3_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
+ if (r_glsl_postprocess_uservec4_enable.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
+ }
+ return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
}
#define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
// emit all
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
}
-
/// information about each possible shader permutation
r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
/// currently selected permutation
static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
{
int i;
+ int sampler;
shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
char *vertexstring, *geometrystring, *fragmentstring;
char permutationname[256];
strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+ // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
+ if(vid.support.gl20shaders130)
+ {
+ vertstrings_list[vertstrings_count++] = "#version 130\n";
+ geomstrings_list[geomstrings_count++] = "#version 130\n";
+ fragstrings_list[fragstrings_count++] = "#version 130\n";
+ vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
+ geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
+ fragstrings_list[fragstrings_count++] = "#define GLSL130\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";
// add static parms
R_CompileShader_AddStaticParms(mode, permutation);
- memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+ memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
vertstrings_count += shaderstaticparms_count;
- memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+ memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
geomstrings_count += shaderstaticparms_count;
- memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
+ memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
fragstrings_count += shaderstaticparms_count;
// now append the shader text itself
if (p->program)
{
CHECKGLERROR
- qglUseProgramObjectARB(p->program);CHECKGLERROR
+ qglUseProgram(p->program);CHECKGLERROR
// look up all the uniform variable names we care about, so we don't
// have to look them up every time we set them
- p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
- p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
- p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
- p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
- p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
- p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
- p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
- p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
- p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
- p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
- p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
- p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
- p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
- p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
- p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
- p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
- p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
- p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
- p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
- p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
- p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
- p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
- p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
- p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
- p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
- p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
- p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
- p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
- p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
- p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
- p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
- p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
- p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
- p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
- p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
- p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
- p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
- p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
- p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
- p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
- p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
- p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
- p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
- p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
- p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
- p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
- p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
- p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
- p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
- p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
- p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
- p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
- p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
- p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
- p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
- p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
- p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
- p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
- p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
- p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
- p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
- p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
- p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
- p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
- p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
- p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
- p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
- p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
- p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
- p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
- p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
- p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
- p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
- p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
- p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
- p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
- 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_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
+ p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
+ p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
+ p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
+ p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
+ p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
+ p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
+ p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
+ p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
+ p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
+ p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
+ p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
+ p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
+ p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
+ p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
+ p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
+ p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
+ p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
+ p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
+ p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
+ p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
+ p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
+ p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
+ p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
+ p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
+ p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
+ p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
+ p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
+ p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
+ p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
+ p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
+ p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
+ p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
+ p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
+ p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
+ p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
+ p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
+ p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
+ p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
+ p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
+ p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
+ p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
+ p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
+ p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
+ p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
+ p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
+ p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
+ p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
+ p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
+ p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
+ p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
+ p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
+ p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
+ p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
+ p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
+ p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
+ p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
+ p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
+ p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
+ p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
+ p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
+ p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
+ p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
+ p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
+ p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
+ p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
+ p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
+ p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
+ p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
+ p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
+ p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
+ p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
+ p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
+ p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
+ p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
+ p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
+ p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
+ p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
+ p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
+ p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
+ p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
+ p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
+ p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
+ p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
+ p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
+ p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
// initialize the samplers to refer to the texture units we use
- if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
- if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
- if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
- if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
- if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
- if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
- if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
- if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
- if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
- if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
- if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
- if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
- if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
- if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
- if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
- if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
- if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
- if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
- if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
- if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
- if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
- if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
- if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
- if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
- if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
- if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
- if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
- if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
- if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
+ p->tex_Texture_First = -1;
+ p->tex_Texture_Second = -1;
+ p->tex_Texture_GammaRamps = -1;
+ p->tex_Texture_Normal = -1;
+ p->tex_Texture_Color = -1;
+ p->tex_Texture_Gloss = -1;
+ p->tex_Texture_Glow = -1;
+ p->tex_Texture_SecondaryNormal = -1;
+ p->tex_Texture_SecondaryColor = -1;
+ p->tex_Texture_SecondaryGloss = -1;
+ p->tex_Texture_SecondaryGlow = -1;
+ p->tex_Texture_Pants = -1;
+ p->tex_Texture_Shirt = -1;
+ p->tex_Texture_FogHeightTexture = -1;
+ p->tex_Texture_FogMask = -1;
+ p->tex_Texture_Lightmap = -1;
+ p->tex_Texture_Deluxemap = -1;
+ p->tex_Texture_Attenuation = -1;
+ p->tex_Texture_Cube = -1;
+ p->tex_Texture_Refraction = -1;
+ p->tex_Texture_Reflection = -1;
+ p->tex_Texture_ShadowMap2D = -1;
+ p->tex_Texture_CubeProjection = -1;
+ p->tex_Texture_ScreenDepth = -1;
+ p->tex_Texture_ScreenNormalMap = -1;
+ p->tex_Texture_ScreenDiffuse = -1;
+ p->tex_Texture_ScreenSpecular = -1;
+ p->tex_Texture_ReflectMask = -1;
+ p->tex_Texture_ReflectCube = -1;
+ p->tex_Texture_BounceGrid = -1;
+ sampler = 0;
+ if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
+ if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
+ if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
+ if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
+ if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
+ if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
+ if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
+ if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
+ if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
+ if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
+ if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
+ if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
+ if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
+ if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
+ if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
+ if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
+ if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
+ if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
+ if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
+ if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
+ if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
+ if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
+ if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
+ if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
+ if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
+ if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
+ if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
+ if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
+ if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
+ if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
CHECKGLERROR
- Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
+ Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
}
else
Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
{
//Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
- qglUseProgramObjectARB(0);CHECKGLERROR
- return; // no bit left to clear, entire mode is broken
- }
- }
- }
- CHECKGLERROR
- qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
- }
- if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
- if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
- if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
-}
-
-#ifdef SUPPORTCG
-#include <Cg/cgGL.h>
-struct r_cg_permutation_s;
-typedef struct r_cg_permutation_s
-{
- /// hash lookup data
- struct r_cg_permutation_s *hashnext;
- unsigned int mode;
- unsigned int permutation;
-
- /// indicates if we have tried compiling this permutation already
- qboolean compiled;
- /// 0 if compilation failed
- CGprogram vprogram;
- CGprogram fprogram;
- /// locations of detected parameters in programs, or NULL if not found
- CGparameter vp_EyePosition;
- CGparameter vp_FogPlane;
- CGparameter vp_LightDir;
- CGparameter vp_LightPosition;
- CGparameter vp_ModelToLight;
- CGparameter vp_TexMatrix;
- CGparameter vp_BackgroundTexMatrix;
- CGparameter vp_ModelViewProjectionMatrix;
- CGparameter vp_ModelViewMatrix;
- CGparameter vp_ShadowMapMatrix;
-
