X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=0e31c5a1ae65e550d7ffaf7581178aaeb810c7f2;hb=22a8aa8024a5ba6033460fceba380ee999c6ac43;hp=4dda5da6386325df5b416d8a6824866e8bed56ec;hpb=7c005bf5b1582ad7e401f71291539d8ad6b2c734;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 4dda5da6..0e31c5a1 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -26,6 +26,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "image.h" #include "ft2.h" #include "csprogs.h" +#include "cl_video.h" + +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -75,6 +81,8 @@ cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygo cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"}; cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; +cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"}; +cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"}; cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"}; @@ -167,7 +175,6 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; -cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; 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_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; @@ -250,6 +257,8 @@ static r_qwskincache_t *r_qwskincache; static int r_qwskincache_size; /// vertex coordinates for a quad that covers the screen exactly +extern const float r_screenvertex3f[12]; +extern const float r_d3dscreenvertex3f[12]; const float r_screenvertex3f[12] = { 0, 0, 0, @@ -257,6 +266,13 @@ const float r_screenvertex3f[12] = 1, 1, 0, 0, 1, 0 }; +const float r_d3dscreenvertex3f[12] = +{ + 0, 1, 0, + 1, 1, 0, + 1, 0, 0, + 0, 0, 0 +}; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -315,22 +331,22 @@ static void R_BuildBlankTextures(void) data[1] = 128; // normal Y data[0] = 255; // normal Z data[3] = 128; // height - r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; - r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; - r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; - r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL); } static void R_BuildNoTexture(void) @@ -358,14 +374,14 @@ static void R_BuildNoTexture(void) } } } - r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; memset(data, 255, sizeof(data)); - r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL); } static void R_BuildNormalizationCube(void) @@ -375,7 +391,7 @@ static void R_BuildNormalizationCube(void) vec_t s, t, intensity; #define NORMSIZE 64 unsigned char *data; - data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4); + data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -426,7 +442,7 @@ static void R_BuildNormalizationCube(void) } } } - r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL); Mem_Free(data); } @@ -481,7 +497,7 @@ static void R_BuildFogTexture(void) } else { - r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL); //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL); } } @@ -498,7 +514,7 @@ static void R_BuildFogHeightTexture(void) inpixels = NULL; strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename)); if (r_refdef.fogheighttexturename[0]) - inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false); + inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL); if (!inpixels) { r_refdef.fog_height_tablesize = 0; @@ -515,8 +531,8 @@ static void R_BuildFogHeightTexture(void) } size = image_width; r_refdef.fog_height_tablesize = size; - r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4); - r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4); + r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4); + r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4); memcpy(r_refdef.fog_height_table1d, inpixels, size * 4); Mem_Free(inpixels); // LordHavoc: now the magic - what is that table2d for? it is a cooked @@ -551,7 +567,7 @@ static void R_BuildFogHeightTexture(void) r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f); } } - r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL); + r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL); } //======================================================================================================================================================= @@ -654,7 +670,7 @@ static const char *builtinshaderstring = " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" " TexCoord1 = gl_MultiTexCoord0.xy;\n" "#ifdef USEBLOOM\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" +" TexCoord2 = gl_MultiTexCoord4.xy;\n" "#endif\n" "}\n" "#endif\n" @@ -663,6 +679,7 @@ static const char *builtinshaderstring = "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" @@ -675,7 +692,7 @@ static const char *builtinshaderstring = "#endif\n" "//uncomment these if you want to use them:\n" "uniform vec4 UserVec1;\n" -"// uniform vec4 UserVec2;\n" +"uniform vec4 UserVec2;\n" "// uniform vec4 UserVec3;\n" "// uniform vec4 UserVec4;\n" "// uniform float ClientTime;\n" @@ -684,7 +701,7 @@ static const char *builtinshaderstring = "{\n" " gl_FragColor = texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += texture2D(Texture_Second, TexCoord2);\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" @@ -693,12 +710,42 @@ static const char *builtinshaderstring = "#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 + 5 * 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" @@ -1849,19 +1896,42 @@ const char *builtincgshaderstring = "#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,\n" -"out float4 gl_Position : 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" +" float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n" +" temp.yz -= floor(temp.yz);\n" +" gl_FragColor = float4(temp,0);\n" +"// gl_FragColor = float4(Depth,0,0,0);\n" "}\n" "#endif\n" "#else // !MODE_DEPTH_ORSHADOW\n" @@ -1874,7 +1944,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "out float4 gl_Position : POSITION,\n" "out float4 gl_FrontColor : COLOR0\n" ")\n" @@ -1905,9 +1975,9 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"float4 gl_MultiTexCoord4 : TEXCOORD4,\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord1 : TEXCOORD0,\n" "out float2 TexCoord2 : TEXCOORD1\n" @@ -1916,7 +1986,7 @@ const char *builtincgshaderstring = " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " TexCoord1 = gl_MultiTexCoord0.xy;\n" "#ifdef USEBLOOM\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" +" TexCoord2 = gl_MultiTexCoord4.xy;\n" "#endif\n" "}\n" "#endif\n" @@ -1926,31 +1996,32 @@ const char *builtincgshaderstring = "(\n" "float2 TexCoord1 : TEXCOORD0,\n" "float2 TexCoord2 : TEXCOORD1,\n" -"uniform sampler2D Texture_First,\n" +"uniform sampler Texture_First : register(s0),\n" "#ifdef USEBLOOM\n" -"uniform sampler2D Texture_Second,\n" +"uniform sampler Texture_Second : register(s1),\n" "#endif\n" "#ifdef USEGAMMARAMPS\n" -"uniform sampler2D Texture_GammaRamps,\n" +"uniform sampler Texture_GammaRamps : register(s2),\n" "#endif\n" "#ifdef USESATURATION\n" -"uniform float Saturation,\n" +"uniform float Saturation : register(c30),\n" "#endif\n" "#ifdef USEVIEWTINT\n" -"uniform float4 ViewTintColor,\n" -"#endif\n" -"uniform float4 UserVec1,\n" -"uniform float4 UserVec2,\n" -"uniform float4 UserVec3,\n" -"uniform float4 UserVec4,\n" -"uniform float ClientTime,\n" -"uniform float2 PixelSize,\n" +"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 += tex2D(Texture_Second, TexCoord2);\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" @@ -1959,12 +2030,42 @@ const char *builtincgshaderstring = "#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 + 5 * 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" @@ -1991,7 +2092,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_Color : COLOR0,\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" @@ -2001,7 +2102,11 @@ const char *builtincgshaderstring = "out float2 TexCoord2 : TEXCOORD1\n" ")\n" "{\n" -" gl_FrontColor = gl_Color;\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" @@ -2016,14 +2121,14 @@ const char *builtincgshaderstring = "\n" "void main\n" "(\n" -"float4 gl_FrontColor : COLOR,\n" +"float4 gl_FrontColor : COLOR0,\n" "float2 TexCoord1 : TEXCOORD0,\n" "float2 TexCoord2 : TEXCOORD1,\n" "#ifdef USEDIFFUSE\n" -"uniform sampler2D Texture_First,\n" +"uniform sampler Texture_First : register(s0),\n" "#endif\n" "#ifdef USESPECULAR\n" -"uniform sampler2D Texture_Second,\n" +"uniform sampler Texture_Second : register(s1),\n" "#endif\n" "out float4 gl_FragColor : COLOR\n" ")\n" @@ -2057,7 +2162,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" "out float4 gl_Position : POSITION,\n" "out float2 TexCoord : TEXCOORD0\n" @@ -2073,8 +2178,8 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float2 TexCoord : TEXCOORD0,\n" -"uniform sampler2D Texture_First,\n" -"uniform float4 BloomBlur_Parameters,\n" +"uniform sampler Texture_First : register(s0),\n" +"uniform float4 BloomBlur_Parameters : register(c1),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" @@ -2096,17 +2201,17 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix,\n" -"uniform float3 EyePosition,\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 = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" +" TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n" " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" " ModelViewProjectionPosition = gl_Position;\n" "}\n" @@ -2118,20 +2223,20 @@ const char *builtincgshaderstring = "float2 TexCoord : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD1,\n" "float4 ModelViewProjectionPosition : TEXCOORD2,\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Refraction,\n" -"uniform sampler2D Texture_Reflection,\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform float4 RefractColor,\n" +"uniform 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(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\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(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.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" @@ -2156,17 +2261,20 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix,\n" -"uniform float3 EyePosition,\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 = float2(mul(TexMatrix, gl_MultiTexCoord0));\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" @@ -2182,23 +2290,24 @@ const char *builtincgshaderstring = "float2 TexCoord : TEXCOORD0,\n" "float3 EyeVector : TEXCOORD1,\n" "float4 ModelViewProjectionPosition : TEXCOORD2,\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Refraction,\n" -"uniform sampler2D Texture_Reflection,\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform float4 RefractColor,\n" -"uniform float4 ReflectColor,\n" -"uniform float ReflectFactor,\n" -"uniform float ReflectOffset,\n" +"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(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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" -" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\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))).