- CGparameter fp_Texture_First;
- CGparameter fp_Texture_Second;
- CGparameter fp_Texture_GammaRamps;
- CGparameter fp_Texture_Normal;
- CGparameter fp_Texture_Color;
- CGparameter fp_Texture_Gloss;
- CGparameter fp_Texture_Glow;
- CGparameter fp_Texture_SecondaryNormal;
- CGparameter fp_Texture_SecondaryColor;
- CGparameter fp_Texture_SecondaryGloss;
- CGparameter fp_Texture_SecondaryGlow;
- CGparameter fp_Texture_Pants;
- CGparameter fp_Texture_Shirt;
- CGparameter fp_Texture_FogHeightTexture;
- CGparameter fp_Texture_FogMask;
- CGparameter fp_Texture_Lightmap;
- CGparameter fp_Texture_Deluxemap;
- CGparameter fp_Texture_Attenuation;
- CGparameter fp_Texture_Cube;
- CGparameter fp_Texture_Refraction;
- CGparameter fp_Texture_Reflection;
- CGparameter fp_Texture_ShadowMap2D;
- CGparameter fp_Texture_CubeProjection;
- CGparameter fp_Texture_ScreenDepth;
- CGparameter fp_Texture_ScreenNormalMap;
- CGparameter fp_Texture_ScreenDiffuse;
- CGparameter fp_Texture_ScreenSpecular;
- CGparameter fp_Texture_ReflectMask;
- CGparameter fp_Texture_ReflectCube;
- CGparameter fp_Alpha;
- CGparameter fp_BloomBlur_Parameters;
- CGparameter fp_ClientTime;
- CGparameter fp_Color_Ambient;
- CGparameter fp_Color_Diffuse;
- CGparameter fp_Color_Specular;
- CGparameter fp_Color_Glow;
- CGparameter fp_Color_Pants;
- CGparameter fp_Color_Shirt;
- CGparameter fp_DeferredColor_Ambient;
- CGparameter fp_DeferredColor_Diffuse;
- CGparameter fp_DeferredColor_Specular;
- CGparameter fp_DeferredMod_Diffuse;
- CGparameter fp_DeferredMod_Specular;
- CGparameter fp_DistortScaleRefractReflect;
- CGparameter fp_EyePosition;
- CGparameter fp_FogColor;
- CGparameter fp_FogHeightFade;
- CGparameter fp_FogPlane;
- CGparameter fp_FogPlaneViewDist;
- CGparameter fp_FogRangeRecip;
- CGparameter fp_LightColor;
- CGparameter fp_LightDir;
- CGparameter fp_LightPosition;
- CGparameter fp_OffsetMapping_Scale;
- CGparameter fp_PixelSize;
- CGparameter fp_ReflectColor;
- CGparameter fp_ReflectFactor;
- CGparameter fp_ReflectOffset;
- CGparameter fp_RefractColor;
- CGparameter fp_Saturation;
- CGparameter fp_ScreenCenterRefractReflect;
- CGparameter fp_ScreenScaleRefractReflect;
- CGparameter fp_ScreenToDepth;
- CGparameter fp_ShadowMap_Parameters;
- CGparameter fp_ShadowMap_TextureScale;
- CGparameter fp_SpecularPower;
- CGparameter fp_UserVec1;
- CGparameter fp_UserVec2;
- CGparameter fp_UserVec3;
- CGparameter fp_UserVec4;
- CGparameter fp_ViewTintColor;
- CGparameter fp_ViewToLight;
- CGparameter fp_PixelToScreenTexCoord;
- CGparameter fp_ModelToReflectCube;
- CGparameter fp_BloomColorSubtract;
- CGparameter fp_NormalmapScrollBlend;
-}
-r_cg_permutation_t;
-
-/// information about each possible shader permutation
-r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_cg_permutation_t *r_cg_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_cg_permutationarray;
-
-#define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
-
-static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
-{
- //unsigned int hashdepth = 0;
- unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
- r_cg_permutation_t *p;
- for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
- {
- if (p->mode == mode && p->permutation == permutation)
- {
- //if (hashdepth > 10)
- // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
- }
- //hashdepth++;
- }
- p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
- p->mode = mode;
- p->permutation = permutation;
- p->hashnext = r_cg_permutationhash[mode][hashindex];
- r_cg_permutationhash[mode][hashindex] = p;
- //if (hashdepth > 10)
- // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
-}
-
-static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
-{
- char *shaderstring;
- if (!filename || !filename[0])
- return NULL;
- if (!strcmp(filename, "cg/default.cg"))
- {
- if (!cgshaderstring)
- {
- cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (cgshaderstring)
- Con_DPrintf("Loading shaders from file %s...\n", filename);
- else
- cgshaderstring = (char *)builtincgshaderstring;
- }
- shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
- memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 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;
-}
-
-static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
- // TODO: load or create .fp and .vp shader files
-}
-
-static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
-{
- int i;
- shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
- int vertstring_length = 0;
- int geomstring_length = 0;
- int fragstring_length = 0;
- char *t;
- char *vertexstring, *geometrystring, *fragmentstring;
- char *vertstring, *geomstring, *fragstring;
- char permutationname[256];
- char cachename[256];
- CGprofile vertexProfile;
- CGprofile fragmentProfile;
- int vertstrings_count = 0;
- int geomstrings_count = 0;
- int fragstrings_count = 0;
- const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-
- if (p->compiled)
- return;
- p->compiled = true;
- p->vprogram = NULL;
- p->fprogram = NULL;
-
- permutationname[0] = 0;
- cachename[0] = 0;
- vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
- geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
- fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
-
- strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
- strlcat(cachename, "cg/", sizeof(cachename));
-
- // 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";
- }
- }
-
- // add static parms
- R_CompileShader_AddStaticParms(mode, permutation);
- memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- vertstrings_count += shaderstaticparms_count;
- memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- geomstrings_count += shaderstaticparms_count;
- memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- fragstrings_count += shaderstaticparms_count;
-
- // 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 = 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 = 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 = 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]));
-
- CHECKGLERROR
- CHECKCGERROR
- //vertexProfile = CG_PROFILE_ARBVP1;
- //fragmentProfile = CG_PROFILE_ARBFP1;
- vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
- fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
- //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
- //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
- //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
- CHECKGLERROR
-
- // try to load the cached shader, or generate one
- R_CG_CacheShader(p, cachename, vertstring, fragstring);
-
- // if caching failed, do a dynamic compile for now
- CHECKCGERROR
- if (vertstring[0] && !p->vprogram)
- p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
- CHECKCGERROR
- if (fragstring[0] && !p->fprogram)
- p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
- CHECKCGERROR
-
- // look up all the uniform variable names we care about, so we don't
- // have to look them up every time we set them
- if (p->vprogram)
- {
- CHECKCGERROR
- cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
- p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
- p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
- p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
- p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
- p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
- p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
- p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
- p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
- p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
- p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
- CHECKCGERROR
- }
- if (p->fprogram)
- {
- CHECKCGERROR
- cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
- p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
- p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
- p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
- p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
- p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
- p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
- p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
- p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
- p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
- p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
- p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
- p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
- p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
- p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
- p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
- p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
- p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
- p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
- p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
- p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
- p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
- p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
- p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
- p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
- p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
- p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
- p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
- p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
- p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
- p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
- p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
- p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
- p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
- p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
- p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
- p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
- p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
- p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
- p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
- p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
- p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
- p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
- p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
- p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
- p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
- p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
- p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
- p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
- p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
- p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
- p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
- p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
- p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
- p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
- p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
- p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
- p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
- p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
- p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
- p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
- p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
- p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
- p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
- p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
- p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
- p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
- p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
- p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
- p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
- p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
- p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
- 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");
- p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
- CHECKCGERROR
- }
-
- if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
- Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
- else
- Con_Printf("^1CG 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);
-}
-
-void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
-{
- r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
- CHECKGLERROR
- CHECKCGERROR
- if (r_cg_permutation != perm)
- {
- r_cg_permutation = perm;
- if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
- {
- if (!r_cg_permutation->compiled)
- R_CG_CompilePermutation(perm, mode, permutation);
- if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
- {
- // 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_cg_permutation = R_CG_FindPermutation(mode, permutation);
- if (!r_cg_permutation->compiled)
- R_CG_CompilePermutation(perm, mode, permutation);
- if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
- 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_cg_permutation = R_CG_FindPermutation(mode, permutation);
+ qglUseProgram(0);CHECKGLERROR
return; // no bit left to clear, entire mode is broken
}
}
}
CHECKGLERROR
- CHECKCGERROR
- if (r_cg_permutation->vprogram)
- {
- cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
- cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
- }
- else
- {
- cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
- cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
- }
- if (r_cg_permutation->fprogram)
- {
- cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
- cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- }
- else
- {
- cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- }
+ qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
}
- CHECKCGERROR
- if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
- if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
- if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
+ if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+ if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+ if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
}
-void CG_BindTexture(CGparameter param, rtexture_t *tex)
-{
- cgGLSetTextureParameter(param, R_GetTexture(tex));
- cgGLEnableTextureParameter(param);
-}
-#endif
-
#ifdef SUPPORTD3D
#ifdef SUPPORTD3D
D3DPSREGISTER_LightColor = 21,
D3DPSREGISTER_LightDir = 22, // unused
D3DPSREGISTER_LightPosition = 23,
- D3DPSREGISTER_OffsetMapping_Scale = 24,
+ D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
D3DPSREGISTER_PixelSize = 25,
D3DPSREGISTER_ReflectColor = 26,
D3DPSREGISTER_ReflectFactor = 27,
if (hlslshaderstring)
Con_DPrintf("Loading shaders from file %s...\n", filename);
else
- hlslshaderstring = (char *)builtincgshaderstring;
+ hlslshaderstring = (char *)builtinhlslshaderstring;
}
shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
}
if (i >= SHADERPERMUTATION_COUNT)
{
- //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+ //Con_Printf("Could not find a working HLSL 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
}
}
#endif
+void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+{
+ DPSOFTRAST_SetShader(mode, permutation);
+ DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+ DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
+}
+
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
if (glslshaderstring && glslshaderstring != builtinshaderstring)
Mem_Free(glslshaderstring);
glslshaderstring = NULL;
- if (cgshaderstring && cgshaderstring != builtincgshaderstring)
- Mem_Free(cgshaderstring);
- cgshaderstring = NULL;
- if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
+ if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
Mem_Free(hlslshaderstring);
hlslshaderstring = NULL;
switch(vid.renderpath)
{
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++)
{
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
{
r_glsl_permutation_t *p;
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
}
break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- {
- r_cg_permutation_t *p;
- r_cg_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_cg_permutationarray);
- for (i = 0;i < limit;i++)
- {
- if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
- {
- if (p->vprogram)
- cgDestroyProgram(p->vprogram);
- if (p->fprogram)
- cgDestroyProgram(p->fprogram);
- Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
- }
- }
- memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
- }
-#endif
- break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ break;
}
}
else
Con_Printf("failed to write to glsl/default.glsl\n");
-#ifdef SUPPORTCG
- file = FS_OpenRealFile("cg/default.cg", "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, cgshadermodeinfo[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("cg/default.cg written\n");
- }
- else
- Con_Printf("failed to write to cg/default.cg\n");
-#endif
-
-#ifdef SUPPORTD3D
file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
if (file)
{
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
FS_Print(file, shaderpermutationinfo[i].pretext);
FS_Print(file, "*/\n");
- FS_Print(file, builtincgshaderstring);
+ FS_Print(file, builtinhlslshaderstring);
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)
{
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+ R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 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
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) | (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);
- break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- CHECKCGERROR
- R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
- if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
-#endif
+ case RENDERPATH_GLES2:
+ R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
break;
case RENDERPATH_GL13:
R_Mesh_TexBind(0, first );
case RENDERPATH_GL11:
R_Mesh_TexBind(0, first );
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 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);
+ break;
}
}
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
-#endif
- break;
case RENDERPATH_GL13:
R_Mesh_TexBind(0, 0);
R_Mesh_TexBind(1, 0);
case RENDERPATH_GL11:
R_Mesh_TexBind(0, 0);
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+ break;
}
}
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
-#endif
- break;
case RENDERPATH_GL13:
break;
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+ break;
}
}
extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-extern cvar_t gl_mesh_separatearrays;
-static qboolean R_BlendFuncAllowsColormod(int src, int dst)
+
+#define BLENDFUNC_ALLOWS_COLORMOD 1
+#define BLENDFUNC_ALLOWS_FOG 2
+#define BLENDFUNC_ALLOWS_FOG_HACK0 4
+#define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
+#define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+static int R_BlendFuncFlags(int src, int dst)
{
+ int r = 0;
+
// a blendfunc allows colormod if:
// a) it can never keep the destination pixel invariant, or
// b) it can keep the destination pixel invariant, and still can do so if colormodded
// this is to prevent unintended side effects from colormod
- // in formulas:
- // IF there is a (s, sa) for which for all (d, da),
- // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
- // THEN, for this (s, sa) and all (colormod, d, da):
- // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
- // OBVIOUSLY, this means that
- // s*colormod * src(s*colormod, d, sa, da) = 0
- // dst(s*colormod, d, sa, da) = 1
-
- // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
-
- // main condition to leave dst color invariant:
- // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
- // src == GL_ZERO:
- // s * 0 + d * dst(s, d, sa, da) == d
- // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is a problem for GL_SRC_COLOR only
- // src == GL_ONE:
- // s + d * dst(s, d, sa, da) == d
- // => s == 0
- // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is never problematic for these
- // src == GL_SRC_COLOR:
- // s*s + d * dst(s, d, sa, da) == d
- // => s == 0
- // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is never problematic for these
- // src == GL_ONE_MINUS_SRC_COLOR:
- // s*(1-s) + d * dst(s, d, sa, da) == d
- // => s == 0 or s == 1
- // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is a problem for GL_SRC_COLOR only
- // src == GL_DST_COLOR
- // s*d + d * dst(s, d, sa, da) == d
- // => s == 1
- // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is always a problem
- // or
- // => s == 0
- // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is never problematic for these
- // => BUT, we do not know s! We must assume it is problematic
- // then... except in GL_ONE case, where we know all invariant
- // cases are fine
- // src == GL_ONE_MINUS_DST_COLOR
- // s*(1-d) + d * dst(s, d, sa, da) == d
- // => s == 0 (1-d is impossible to handle for our desired result)
- // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is never problematic for these
- // src == GL_SRC_ALPHA
- // s*sa + d * dst(s, d, sa, da) == d
- // => s == 0, or sa == 0
- // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod breaks in the case GL_SRC_COLOR only
- // src == GL_ONE_MINUS_SRC_ALPHA
- // s*(1-sa) + d * dst(s, d, sa, da) == d
- // => s == 0, or sa == 1
- // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod breaks in the case GL_SRC_COLOR only
- // src == GL_DST_ALPHA
- // s*da + d * dst(s, d, sa, da) == d
- // => s == 0
- // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
- // => colormod is never problematic for these
-
- switch(src)
- {
- case GL_ZERO:
- case GL_ONE_MINUS_SRC_COLOR:
- case GL_SRC_ALPHA:
- case GL_ONE_MINUS_SRC_ALPHA:
- if(dst == GL_SRC_COLOR)
- return false;
- return true;
- case GL_ONE:
- case GL_SRC_COLOR:
- case GL_ONE_MINUS_DST_COLOR:
- case GL_DST_ALPHA:
- case GL_ONE_MINUS_DST_ALPHA:
- return true;
- case GL_DST_COLOR:
- if(dst == GL_ONE)
- return true;
- return false;
- default:
- return false;
- }
+ // a blendfunc allows fog if:
+ // blend(fog(src), fog(dst)) == fog(blend(src, dst))
+ // this is to prevent unintended side effects from fog
+
+ // these checks are the output of fogeval.pl
+
+ r |= BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+ if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+ if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
+ if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+ if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+ if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+ if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+ if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
+ if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+
+ return r;
}
+
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)
{
// select a permutation of the lighting shader appropriate to this
// fragment shader on features that are not being used
unsigned int permutation = 0;
unsigned int mode = 0;
- qboolean allow_colormod;
+ int blendfuncflags;
static float dummy_colormod[3] = {1, 1, 1};
float *colormod = rsurface.colormod;
float m16f[16];
+ matrix4x4_t tempmatrix;
r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ permutation |= SHADERPERMUTATION_ALPHAKILL;
+ if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
+ permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
if (rsurfacepass == RSURFPASS_BACKGROUND)
{
// distorted background
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
{
mode = SHADERMODE_WATER;
- if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
- permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
+ {
+ // this is the right thing to do for wateralpha
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+ }
+ else
+ {
+ // this is the right thing to do for entity alpha
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
{
mode = SHADERMODE_REFRACTION;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
mode = SHADERMODE_GENERIC;
permutation |= SHADERPERMUTATION_DIFFUSE;
GL_BlendFunc(GL_ONE, GL_ZERO);
- allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+ blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
}
- GL_AlphaTest(false);
}
else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
{
}
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- permutation |= SHADERPERMUTATION_ALPHAKILL;
// normalmap (deferred prepass), may use alpha test on diffuse
mode = SHADERMODE_DEFERREDGEOMETRY;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
- GL_AlphaTest(false);
GL_BlendFunc(GL_ONE, GL_ZERO);
- allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+ blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
}
else if (rsurfacepass == RSURFPASS_RTLIGHT)
{
}
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
+ blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
permutation |= SHADERPERMUTATION_REFLECTION;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
- allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
{
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ if (r_shadow_bouncegridtexture)
+ {
+ permutation |= SHADERPERMUTATION_BOUNCEGRID;
+ if (r_shadow_bouncegriddirectional)
+ permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+ }
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
- allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ if (r_shadow_bouncegridtexture)
+ {
+ permutation |= SHADERPERMUTATION_BOUNCEGRID;
+ if (r_shadow_bouncegriddirectional)
+ permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+ }
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
- allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
}
else
{
// ordinary vertex coloring (q3bsp)
mode = SHADERMODE_VERTEXCOLOR;
}
- GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ if (r_shadow_bouncegridtexture)
+ {
+ permutation |= SHADERPERMUTATION_BOUNCEGRID;
+ if (r_shadow_bouncegriddirectional)
+ permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+ }
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
- allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
}
- if(!allow_colormod)
+ if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
colormod = dummy_colormod;
+ if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
+ permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+ permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
case RENDERPATH_D3D9:
}
else
{
- if (mode == SHADERMODE_LIGHTDIRECTION)
+ if (mode == SHADERMODE_LIGHTDIRECTION)
{
hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
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)
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
else
hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ hlslPSSetParameter3f(D3DPSREGISTER_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
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);
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_GL20:
- if (gl_mesh_separatearrays.integer)
+ case RENDERPATH_GLES2:
+ if (!vid.useinterleavedarrays)
{
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
}
R_SetupShader_SetPermutationGLSL(mode, permutation);
- if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
+ if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
if (mode == SHADERMODE_LIGHTSOURCE)
{
- if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+ if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_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
if (r_glsl_permutation->loc_FogColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
}
else
{
if (mode == SHADERMODE_FLATCOLOR)
{
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
}
else if (mode == SHADERMODE_LIGHTDIRECTION)
{
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
- if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+ if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
else
{
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_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 (r_glsl_permutation->loc_FogColor >= 0)
{
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
+ qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
- qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+ qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
- if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
- if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
- if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
- if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
- if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
- if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
- }
- if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
- if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
- if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
- if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-
- if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
- if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
- if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+ if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+ if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+ if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+ if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+ if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+ }
+ if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+ if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+ if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
if (rsurface.texture->pantstexture)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+ qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
else
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+ qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
}
if (r_glsl_permutation->loc_Color_Shirt >= 0)
{
if (rsurface.texture->shirttexture)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+ qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
else
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
- }
- if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
- if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
- if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
- if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
- if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- 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_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
- // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
- // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
- if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
- if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
- if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
- if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
- if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
- if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
- if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
- if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
- if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
- 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_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
+ qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+ }
+ if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+ if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+ if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+ if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+ if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform3f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
+ if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
+
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
+ if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
+ if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
+ if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
+ if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
+ if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
+ if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
+ if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
+ if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
+ if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
+ if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
+ if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
+ if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
+ if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
+ if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+ if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
+ if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
+ if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+ if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+ if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_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);
+ if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+ if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_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->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_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_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 (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
+ if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
+ if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
+ if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
+ if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
if (rsurface.rtlight)
{
- if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
+ if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
+ if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
}
}
+ if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
CHECKGLERROR
break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- if (gl_mesh_separatearrays.integer)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
- 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(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- }
- else
- {
- 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_SetPermutationCG(mode, permutation);
- if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
- if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
- }
- else
- {
- if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
- }
- }
- if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
- if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
- if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
- if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
- if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
- CHECKGLERROR
-
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL11:
+ break;
+ case RENDERPATH_SOFT:
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+ R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