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" @@ -2229,7 +2338,7 @@ const char *builtincgshaderstring = "#ifdef FRAGMENT_SHADER\n" "\n" "#ifdef USEFOG\n" -"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\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" @@ -2248,7 +2357,7 @@ const char *builtincgshaderstring = "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\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" @@ -2313,8 +2422,12 @@ const char *builtincgshaderstring = " 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" @@ -2323,8 +2436,8 @@ const char *builtincgshaderstring = "#ifdef USESHADOWMAPCUBE\n" "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n" "{\n" -" float3 adir = abs(dir);\n" -" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n" +" float3 adir = abs(dir);\n" +" return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n" "}\n" "#endif\n" "\n" @@ -2345,9 +2458,9 @@ const char *builtincgshaderstring = "\n" "# ifdef USESHADOWMAPPCF\n" "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n" -" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" +" 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 = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" +" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" "# endif\n" "\n" "# else\n" @@ -2355,24 +2468,24 @@ const char *builtincgshaderstring = "# ifdef USESHADOWMAPPCF\n" "# if USESHADOWMAPPCF > 1\n" "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n" -" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" -" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" -" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" -" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" -" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" -" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" +" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" +" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" +" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" +" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" +" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" +" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" "# else\n" "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n" -" float2 offset = frac(shadowmaptc.xy);\n" -" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" -" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" -" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" -" float3 cols = row2 + lerp(row1, row3, offset.y);\n" -" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n" +" float2 offset = frac(shadowmaptc.xy);\n" +" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" float3 cols = row2 + lerp(row1, row3, offset.y);\n" +" f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n" "# endif\n" "# else\n" -" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" +" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" "# endif\n" "\n" "# endif\n" @@ -2386,9 +2499,9 @@ const char *builtincgshaderstring = "\n" "# ifdef USESHADOWMAP2D\n" "#ifdef USESHADOWMAPVSDCT\n" -"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n" +"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n" "#else\n" -"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" +"float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" "#endif\n" "{\n" "#ifdef USESHADOWMAPVSDCT\n" @@ -2396,55 +2509,80 @@ const char *builtincgshaderstring = "#else\n" " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" "#endif\n" -" float f;\n" +" float f;\n" "\n" "# ifdef USESHADOWSAMPLER\n" "# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" -" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" -" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" +"# 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 = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\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, ivec(x, y))\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" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n" +" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" +" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" +" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" +" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" +" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" +" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" +" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" "# endif\n" -" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" -" center *= ShadowMap_TextureScale;\n" -" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" -" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" -" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" -" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" -" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" -" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" "# else\n" -"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \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" +" 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));\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" +" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" "# ifdef USESHADOWMAPORTHO\n" @@ -2458,18 +2596,18 @@ const char *builtincgshaderstring = "# ifdef USESHADOWMAPCUBE\n" "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n" "{\n" -" // apply depth texture cubemap as light filter\n" -" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n" -" float f;\n" +" // apply depth texture cubemap as light filter\n" +" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n" +" float f;\n" "# ifdef USESHADOWSAMPLER\n" -" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" +" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" "# else\n" -" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" +" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" "# endif\n" -" return