+ R_SetupShader_SetPermutationSoft(mode, permutation);
+ {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
if (mode == SHADERMODE_LIGHTSOURCE)
{
- if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
- if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
-
+ {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_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
- if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
- if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
}
else
{
if (mode == SHADERMODE_FLATCOLOR)
{
- if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
}
else if (mode == SHADERMODE_LIGHTDIRECTION)
{
- if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
- if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
- if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_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);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
else
{
- if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_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);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_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);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_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 (r_cg_permutation->fp_FogColor)
- {
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
- cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
- else
- cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- CHECKCGERROR
- }
- if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
- if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
- if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
- if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
- if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
- if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
- if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
- if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
- if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
- }
- if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
- if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
- if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
- if (r_cg_permutation->fp_Color_Pants)
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+ else
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+ }
+ {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
+ {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
+ {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+ if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
{
if (rsurface.texture->pantstexture)
- cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
else
- cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
- CHECKCGERROR
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
}
- if (r_cg_permutation->fp_Color_Shirt)
+ if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
{
if (rsurface.texture->shirttexture)
- cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
else
- cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
- CHECKCGERROR
- }
- if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
- if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
- if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
- if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
- if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
- if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
- 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_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
- // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
- // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
- 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_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
+ }
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
+ DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/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)
{
- 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
+ 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 (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 (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
}
- 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
- if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
+// 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)))
{
- if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
if (rsurface.rtlight)
{
- if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
+ if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
+ if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
}
}
-
- CHECKGLERROR
-#endif
- break;
- case RENDERPATH_GL13:
- case RENDERPATH_GL11:
break;
}
}
permutation |= SHADERPERMUTATION_CUBEFILTER;
if (diffusescale > 0)
permutation |= SHADERPERMUTATION_DIFFUSE;
- if (specularscale > 0)
+ if (specularscale > 0 && r_shadow_gloss.integer > 0)
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_shadow_usingshadowmap2d)
{
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));
+ hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 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);
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(mode, permutation);
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
- if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
- if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
- if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
- if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- 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_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- 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_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
- if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- R_SetupShader_SetPermutationCG(mode, permutation);
- if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
- if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
- if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
- if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
- if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
- if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
- if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
- 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_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );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_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
- if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
-#endif
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+ if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
+ if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
+ if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
+ if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
+
+ if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
+ if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
+ if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
+ if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
+ if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
+ if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
break;
+ case RENDERPATH_SOFT:
+ R_SetupShader_SetPermutationGLSL(mode, permutation);
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+ DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
+ DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+ DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+ DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+ DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/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_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
+ R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
+ break;
}
}
Con_Printf("loading quake skin \"%s\"\n", name);
// we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
- skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
+ skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
memcpy(skinframe->qpixels, skindata, width*height);
skinframe->qwidth = width;
skinframe->qheight = height;
r_texture_gammaramps = NULL;
r_texture_numcubemaps = 0;
- r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
+ r_loaddds = r_texture_dds_load.integer != 0;
r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
Cvar_SetValueQuick(&r_glsl, 1);
r_loadgloss = false;
r_loadfog = true;
break;
+ case RENDERPATH_GLES2:
+ Cvar_SetValueQuick(&r_textureunits, 1);
+ Cvar_SetValueQuick(&gl_combine, 1);
+ Cvar_SetValueQuick(&r_glsl, 1);
+ r_loadnormalmap = true;
+ r_loadgloss = false;
+ r_loadfog = false;
+ break;
}
R_AnimCache_Free();
r_qwskincache = NULL;
r_qwskincache_size = 0;
+ // due to caching of texture_t references, the collision cache must be reset
+ Collision_Cache_Reset(true);
+
// set up r_skinframe loading system for textures
memset(&r_skinframe, 0, sizeof(r_skinframe));
r_skinframe.loadsequence = 1;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
glslshaderstring = NULL;
-#ifdef SUPPORTCG
- r_cg_permutation = NULL;
- 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
+ hlslshaderstring = NULL;
memset(&r_svbsp, 0, sizeof (r_svbsp));
r_refdef.fogmasktable_density = 0;
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
break;
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ break;
}
r_numqueries = 0;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
memset(&r_waterstate, 0, sizeof(r_waterstate));
R_GLSL_Restart_f();
+
+ r_glsl_permutation = NULL;
+ memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+ Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
+ glslshaderstring = NULL;
+#ifdef SUPPORTD3D
+ r_hlsl_permutation = NULL;
+ memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
+ Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
+#endif
+ hlslshaderstring = NULL;
}
extern void CL_ParseEntityLump(char *entitystring);
Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
Cvar_RegisterVariable(&r_fog_exp2);
+ Cvar_RegisterVariable(&r_fog_clear);
Cvar_RegisterVariable(&r_drawfog);
Cvar_RegisterVariable(&r_transparentdepthmasking);
Cvar_RegisterVariable(&r_texture_dds_load);
Cvar_RegisterVariable(&r_glsl);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
Cvar_RegisterVariable(&r_glsl_postprocess);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
+ Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+
Cvar_RegisterVariable(&r_water);
Cvar_RegisterVariable(&r_water_resolutionmultiplier);
Cvar_RegisterVariable(&r_water_clippingplanebias);
Cvar_RegisterVariable(&r_hdr_scenebrightness);
Cvar_RegisterVariable(&r_hdr_glowintensity);
Cvar_RegisterVariable(&r_hdr_range);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
Cvar_RegisterVariable(&r_test);
Cvar_RegisterVariable(&r_glsl_saturation);
Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
+ Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
Cvar_RegisterVariable(&r_framedatasize);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
Cvar_RegisterVariable(&r_track_sprites_scaleh);
Cvar_RegisterVariable(&r_overheadsprites_perspective);
Cvar_RegisterVariable(&r_overheadsprites_pushback);
+ Cvar_RegisterVariable(&r_overheadsprites_scalex);
+ Cvar_RegisterVariable(&r_overheadsprites_scaley);
}
extern void R_Textures_Init(void);
// LordHavoc: this stores temporary data used within the same frame
-qboolean r_framedata_failed;
-static size_t r_framedata_size;
-static size_t r_framedata_current;
-static void *r_framedata_base;
+typedef struct r_framedata_mem_s
+{
+ struct r_framedata_mem_s *purge; // older mem block to free on next frame
+ size_t size; // how much usable space
+ size_t current; // how much space in use
+ size_t mark; // last "mark" location, temporary memory can be freed by returning to this
+ size_t wantedsize; // how much space was allocated
+ unsigned char *data; // start of real data (16byte aligned)
+}
+r_framedata_mem_t;
+
+static r_framedata_mem_t *r_framedata_mem;
void R_FrameData_Reset(void)
{
- if (r_framedata_base)
- Mem_Free(r_framedata_base);
- r_framedata_base = NULL;
- r_framedata_size = 0;
- r_framedata_current = 0;
- r_framedata_failed = false;
+ while (r_framedata_mem)
+ {
+ r_framedata_mem_t *next = r_framedata_mem->purge;
+ Mem_Free(r_framedata_mem);
+ r_framedata_mem = next;
+ }
}
-void R_FrameData_NewFrame(void)
+void R_FrameData_Resize(void)
{
size_t wantedsize;
- if (r_framedata_failed)
- Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
- wantedsize = bound(65536, wantedsize, 128*1024*1024);
- if (r_framedata_size != wantedsize)
+ wantedsize = bound(65536, wantedsize, 1000*1024*1024);
+ if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
{
- r_framedata_size = wantedsize;
- if (r_framedata_base)
- Mem_Free(r_framedata_base);
- r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
+ r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
+ newmem->wantedsize = wantedsize;
+ newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
+ newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
+ newmem->current = 0;
+ newmem->mark = 0;
+ newmem->purge = r_framedata_mem;
+ r_framedata_mem = newmem;
}
- r_framedata_current = 0;
- r_framedata_failed = false;
+}
+
+void R_FrameData_NewFrame(void)
+{
+ R_FrameData_Resize();
+ if (!r_framedata_mem)
+ return;
+ // if we ran out of space on the last frame, free the old memory now
+ while (r_framedata_mem->purge)
+ {
+ // repeatedly remove the second item in the list, leaving only head
+ r_framedata_mem_t *next = r_framedata_mem->purge->purge;
+ Mem_Free(r_framedata_mem->purge);
+ r_framedata_mem->purge = next;
+ }
+ // reset the current mem pointer
+ r_framedata_mem->current = 0;
+ r_framedata_mem->mark = 0;
}
void *R_FrameData_Alloc(size_t size)
{
void *data;
- // align to 16 byte boundary
+ // align to 16 byte boundary - the data pointer is already aligned, so we
+ // only need to ensure the size of every allocation is also aligned
size = (size + 15) & ~15;
- data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
- r_framedata_current += size;
- // check overflow
- if (r_framedata_current > r_framedata_size)
- r_framedata_failed = true;
+ while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
+ {
+ // emergency - we ran out of space, allocate more memory
+ Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
+ R_FrameData_Resize();
+ }
+
+ data = r_framedata_mem->data + r_framedata_mem->current;
+ r_framedata_mem->current += size;
- // return NULL on everything after a failure
- if (r_framedata_failed)
- return NULL;
+ // count the usage for stats
+ r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
+ r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
- return data;
+ return (void *)data;
}
void *R_FrameData_Store(size_t size, void *data)
{
void *d = R_FrameData_Alloc(size);
- if (d)
+ if (d && data)
memcpy(d, data, size);
return d;
}
+void R_FrameData_SetMark(void)
+{
+ if (!r_framedata_mem)
+ return;
+ r_framedata_mem->mark = r_framedata_mem->current;
+}
+
+void R_FrameData_ReturnToMark(void)
+{
+ if (!r_framedata_mem)
+ return;
+ r_framedata_mem->current = r_framedata_mem->mark;
+}
+
//==================================================================================
// LordHavoc: animcache originally written by Echon, rewritten since then
ent->animcache_normal3f = NULL;
ent->animcache_svector3f = NULL;
ent->animcache_tvector3f = NULL;
- ent->animcache_vertexposition = NULL;
ent->animcache_vertexmesh = NULL;
- ent->animcache_vertexpositionbuffer = NULL;
+ ent->animcache_vertex3fbuffer = NULL;
ent->animcache_vertexmeshbuffer = NULL;
}
}
{
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
+ // check if we need the meshbuffers
+ if (!vid.useinterleavedarrays)
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]));
- */
- // TODO: upload vertex buffer?
- }
+ // TODO: upload vertex3f buffer?
if (ent->animcache_vertexmesh)
{
memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
if (ent->animcache_normal3f)
for (i = 0;i < numvertices;i++)
memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
- // TODO: upload vertex buffer?
+ // TODO: upload vertexmeshbuffer?
}
}
ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
- if (!r_framedata_failed)
- {
- model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
- }
+ model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+ R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
}
}
}
ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
- if (!r_framedata_failed)
- {
- model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
- }
+ model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
+ R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
}
- return !r_framedata_failed;
+ return true;
}
void R_AnimCache_CacheVisibleEntities(void)
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
wanttangents = false;
break;
+ case RENDERPATH_SOFT:
+ break;
}
if (r_shownormals.integer)
{
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+
+ // complete lightning for lit sprites
+ // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+ if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+ org[2] = org[2] + r_overheadsprites_pushback.value;
+ R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+ }
+ else
+ R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+
if(ent->flags & RENDER_EQUALIZE)
{
// first fix up ambient lighting...
if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
{
- VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
- f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
+ fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+ fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+ f = fa + 0.25 * fd;
if(f > 0)
{
- f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
- VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
- VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+ // adjust brightness and saturation to target
+ avg[0] = avg[1] = avg[2] = fa / f;
+ VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+ avg[0] = avg[1] = avg[2] = fd / f;
+ VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
}
}
}
}
}
+void R_HDR_UpdateIrisAdaptation(const vec3_t point)
+{
+ if (r_hdr_irisadaptation.integer)
+ {
+ vec3_t ambient;
+ vec3_t diffuse;
+ vec3_t diffusenormal;
+ vec_t brightness;
+ vec_t goal;
+ vec_t adjust;
+ vec_t current;
+ R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+ brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
+ brightness = max(0.0000001f, brightness);
+ goal = r_hdr_irisadaptation_multiplier.value / brightness;
+ goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
+ adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
+ current = r_hdr_irisadaptation_value.value;
+ if (current < goal)
+ current = min(current + adjust, goal);
+ else if (current > goal)
+ current = max(current - adjust, goal);
+ if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
+ Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
+ }
+ else if (r_hdr_irisadaptation_value.value != 1.0f)
+ Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
+}
+
static void R_View_SetFrustum(const int *scissor)
{
int i;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
// non-flipped y coordinates
fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
// non-flipped y coordinates
fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
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);
- qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
- break;
- case RENDERPATH_CGGL:
-#ifdef SUPPORTCG
- CHECKCGERROR
- if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
- if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
- qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
-#endif
- break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+ DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+ break;
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+ if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+ break;
}
}
}
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_AlphaTest(false);
GL_ScissorTest(false);
GL_DepthMask(false);
GL_DepthRange(0, 1);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
break;
}
GL_CullFace(GL_NONE);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_AlphaTest(false);
GL_ScissorTest(true);
GL_DepthMask(true);
GL_DepthRange(0, 1);
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
break;
}
GL_CullFace(r_refdef.view.cullface_back);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_GL13:
case RENDERPATH_GL11:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
break;
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
case RENDERPATH_D3D9:
{
int oldwidth, oldheight;
float oldcolorscale;
+ qboolean oldwaterstate;
+ oldwaterstate = r_waterstate.enabled;
oldcolorscale = r_refdef.view.colorscale;
oldwidth = r_refdef.view.width;
oldheight = r_refdef.view.height;
r_refdef.view.width = r_bloomstate.bloomwidth;
r_refdef.view.height = r_bloomstate.bloomheight;
+ if(r_hdr.integer < 2)
+ r_waterstate.enabled = false;
+
// TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
// TODO: add exposure compensation features
// TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
// only do secondary renders with HDR if r_hdr is 2 or higher
r_waterstate.numwaterplanes = 0;
- if (r_waterstate.enabled && r_hdr.integer >= 2)
+ if (r_waterstate.enabled)
R_RenderWaterPlanes();
r_refdef.view.showdebug = true;
R_Bloom_MakeTexture();
// restore the view settings
+ r_waterstate.enabled = oldwaterstate;
r_refdef.view.width = oldwidth;
r_refdef.view.height = oldheight;
r_refdef.view.colorscale = oldcolorscale;
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
permutation =
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
case RENDERPATH_D3D9:
#define sscanf sscanf_s
#endif
memset(uservecs, 0, sizeof(uservecs));
- sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
- sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
- sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
- sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+ if (r_glsl_postprocess_uservec1_enable.integer)
+ sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+ if (r_glsl_postprocess_uservec2_enable.integer)
+ sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+ if (r_glsl_postprocess_uservec3_enable.integer)
+ sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+ if (r_glsl_postprocess_uservec4_enable.integer)
+ sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
R_ResetViewRendering2D();
GL_Color(1, 1, 1, 1);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
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_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
- if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- 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_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
- if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
- if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
- if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
- if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
- if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
- 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
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
+ if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
+ if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
+ if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+ if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+ if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+ if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+ if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
break;
case RENDERPATH_D3D9:
#ifdef SUPPORTD3D
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+ R_SetupShader_SetPermutationSoft(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 );
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+ DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
+ DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+ break;
default:
break;
}
r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
- r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+ r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (FAKELIGHT_ENABLED)
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
if(v_glslgamma.integer && !vid_gammatables_trivial)
{
if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
}
if (r_texture_gammaramps)
{
- R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
+ R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
}
else
{
R_RenderView
================
*/
+int dpsoftrast_test;
void R_RenderView(void)
{
+ matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
+
+ dpsoftrast_test = r_test.integer;
+
if (r_timereport_active)
R_TimeReport("start");
r_textureframe++; // used only by R_GetCurrentTexture
R_AnimCache_ClearCache();
R_FrameData_NewFrame();
+ /* adjust for stereo display */
+ if(R_Stereo_Active())
+ {
+ Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
+ Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
+ }
+
if (r_refdef.view.isoverlay)
{
// TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
R_RenderScene();
+ r_refdef.view.matrix = originalmatrix;
+
CHECKGLERROR
return;
}
if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
+ {
+ r_refdef.view.matrix = originalmatrix;
return; //Host_Error ("R_RenderView: NULL worldmodel");
+ }
- r_refdef.view.colorscale = r_hdr_scenebrightness.value;
+ r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
R_RenderView_UpdateViewVectors();
GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
+ r_refdef.view.matrix = originalmatrix;
+
CHECKGLERROR
}
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
}
}
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
}
blendfunc2 = GL_ZERO;
}
// don't colormod evilblend textures
- if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
+ if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
VectorSet(t->lightmapcolor, 1, 1, 1);
depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
rsurfacestate_t rsurface;
-void R_Mesh_ResizeArrays(int newvertices)
-{
- unsigned char *base;
- size_t size;
- if (rsurface.array_size >= newvertices)
- return;
- if (rsurface.array_base)
- Mem_Free(rsurface.array_base);
- rsurface.array_size = (newvertices + 1023) & ~1023;
- size = 0;
- size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
- size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
- size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
- size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[3]);
- size += rsurface.array_size * sizeof(float[4]);
- size += rsurface.array_size * sizeof(float[2]);
- size += rsurface.array_size * sizeof(float[2]);
- size += rsurface.array_size * sizeof(float[4]);
- size += rsurface.array_size * sizeof(int[3]);
- size += rsurface.array_size * sizeof(unsigned short[3]);
- rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
- rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
- rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
- rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
- rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
- rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
- rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
- rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
- rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
- rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
- rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
- rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
-}
-
void RSurf_ActiveWorldEntity(void)
{
dp_model_t *model = r_refdef.scene.worldmodel;
rsurface.ent_qwskin = -1;
rsurface.ent_shadertime = 0;
rsurface.ent_flags = r_refdef.scene.worldentity->flags;
- R_Mesh_ResizeArrays(max(model->surfmesh.num_vertices, model->surfmesh.num_triangles));
rsurface.matrix = identitymatrix;
rsurface.inversematrix = identitymatrix;
rsurface.matrixscale = 1;
rsurface.modelsurfaces = model->data_surfaces;
rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
- rsurface.modelvertexposition = model->surfmesh.vertexposition;
- rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+ rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
rsurface.modelgeneratedvertex = false;
rsurface.batchgeneratedvertex = false;
rsurface.batchfirstvertex = 0;
rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
rsurface.batchvertexmesh = NULL;
rsurface.batchvertexmeshbuffer = NULL;
- rsurface.batchvertexposition = NULL;
- rsurface.batchvertexpositionbuffer = NULL;
+ rsurface.batchvertex3fbuffer = NULL;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
rsurface.ent_shadertime = ent->shadertime;
rsurface.ent_flags = ent->flags;
- R_Mesh_ResizeArrays(max(model->surfmesh.num_vertices, model->surfmesh.num_triangles));
rsurface.matrix = ent->matrix;
rsurface.inversematrix = ent->inversematrix;
rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
}
if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
{
- if (ent->animcache_vertex3f && !r_framedata_failed)
+ if (ent->animcache_vertex3f)
{
rsurface.modelvertex3f = ent->animcache_vertex3f;
rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
rsurface.modelvertexmesh = ent->animcache_vertexmesh;
rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
- rsurface.modelvertexposition = ent->animcache_vertexposition;
- rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
+ rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
}
else if (wanttangents)
{
- rsurface.modelvertex3f = rsurface.array_modelvertex3f;
- rsurface.modelsvector3f = rsurface.array_modelsvector3f;
- rsurface.modeltvector3f = rsurface.array_modeltvector3f;
- rsurface.modelnormal3f = rsurface.array_modelnormal3f;
- model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+ rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+ rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+ rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+ rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+ model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
rsurface.modelvertexmesh = NULL;
rsurface.modelvertexmeshbuffer = NULL;
- rsurface.modelvertexposition = NULL;
- rsurface.modelvertexpositionbuffer = NULL;
+ rsurface.modelvertex3fbuffer = NULL;
}
else if (wantnormals)
{
- rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
rsurface.modelsvector3f = NULL;
rsurface.modeltvector3f = NULL;
- rsurface.modelnormal3f = rsurface.array_modelnormal3f;
- model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+ rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+ model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
rsurface.modelvertexmesh = NULL;
rsurface.modelvertexmeshbuffer = NULL;
- rsurface.modelvertexposition = NULL;
- rsurface.modelvertexpositionbuffer = NULL;
+ rsurface.modelvertex3fbuffer = NULL;
}
else
{
- rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
rsurface.modelsvector3f = NULL;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
- model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+ model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
rsurface.modelvertexmesh = NULL;
rsurface.modelvertexmeshbuffer = NULL;
- rsurface.modelvertexposition = NULL;
- rsurface.modelvertexpositionbuffer = NULL;
+ rsurface.modelvertex3fbuffer = NULL;
}
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
- rsurface.modelvertexposition = model->surfmesh.vertexposition;
- rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+ rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
rsurface.modelgeneratedvertex = false;
}
rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
rsurface.batchvertexmesh = NULL;
rsurface.batchvertexmeshbuffer = NULL;
- rsurface.batchvertexposition = NULL;
- rsurface.batchvertexpositionbuffer = NULL;
+ rsurface.batchvertex3fbuffer = NULL;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
{
- int i;
-
rsurface.entity = r_refdef.scene.worldentity;
rsurface.skeleton = NULL;
rsurface.ent_skinnum = 0;
rsurface.ent_flags = entflags;
rsurface.modelnumvertices = numvertices;
rsurface.modelnumtriangles = numtriangles;
- R_Mesh_ResizeArrays(max(rsurface.modelnumvertices, rsurface.modelnumtriangles));
rsurface.matrix = *matrix;
rsurface.inversematrix = *inversematrix;
rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
rsurface.basepolygonoffset = r_refdef.polygonoffset;
if (wanttangents)
{
- rsurface.modelvertex3f = vertex3f;
- rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
- rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
- rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+ rsurface.modelvertex3f = (float *)vertex3f;
+ rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+ rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+ rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
}
else if (wantnormals)
{
- rsurface.modelvertex3f = vertex3f;
+ rsurface.modelvertex3f = (float *)vertex3f;
rsurface.modelsvector3f = NULL;
rsurface.modeltvector3f = NULL;
- rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+ rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
}
else
{
- rsurface.modelvertex3f = vertex3f;
+ rsurface.modelvertex3f = (float *)vertex3f;
rsurface.modelsvector3f = NULL;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
}
rsurface.modelvertexmesh = NULL;
rsurface.modelvertexmeshbuffer = NULL;
- rsurface.modelvertexposition = NULL;
- rsurface.modelvertexpositionbuffer = NULL;
+ rsurface.modelvertex3fbuffer = NULL;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelsvector3f_vertexbuffer = 0;
rsurface.modelnormal3f_vertexbuffer = 0;
rsurface.modelnormal3f_bufferoffset = 0;
rsurface.modelgeneratedvertex = true;
- rsurface.modellightmapcolor4f = color4f;
+ rsurface.modellightmapcolor4f = (float *)color4f;
rsurface.modellightmapcolor4f_vertexbuffer = 0;
rsurface.modellightmapcolor4f_bufferoffset = 0;
- rsurface.modeltexcoordtexture2f = texcoord2f;
+ rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
rsurface.modeltexcoordtexture2f_bufferoffset = 0;
rsurface.modeltexcoordlightmap2f = NULL;
rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
- rsurface.modelelement3i = element3i;
+ rsurface.modelelement3i = (int *)element3i;
rsurface.modelelement3i_indexbuffer = NULL;
rsurface.modelelement3i_bufferoffset = 0;
- rsurface.modelelement3s = element3s;
+ rsurface.modelelement3s = (unsigned short *)element3s;
rsurface.modelelement3s_indexbuffer = NULL;
rsurface.modelelement3s_bufferoffset = 0;
rsurface.modellightmapoffsets = NULL;
rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
rsurface.batchvertexmesh = NULL;
rsurface.batchvertexmeshbuffer = NULL;
- rsurface.batchvertexposition = NULL;
- rsurface.batchvertexpositionbuffer = NULL;
+ rsurface.batchvertex3fbuffer = NULL;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
{
if ((wantnormals || wanttangents) && !normal3f)
{
- Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
- rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+ Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
}
if (wanttangents && !svector3f)
{
- Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
- rsurface.modelsvector3f = rsurface.array_modelsvector3f;
- rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+ rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+ Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
}
}
-
- // now convert arrays into vertexmesh structs
- for (i = 0;i < numvertices;i++)
- {
- VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
- VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
- if (rsurface.modelsvector3f)
- VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
- if (rsurface.modeltvector3f)
- VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
- if (rsurface.modelnormal3f)
- VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
- if (rsurface.modellightmapcolor4f)
- Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
- if (rsurface.modeltexcoordtexture2f)
- Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
- if (rsurface.modeltexcoordlightmap2f)
- Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
- }
}
float RSurf_FogPoint(const float *v)
int surfacefirstvertex;
int surfaceendvertex;
int surfacenumvertices;
+ int batchnumvertices;
+ int batchnumtriangles;
int needsupdate;
int i, j;
qboolean gaps;
float waveparms[4];
q3shaderinfo_deform_t *deform;
const msurface_t *surface, *firstsurface;
- r_vertexposition_t *vertexposition;
r_vertexmesh_t *vertexmesh;
if (!texturenumsurfaces)
return;
gaps = false;
firstsurface = texturesurfacelist[0];
firsttriangle = firstsurface->num_firsttriangle;
- numtriangles = 0;
+ batchnumvertices = 0;
+ batchnumtriangles = 0;
firstvertex = endvertex = firstsurface->num_firstvertex;
for (i = 0;i < texturenumsurfaces;i++)
{
gaps = true;
surfacefirstvertex = surface->num_firstvertex;
surfaceendvertex = surfacefirstvertex + surface->num_vertices;
+ surfacenumvertices = surface->num_vertices;
surfacenumtriangles = surface->num_triangles;
if (firstvertex > surfacefirstvertex)
firstvertex = surfacefirstvertex;
if (endvertex < surfaceendvertex)
endvertex = surfaceendvertex;
- numtriangles += surfacenumtriangles;
+ batchnumvertices += surfacenumvertices;
+ batchnumtriangles += surfacenumtriangles;
}
- if (!numtriangles)
- return;
// we now know the vertex range used, and if there are any gaps in it
rsurface.batchfirstvertex = firstvertex;
rsurface.batchnumvertices = endvertex - firstvertex;
rsurface.batchfirsttriangle = firsttriangle;
- rsurface.batchnumtriangles = numtriangles;
+ rsurface.batchnumtriangles = batchnumtriangles;
// this variable holds flags for which properties have been updated that
- // may require regenerating vertexmesh or vertexposition arrays...
+ // may require regenerating vertexmesh array...
needsupdate = 0;
// check if any dynamic vertex processing must occur
dynamicvertex = false;
+ // if there is a chance of animated vertex colors, it's a dynamic batch
if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
+ {
+ dynamicvertex = true;
+ batchneed |= BATCHNEED_NOGAPS;
+ needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
+ }
+
for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
{
switch (deform->deform)
case Q3DEFORM_AUTOSPRITE:
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
- needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+ needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_AUTOSPRITE2:
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
- needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+ needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_NORMAL:
dynamicvertex = true;
break; // if wavefunc is a nop, ignore this transform
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
- needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+ needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_BULGE:
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
- needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+ needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_MOVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
break; // if wavefunc is a nop, ignore this transform
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
- needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
+ needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
break;
}
}
if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
{
dynamicvertex = true;
- batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+ batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
}
needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
}
- if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
- {
- dynamicvertex = true;
- batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
- needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
- }
-
if (dynamicvertex || gaps || rsurface.batchfirstvertex)
{
// when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
// when the model data has no vertex buffer (dynamic mesh), we need to
// eliminate gaps
- if (!rsurface.modelvertexmeshbuffer)
+ if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
batchneed |= BATCHNEED_NOGAPS;
// if needsupdate, we have to do a dynamic vertex batch for sure
if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
dynamicvertex = true;
- // see if we need to build vertexposition from arrays
- if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
- dynamicvertex = true;
-
// if gaps are unacceptable, and there are gaps, it's a dynamic batch...
+ // also some drivers strongly dislike firstvertex
if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
dynamicvertex = true;
- // if there is a chance of animated vertex colors, it's a dynamic batch
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
- dynamicvertex = true;
-
rsurface.batchvertex3f = rsurface.modelvertex3f;
rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
- rsurface.batchvertexposition = rsurface.modelvertexposition;
- rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
+ rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
rsurface.batchvertexmesh = rsurface.modelvertexmesh;
rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
rsurface.batchelement3i = rsurface.modelelement3i;
// otherwise use the original static buffer with an appropriate offset
if (gaps)
{
- firsttriangle = 0;
+ // build a new triangle elements array for this batch
+ rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
+ rsurface.batchfirsttriangle = 0;
numtriangles = 0;
for (i = 0;i < texturenumsurfaces;i++)
{
surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
surfacenumtriangles = texturesurfacelist[i]->num_triangles;
- memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
+ memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
numtriangles += surfacenumtriangles;
}
- rsurface.batchelement3i = rsurface.array_batchelement3i;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.batchelement3s = NULL;
rsurface.batchelement3s_bufferoffset = 0;
if (endvertex <= 65536)
{
- rsurface.batchelement3s = rsurface.array_batchelement3s;
+ // make a 16bit (unsigned short) index array if possible
+ rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
for (i = 0;i < numtriangles*3;i++)
- rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+ rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
}
- rsurface.batchfirsttriangle = firsttriangle;
- rsurface.batchnumtriangles = numtriangles;
}
return;
}
// something needs software processing, do it for real...
- // we only directly handle interleaved array data in this case...
+ // we only directly handle separate array data in this case and then
+ // generate interleaved data if needed...
rsurface.batchgeneratedvertex = true;
// now copy the vertex data into a combined array and make an index array
// (this is what Quake3 does all the time)
//if (gaps || rsurface.batchfirstvertex)
{
- rsurface.batchvertexposition = NULL;
- rsurface.batchvertexpositionbuffer = NULL;
+ rsurface.batchvertex3fbuffer = NULL;
rsurface.batchvertexmesh = NULL;
rsurface.batchvertexmeshbuffer = NULL;
rsurface.batchvertex3f = NULL;
rsurface.batchtexcoordlightmap2f = NULL;
rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
- rsurface.batchelement3i = rsurface.array_batchelement3i;
+ rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.batchelement3s = NULL;
rsurface.batchelement3s_indexbuffer = NULL;
rsurface.batchelement3s_bufferoffset = 0;
// we'll only be setting up certain arrays as needed
- if (batchneed & BATCHNEED_VERTEXPOSITION)
- rsurface.batchvertexposition = rsurface.array_batchvertexposition;
if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
+ rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
if (batchneed & BATCHNEED_ARRAY_VERTEX)
- rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+ rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
if (batchneed & BATCHNEED_ARRAY_NORMAL)
- rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+ rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
if (batchneed & BATCHNEED_ARRAY_VECTOR)
{
- rsurface.batchsvector3f = rsurface.array_batchsvector3f;
- rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+ rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+ rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
}
if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
- rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+ rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
- rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+ rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
- rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
+ rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
numvertices = 0;
numtriangles = 0;
for (i = 0;i < texturenumsurfaces;i++)
surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
surfacenumtriangles = texturesurfacelist[i]->num_triangles;
// copy only the data requested
- if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
- memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
- memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
+ memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
{
if (batchneed & BATCHNEED_ARRAY_VERTEX)
- memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+ memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
- memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+ memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
{
- memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
- memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+ memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+ memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
}
if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
- memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
+ memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
- memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+ memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
- memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+ memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
}
- RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
+ RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
numvertices += surfacenumvertices;
numtriangles += surfacenumtriangles;
}
// (in general, dynamic batches fit)
if (numvertices <= 65536)
{
- rsurface.batchelement3s = rsurface.array_batchelement3s;
+ rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
for (i = 0;i < numtriangles*3;i++)
- rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+ rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
}
// since we've copied everything, the batch now starts at 0
rsurface.batchfirstvertex = 0;
- rsurface.batchnumvertices = numvertices;
+ rsurface.batchnumvertices = batchnumvertices;
rsurface.batchfirsttriangle = 0;
- rsurface.batchnumtriangles = numtriangles;
+ rsurface.batchnumtriangles = batchnumtriangles;
}
// q1bsp surfaces rendered in vertex color mode have to have colors
int size3;
const int *offsets;
const unsigned char *lm;
- numvertices = 0;
- rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+ rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
rsurface.batchlightmapcolor4f_bufferoffset = 0;
+ numvertices = 0;
for (i = 0;i < texturenumsurfaces;i++)
{
surface = texturesurfacelist[i];
}
}
}
- c[0] >>= 15;
- c[1] >>= 15;
- c[2] >>= 15;
- Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
+ c[0] >>= 7;
+ c[1] >>= 7;
+ c[2] >>= 7;
+ Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
numvertices++;
}
}
{
for (j = 0;j < surfacenumvertices;j++)
{
- Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
+ Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
numvertices++;
}
}
VectorNormalize(newforward);
VectorNormalize(newright);
VectorNormalize(newup);
+// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+// rsurface.batchvertex3f_vertexbuffer = NULL;
+// rsurface.batchvertex3f_bufferoffset = 0;
+// rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
+// rsurface.batchsvector3f_vertexbuffer = NULL;
+// rsurface.batchsvector3f_bufferoffset = 0;
+// rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
+// rsurface.batchtvector3f_vertexbuffer = NULL;
+// rsurface.batchtvector3f_bufferoffset = 0;
+// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+// rsurface.batchnormal3f_vertexbuffer = NULL;
+// rsurface.batchnormal3f_bufferoffset = 0;
// a single autosprite surface can contain multiple sprites...
- for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+ for (j = 0;j < batchnumvertices - 3;j += 4)
{
VectorClear(center);
for (i = 0;i < 4;i++)
for (i = 0;i < 4;i++)
{
VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
- VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
+ VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.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;
- 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;
+ Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
break;
case Q3DEFORM_AUTOSPRITE2:
Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
VectorNormalize(newforward);
VectorNormalize(newright);
VectorNormalize(newup);
+// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+// rsurface.batchvertex3f_vertexbuffer = NULL;
+// rsurface.batchvertex3f_bufferoffset = 0;
{
const float *v1, *v2;
vec3_t start, end;
shortest[2];
memset(shortest, 0, sizeof(shortest));
// a single autosprite surface can contain multiple sprites...
- for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+ for (j = 0;j < batchnumvertices - 3;j += 4)
{
VectorClear(center);
for (i = 0;i < 4;i++)
{
v1 = rsurface.batchvertex3f + 3*(j+i);
f = DotProduct(right, v1) - l;
- VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
+ VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
}
}
}
- 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;
+// rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchnormal3f_vertexbuffer = NULL;
+// rsurface.batchnormal3f_bufferoffset = 0;
+ Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 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 = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchsvector3f_vertexbuffer = NULL;
+// rsurface.batchsvector3f_bufferoffset = 0;
+// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchtvector3f_vertexbuffer = NULL;
+// rsurface.batchtvector3f_bufferoffset = 0;
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
}
break;
case Q3DEFORM_NORMAL:
// deform the normals to make reflections wavey
- for (j = 0;j < rsurface.batchnumvertices;j++)
+ rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+ rsurface.batchnormal3f_vertexbuffer = NULL;
+ rsurface.batchnormal3f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
{
float vertex[3];
- float *normal = rsurface.array_batchnormal3f + 3*j;
+ float *normal = rsurface.batchnormal3f + 3*j;
VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
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);
}
- 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 = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchsvector3f_vertexbuffer = NULL;
+// rsurface.batchsvector3f_bufferoffset = 0;
+// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchtvector3f_vertexbuffer = NULL;
+// rsurface.batchtvector3f_bufferoffset = 0;
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
}
break;
case Q3DEFORM_WAVE:
// this is how a divisor of vertex influence on deformation
animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
- for (j = 0;j < rsurface.batchnumvertices;j++)
+// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+// rsurface.batchvertex3f_vertexbuffer = NULL;
+// rsurface.batchvertex3f_bufferoffset = 0;
+// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+// rsurface.batchnormal3f_vertexbuffer = NULL;
+// rsurface.batchnormal3f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
{
// if the wavefunc depends on time, evaluate it per-vertex
if (waveparms[3])
waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
}
- VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+ VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.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);
- rsurface.batchvertex3f = rsurface.array_batchvertex3f;
- rsurface.batchvertex3f_vertexbuffer = NULL;
- rsurface.batchvertex3f_bufferoffset = 0;
- rsurface.batchnormal3f = rsurface.array_batchnormal3f;
- rsurface.batchnormal3f_vertexbuffer = NULL;
- rsurface.batchnormal3f_bufferoffset = 0;
+ Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 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 = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchsvector3f_vertexbuffer = NULL;
+// rsurface.batchsvector3f_bufferoffset = 0;
+// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchtvector3f_vertexbuffer = NULL;
+// rsurface.batchtvector3f_bufferoffset = 0;
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
}
break;
case Q3DEFORM_BULGE:
// deform vertex array to make the surface have moving bulges
- for (j = 0;j < rsurface.batchnumvertices;j++)
+// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+// rsurface.batchvertex3f_vertexbuffer = NULL;
+// rsurface.batchvertex3f_bufferoffset = 0;
+// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+// rsurface.batchnormal3f_vertexbuffer = NULL;
+// rsurface.batchnormal3f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
{
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);
+ VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.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);
- rsurface.batchvertex3f = rsurface.array_batchvertex3f;
- rsurface.batchvertex3f_vertexbuffer = NULL;
- rsurface.batchvertex3f_bufferoffset = 0;
- rsurface.batchnormal3f = rsurface.array_batchnormal3f;
- rsurface.batchnormal3f_vertexbuffer = NULL;
- rsurface.batchnormal3f_bufferoffset = 0;
+ Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 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 = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchsvector3f_vertexbuffer = NULL;
+// rsurface.batchsvector3f_bufferoffset = 0;
+// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+// rsurface.batchtvector3f_vertexbuffer = NULL;
+// rsurface.batchtvector3f_bufferoffset = 0;
+ Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
}
break;
case Q3DEFORM_MOVE:
break; // if wavefunc is a nop, don't make a dynamic vertex array
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
VectorScale(deform->parms, scale, waveparms);
- for (j = 0;j < rsurface.batchnumvertices;j++)
- VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
- rsurface.batchvertex3f = rsurface.array_batchvertex3f;
- rsurface.batchvertex3f_vertexbuffer = NULL;
- rsurface.batchvertex3f_bufferoffset = 0;
+// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+// rsurface.batchvertex3f_vertexbuffer = NULL;
+// rsurface.batchvertex3f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
+ VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
break;
}
}
case Q3TCGEN_TEXTURE:
break;
case Q3TCGEN_LIGHTMAP:
+// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+// rsurface.batchtexcoordtexture2f_bufferoffset = 0;
if (rsurface.batchtexcoordlightmap2f)
- memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
- rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
- rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
- rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
break;
case Q3TCGEN_VECTOR:
- for (j = 0;j < rsurface.batchnumvertices;j++)
+// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+// rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
{
- rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
- rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+ rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+ rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
}
- rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
- rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
- rsurface.batchtexcoordtexture2f_bufferoffset = 0;
break;
case Q3TCGEN_ENVIRONMENT:
// make environment reflections using a spheremap
- for (j = 0;j < rsurface.batchnumvertices;j++)
+ rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+ rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+ rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
{
// identical to Q3A's method, but executed in worldspace so
// carried models can be shiny too
// note: this sphere map only uses world x and z!
// so positive and negative y will LOOK THE SAME.
- rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
- rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+ rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+ rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
}
- rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
- rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
- rsurface.batchtexcoordtexture2f_bufferoffset = 0;
break;
}
// the only tcmod that needs software vertex processing is turbulent, so
{
amplitude = rsurface.texture->tcmods[0].parms[1];
animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
- for (j = 0;j < rsurface.batchnumvertices;j++)
+// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+// rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
{
- rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
- rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
}
- rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
- rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
- rsurface.batchtexcoordtexture2f_bufferoffset = 0;
}
if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
{
// convert the modified arrays to vertex structs
- rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
- rsurface.batchvertexmeshbuffer = NULL;
+// rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
+// rsurface.batchvertexmeshbuffer = NULL;
if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
- for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+ for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
- for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+ for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
{
- for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+ for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
{
VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
}
}
if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
- for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
- Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
+ for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
+ Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
- for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+ for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
- for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+ for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
}
-
- if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
- {
- // convert the modified arrays to vertex structs
- rsurface.batchvertexposition = rsurface.array_batchvertexposition;
- rsurface.batchvertexpositionbuffer = NULL;
- if (sizeof(r_vertexposition_t) == sizeof(float[3]))
- memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
- else
- for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
- VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
- }
}
void RSurf_DrawBatch(void)
{
+ // sometimes a zero triangle surface (usually a degenerate patch) makes it
+ // through the pipeline, killing it earlier in the pipeline would have
+ // per-surface overhead rather than per-batch overhead, so it's best to
+ // reject it here, before it hits glDraw.
+ if (rsurface.batchnumtriangles == 0)
+ return;
+#if 0
+ // batch debugging code
+ if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
+ {
+ int i;
+ int j;
+ int c;
+ const int *e;
+ e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
+ for (i = 0;i < rsurface.batchnumtriangles*3;i++)
+ {
+ c = e[i];
+ for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
+ {
+ if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
+ {
+ if (rsurface.modelsurfaces[j].texture != rsurface.texture)
+ Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
+ break;
+ }
+ }
+ }
+ }
+#endif
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);
}
vec3_t vert;
const float *v;
r_waterstate_waterplane_t *p;
+ qboolean prepared = false;
bestd = 0;
for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
{
if(p->camera_entity != rsurface.texture->camera_entity)
continue;
d = 0;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+ if(!prepared)
+ {
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+ prepared = true;
+ if(rsurface.batchnumvertices == 0)
+ break;
+ }
for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
{
Matrix4x4_Transform(&rsurface.matrix, v, vert);
}
}
return bestplaneindex;
+ // NOTE: this MAY return a totally unrelated water plane; we can ignore
+ // this situation though, as it might be better to render single larger
+ // batches with useless stuff (backface culled for example) than to
+ // render multiple smaller batches
}
static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
{
int i;
- for (i = 0;i < rsurface.batchnumvertices;i++)
- Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
- rsurface.passcolor4f = rsurface.array_passcolor4f;
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
rsurface.passcolor4f_vertexbuffer = 0;
rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0;i < rsurface.batchnumvertices;i++)
+ Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
}
static void RSurf_DrawBatch_GL11_ApplyFog(void)
if (rsurface.passcolor4f)
{
// generate color arrays
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+ c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
{
f = RSurf_FogVertex(v);
c2[0] = c[0] * f;
}
else
{
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
{
f = RSurf_FogVertex(v);
c2[0] = f;
c2[3] = 1;
}
}
- rsurface.passcolor4f = rsurface.array_passcolor4f;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
float *c2;
if (!rsurface.passcolor4f)
return;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+ c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
{
f = RSurf_FogVertex(v);
c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
c2[3] = c[3];
}
- rsurface.passcolor4f = rsurface.array_passcolor4f;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
float *c2;
if (!rsurface.passcolor4f)
return;
- for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+ c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] * r;
c2[1] = c[1] * g;
c2[2] = c[2] * b;
c2[3] = c[3] * a;
}
- rsurface.passcolor4f = rsurface.array_passcolor4f;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
float *c2;
if (!rsurface.passcolor4f)
return;
- for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+ c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] + r_refdef.scene.ambient;
c2[1] = c[1] + r_refdef.scene.ambient;
c2[2] = c[2] + r_refdef.scene.ambient;
c2[3] = c[3];
}
- rsurface.passcolor4f = rsurface.array_passcolor4f;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
float *c2;
if (!rsurface.passcolor4f)
return;
- for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
+ for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
{
c2[0] = bound(0.0f, c1[0], 1.0f);
c2[1] = bound(0.0f, c1[1], 1.0f);
//vec3_t eyedir;
// fake shading
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
{
f = -DotProduct(r_refdef.view.forward, n);
f = max(0, f);
f *= r_refdef.lightmapintensity;
Vector4Set(c, f, f, f, 1);
}
-
- rsurface.passcolor4f = rsurface.array_passcolor4f;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
if (VectorLength2(diffusecolor) > 0)
{
// q3-style directional shading
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+ for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
{
if ((f = DotProduct(n, lightdir)) > 0)
VectorMA(ambientcolor, f, diffusecolor, c);
*g = 1;
*b = 1;
*a = 1;
- rsurface.passcolor4f = rsurface.array_passcolor4f;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
*applycolor = false;
}
else
float f;
const float *v;
float *c;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
+
+ // fake shading
+ rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+ rsurface.passcolor4f_vertexbuffer = 0;
+ rsurface.passcolor4f_bufferoffset = 0;
+
+ for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
{
f = 1 - RSurf_FogVertex(v);
c[0] = r;
// just to make sure that braindead drivers don't draw
// anything despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.batchvertex3fbuffer)
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+ else
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
}
else
{
// bind lightmap texture
// water/refraction/reflection/camera surfaces have to be handled specially
- if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
{
int start, end, startplaneindex;
for (start = 0;start < texturenumsurfaces;start = end)
{
startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
+ if(startplaneindex < 0)
+ {
+ // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
+ // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
+ end = start + 1;
+ continue;
+ }
for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
;
// now that we have a batch using the same planeindex, render it
- if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
{
// 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_BASE, end-start, texturesurfacelist + start, NULL);
RSurf_DrawBatch();
}
- else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
+ else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
{
// render surface with reflection texture as input
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
R_Mesh_TexBind(1, 0);
R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
// generate a color array for the fog pass
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
RSurf_DrawBatch();
break;
R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
}
// generate a color array for the fog pass
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+ R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
RSurf_DrawBatch();
break;
r_vertexgeneric_t *batchvertex;
float c[4];
- GL_AlphaTest(false);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
if(rsurface.texture && rsurface.texture->currentskinframe)
for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
{
VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
+ Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
}
R_Mesh_PrepareVertices_Generic_Unlock();
RSurf_DrawBatch();
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
{
- unsigned char c = vi << 3;
+ unsigned char c = (vi << 3) * (1.0f / 256.0f);
VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
+ Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
}
R_Mesh_PrepareVertices_Generic_Unlock();
RSurf_DrawBatch();
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
{
- unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
+ unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
- Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
- Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
- Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
+ Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
+ Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
+ Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
}
R_Mesh_PrepareVertices_Generic_Unlock();
R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
int texturesurfaceindex;
int k;
const msurface_t *surface;
- unsigned char surfacecolor4ub[4];
+ float surfacecolor4f[4];
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
vi = 0;
{
surface = texturesurfacelist[texturesurfaceindex];
k = (int)(((size_t)surface) / sizeof(msurface_t));
- Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
+ Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
for (j = 0;j < surface->num_vertices;j++)
{
VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
+ Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
vi++;
}
}
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
case RENDERPATH_GL13:
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
- GL_AlphaTest(false);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_DepthOrShadow();
}
RSurf_SetupDepthAndCulling();
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.batchvertex3fbuffer)
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+ else
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
RSurf_DrawBatch();
}
if (setup)
R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
}
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
- GL_AlphaTest(false);
}
static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
return;
RSurf_SetupDepthAndCulling();
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.batchvertex3fbuffer)
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+ else
+ R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
RSurf_DrawBatch();
}
{
int i, j;
texture_t *texture;
+ R_FrameData_SetMark();
// break the surface list down into batches by texture and use of lightmapping
for (i = 0;i < numsurfaces;i = j)
{
// render the range of surfaces
R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
}
+ R_FrameData_ReturnToMark();
}
static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
{
int i, j;
texture_t *texture;
+ R_FrameData_SetMark();
// break the surface list down into batches by texture and use of lightmapping
for (i = 0;i < numsurfaces;i = j)
{
// render the range of surfaces
R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
}
+ R_FrameData_ReturnToMark();
}
float locboxvertex3f[6*4*3] =
GL_CullFace(GL_NONE);
R_EntityMatrix(&identitymatrix);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
i = surfacelist[0];
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
// grab a decal and search for another free slot for the next one
decals = decalsystem->decals;
decal = decalsystem->decals + (i = decalsystem->freedecal++);
- for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
+ for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
;
decalsystem->freedecal = i;
if (decalsystem->numdecals <= i)
decal->triangleindex = triangleindex;
decal->surfaceindex = surfaceindex;
decal->decalsequence = decalsequence;
- decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
- decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
- decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
- decal->color4ub[0][3] = 255;
- decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
- decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
- decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
- decal->color4ub[1][3] = 255;
- decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
- decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
- decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
- decal->color4ub[2][3] = 255;
+ decal->color4f[0][0] = c0[0];
+ decal->color4f[0][1] = c0[1];
+ decal->color4f[0][2] = c0[2];
+ decal->color4f[0][3] = 1;
+ decal->color4f[1][0] = c1[0];
+ decal->color4f[1][1] = c1[1];
+ decal->color4f[1][2] = c1[2];
+ decal->color4f[1][3] = 1;
+ decal->color4f[2][0] = c2[0];
+ decal->color4f[2][1] = c2[1];
+ decal->color4f[2][2] = c2[2];
+ decal->color4f[2][3] = 1;
decal->vertex3f[0][0] = v0[0];
decal->vertex3f[0][1] = v0[1];
decal->vertex3f[0][2] = v0[2];
int index;
float v[9][3];
const float *vertex3f;
+ const float *normal3f;
int numpoints;
float points[2][9][3];
float temp[3];
e = rsurface.modelelement3i + 3*triangleindex;
vertex3f = rsurface.modelvertex3f;
+ normal3f = rsurface.modelnormal3f;
- for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ if (normal3f)
+ {
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ index = 3*e[cornerindex];
+ VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
+ }
+ }
+ else
{
- index = 3*e[cornerindex];
- VectorCopy(vertex3f + index, v[cornerindex]);
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ index = 3*e[cornerindex];
+ VectorCopy(vertex3f + index, v[cornerindex]);
+ }
}
+
// cull backfaces
//TriangleNormal(v[0], v[1], v[2], normal);
//if (DotProduct(normal, localnormal) < 0.0f)
R_DecalSystem_Reset(decalsystem);
decalsystem->model = model;
- RSurf_ActiveModelEntity(ent, false, false, false);
+ RSurf_ActiveModelEntity(ent, true, false, false);
Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
{
- if (decal->color4ub[0][3])
+ if (decal->color4f[0][3])
{
decal->lived += frametime;
if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
}
}
decal = decalsystem->decals;
- while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
+ while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
numdecals--;
// collapse the array by shuffling the tail decals into the gaps
for (;;)
{
- while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
+ while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
decalsystem->freedecal++;
if (decalsystem->freedecal == numdecals)
break;
t2f = decalsystem->texcoord2f;
for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
{
- if (!decal->color4ub[0][3])
+ if (!decal->color4f[0][3])
continue;
if (surfacevisible && !surfacevisible[decal->surfaceindex])
// update color values for fading decals
if (decal->lived >= cl_decals_time.value)
- {
alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
- alpha *= (1.0f/255.0f);
- }
else
- alpha = 1.0f/255.0f;
+ alpha = 1.0f;
- c4f[ 0] = decal->color4ub[0][0] * alpha;
- c4f[ 1] = decal->color4ub[0][1] * alpha;
- c4f[ 2] = decal->color4ub[0][2] * alpha;
+ c4f[ 0] = decal->color4f[0][0] * alpha;
+ c4f[ 1] = decal->color4f[0][1] * alpha;
+ c4f[ 2] = decal->color4f[0][2] * alpha;
c4f[ 3] = 1;
- c4f[ 4] = decal->color4ub[1][0] * alpha;
- c4f[ 5] = decal->color4ub[1][1] * alpha;
- c4f[ 6] = decal->color4ub[1][2] * alpha;
+ c4f[ 4] = decal->color4f[1][0] * alpha;
+ c4f[ 5] = decal->color4f[1][1] * alpha;
+ c4f[ 6] = decal->color4f[1][2] * alpha;
c4f[ 7] = 1;
- c4f[ 8] = decal->color4ub[2][0] * alpha;
- c4f[ 9] = decal->color4ub[2][1] * alpha;
- c4f[10] = decal->color4ub[2][2] * alpha;
+ c4f[ 8] = decal->color4f[2][0] * alpha;
+ c4f[ 9] = decal->color4f[2][1] * alpha;
+ c4f[10] = decal->color4f[2][2] * alpha;
c4f[11] = 1;
t2f[0] = decal->texcoord2f[0][0];
if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
{
e = rsurface.modelelement3i + 3*decal->triangleindex;
- VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
- VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
- VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
+ VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
+ VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
+ VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
}
else
{
// now render the decals all at once
// (this assumes they all use one particle font texture!)
RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
GL_DepthMask(false);
GL_DepthRange(0, 1);
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__);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
return;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ return;
+ case RENDERPATH_GLES2:
+ //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ return;
}
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- if (r_showtris.integer || r_shownormals.integer)
+ if (r_showtris.integer || (r_shownormals.value != 0))
{
if (r_showdisabledepthtest.integer)
{
if (r_shownormals.value < 0)
{
qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
- GL_Color(r_refdef.view.colorscale, 0, 0, 1);
+ GL_Color(0, 0, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
- GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
+ GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
if (r_shownormals.value > 0 && rsurface.batchsvector3f)
{
qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(r_refdef.view.colorscale, 0, 0, 1);
qglVertex3f(v[0], v[1], v[2]);
VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
- GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
CHECKGLERROR
qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(0, r_refdef.view.colorscale, 0, 1);
qglVertex3f(v[0], v[1], v[2]);
VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
- GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
CHECKGLERROR
qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
{
VectorCopy(rsurface.batchvertex3f + l * 3, v);
GL_Color(0, 0, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
- GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+ GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
return;
}
R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
- GL_AlphaTest(false);
// add to stats if desired
if (r_speeds.integer && !skysurfaces && !depthonly)
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
break;
case RENDERPATH_GL13:
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
RSurf_ActiveModelEntity(ent, true, true, false);
break;
case RENDERPATH_GL13:
if (update[j])
R_BuildLightMap(ent, surfaces + j);
R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
- GL_AlphaTest(false);
// add to stats if desired
if (r_speeds.integer && !skysurfaces && !depthonly)
const msurface_t *surfacelist = &surface;
// fake enough texture and surface state to render this geometry
-
surface.texture = texture;
surface.num_triangles = numtriangles;
surface.num_firsttriangle = firsttriangle;