f;\n" +" return f;\n" "}\n" "# endif\n" -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" "#endif // FRAGMENT_SHADER\n" "\n" "\n" @@ -2480,7 +2618,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "float4 gl_Color : COLOR0,\n" "#endif\n" @@ -2488,13 +2626,13 @@ const char *builtincgshaderstring = "float4 gl_MultiTexCoord1 : TEXCOORD1,\n" "float4 gl_MultiTexCoord2 : TEXCOORD2,\n" "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"uniform float4x4 TexMatrix,\n" +"uniform float4x4 TexMatrix : register(c0),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix,\n" +"uniform float4x4 BackgroundTexMatrix : register(c4),\n" "#endif\n" -"uniform float4x4 ModelViewMatrix,\n" +"uniform float4x4 ModelViewMatrix : register(c12),\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float3 EyePosition,\n" +"uniform float3 EyePosition : register(c24),\n" "#endif\n" "out float4 gl_Position : POSITION,\n" "out float4 gl_FrontColor : COLOR,\n" @@ -2509,7 +2647,11 @@ const char *builtincgshaderstring = "{\n" " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FrontColor = gl_Color;\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" @@ -2536,19 +2678,19 @@ const char *builtincgshaderstring = "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" -"uniform sampler2D Texture_Normal,\n" +"uniform sampler Texture_Normal : register(s0),\n" "#ifdef USEALPHAKILL\n" -"uniform sampler2D Texture_Color,\n" +"uniform sampler Texture_Color : register(s1),\n" "#endif\n" -"uniform sampler2D Texture_Gloss,\n" +"uniform sampler Texture_Gloss : register(s2),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal,\n" -"uniform sampler2D Texture_SecondaryGloss,\n" +"uniform sampler Texture_SecondaryNormal : register(s4),\n" +"uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale,\n" +"uniform float OffsetMapping_Scale : register(c24),\n" "#endif\n" -"uniform half SpecularPower,\n" +"uniform half SpecularPower : register(c36),\n" "out float4 gl_FragColor : COLOR\n" ")\n" "{\n" @@ -2572,14 +2714,14 @@ const char *builtincgshaderstring = "#endif\n" "\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n" -" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n" +" 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 = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\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" -" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\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" "}\n" "#endif // FRAGMENT_SHADER\n" "#else // !MODE_DEFERREDGEOMETRY\n" @@ -2592,8 +2734,8 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"uniform float4x4 ModelViewMatrix,\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" @@ -2606,57 +2748,61 @@ const char *builtincgshaderstring = "#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,\n" -"uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" -"uniform float3 LightPosition,\n" -"uniform half2 PixelToScreenTexCoord,\n" -"uniform half3 DeferredColor_Ambient,\n" -"uniform half3 DeferredColor_Diffuse,\n" +"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,\n" -"uniform half SpecularPower,\n" +"uniform half3 DeferredColor_Specular : register(c11),\n" +"uniform half SpecularPower : register(c36),\n" "#endif\n" -"uniform sampler2D Texture_Attenuation,\n" -"uniform sampler2D Texture_ScreenDepth,\n" -"uniform sampler2D Texture_ScreenNormalMap,\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,\n" +"uniform samplerCUBE Texture_Cube : register(s10),\n" "#endif\n" "\n" "#ifdef USESHADOWMAPRECT\n" "# ifdef USESHADOWSAMPLER\n" -"uniform samplerRECTShadow Texture_ShadowMapRect,\n" +"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n" "# else\n" -"uniform samplerRECT Texture_ShadowMapRect,\n" +"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s11),\n" "# else\n" -"uniform sampler2D Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s11),\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCUBE Texture_CubeProjection,\n" +"uniform samplerCUBE Texture_CubeProjection : register(s12),\n" "#endif\n" "\n" "#ifdef USESHADOWMAPCUBE\n" "# ifdef USESHADOWSAMPLER\n" -"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" +"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n" "# else\n" -"uniform samplerCUBE Texture_ShadowMapCube,\n" +"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n" "# endif\n" "#endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform float2 ShadowMap_TextureScale,\n" -"uniform float4 ShadowMap_Parameters,\n" +"uniform float2 ShadowMap_TextureScale : register(c35),\n" +"uniform float4 ShadowMap_Parameters : register(c34),\n" "#endif\n" "\n" "out float4 gl_FragData0 : COLOR0,\n" @@ -2670,14 +2816,14 @@ const char *builtincgshaderstring = " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n" " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" " // decode viewspace pixel normal\n" -" half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" -" half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\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 = float3(mul(ViewToLight, float4(position,1)));\n" -" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\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" @@ -2689,7 +2835,7 @@ const char *builtincgshaderstring = "# ifdef USEEXACTSPECULARMATH\n" " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" "# else\n" -" half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n" +" half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n" " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" "# endif\n" "#endif\n" @@ -2739,7 +2885,7 @@ const char *builtincgshaderstring = "void main\n" "(\n" "float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform float4x4 ModelViewProjectionMatrix : register(c8),\n" "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" "float4 gl_Color : COLOR0,\n" "#endif\n" @@ -2749,26 +2895,26 @@ const char *builtincgshaderstring = "float4 gl_MultiTexCoord3 : TEXCOORD3,\n" "float4 gl_MultiTexCoord4 : TEXCOORD4,\n" "\n" -"uniform float3 EyePosition,\n" -"uniform float4x4 TexMatrix,\n" +"uniform float3 EyePosition : register(c24),\n" +"uniform float4x4 TexMatrix : register(c0),\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix,\n" +"uniform float4x4 BackgroundTexMatrix : register(c4),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" -"uniform float4x4 ModelToLight,\n" +"uniform float4x4 ModelToLight : register(c20),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" -"uniform float3 LightPosition,\n" +"uniform float3 LightPosition : register(c27),\n" "#endif\n" "#ifdef MODE_LIGHTDIRECTION\n" -"uniform float3 LightDir,\n" +"uniform float3 LightDir : register(c26),\n" "#endif\n" -"uniform float4 FogPlane,\n" +"uniform float4 FogPlane : register(c25),\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform float3 LightPosition,\n" +"uniform float3 LightPosition : register(c27),\n" "#endif\n" "#ifdef USESHADOWMAPORTHO\n" -"uniform float4x4 ShadowMapMatrix,\n" +"uniform float4x4 ShadowMapMatrix : register(c16),\n" "#endif\n" "\n" "out float4 gl_FrontColor : COLOR,\n" @@ -2803,7 +2949,11 @@ const char *builtincgshaderstring = ")\n" "{\n" "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" -" gl_FrontColor = gl_Color;\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" @@ -2811,13 +2961,13 @@ const char *builtincgshaderstring = " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" "#endif\n" "#ifdef USELIGHTMAP\n" -" TexCoordLightmap = float2(gl_MultiTexCoord4);\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 = float3(mul(ModelToLight, gl_Vertex));\n" +" CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n" "\n" "# ifdef USEDIFFUSE\n" " // transform unnormalized light direction into tangent space\n" @@ -2859,7 +3009,7 @@ const char *builtincgshaderstring = " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" "\n" "#ifdef USESHADOWMAPORTHO\n" -" ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n" +" ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n" "#endif\n" "\n" "#ifdef USEREFLECTION\n" @@ -2875,8 +3025,12 @@ const char *builtincgshaderstring = "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" @@ -2909,135 +3063,135 @@ const char *builtincgshaderstring = "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n" "#endif\n" "\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Color,\n" +"uniform sampler Texture_Normal : register(s0),\n" +"uniform sampler Texture_Color : register(s1),\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler2D Texture_Gloss,\n" +"uniform sampler Texture_Gloss : register(s2),\n" "#endif\n" "#ifdef USEGLOW\n" -"uniform sampler2D Texture_Glow,\n" +"uniform sampler Texture_Glow : register(s3),\n" "#endif\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal,\n" -"uniform sampler2D Texture_SecondaryColor,\n" +"uniform sampler Texture_SecondaryNormal : register(s4),\n" +"uniform sampler Texture_SecondaryColor : register(s5),\n" "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler2D Texture_SecondaryGloss,\n" +"uniform sampler Texture_SecondaryGloss : register(s6),\n" "#endif\n" "#ifdef USEGLOW\n" -"uniform sampler2D Texture_SecondaryGlow,\n" +"uniform sampler Texture_SecondaryGlow : register(s7),\n" "#endif\n" "#endif\n" "#ifdef USECOLORMAPPING\n" -"uniform sampler2D Texture_Pants,\n" -"uniform sampler2D Texture_Shirt,\n" +"uniform sampler Texture_Pants : register(s4),\n" +"uniform sampler Texture_Shirt : register(s7),\n" "#endif\n" "#ifdef USEFOG\n" -"uniform sampler2D Texture_FogHeightTexture,\n" -"uniform sampler2D Texture_FogMask,\n" +"uniform sampler Texture_FogHeightTexture : register(s14),\n" +"uniform sampler Texture_FogMask : register(s8),\n" "#endif\n" "#ifdef USELIGHTMAP\n" -"uniform sampler2D Texture_Lightmap,\n" +"uniform sampler Texture_Lightmap : register(s9),\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"uniform sampler2D Texture_Deluxemap,\n" +"uniform sampler Texture_Deluxemap : register(s10),\n" "#endif\n" "#ifdef USEREFLECTION\n" -"uniform sampler2D Texture_Reflection,\n" +"uniform sampler Texture_Reflection : register(s7),\n" "#endif\n" "\n" "#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2D Texture_ScreenDepth,\n" -"uniform sampler2D Texture_ScreenNormalMap,\n" +"uniform sampler Texture_ScreenDepth : register(s13),\n" +"uniform sampler Texture_ScreenNormalMap : register(s14),\n" "#endif\n" "#ifdef USEDEFERREDLIGHTMAP\n" -"uniform sampler2D Texture_ScreenDiffuse,\n" -"uniform sampler2D Texture_ScreenSpecular,\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,\n" -"uniform half3 Color_Shirt,\n" +"uniform half3 Color_Pants : register(c7),\n" +"uniform half3 Color_Shirt : register(c8),\n" "#endif\n" "#ifdef USEFOG\n" -"uniform float3 FogColor,\n" -"uniform float FogRangeRecip,\n" -"uniform float FogPlaneViewDist,\n" -"uniform float FogHeightFade,\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,\n" +"uniform float OffsetMapping_Scale : register(c24),\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" -"uniform half2 PixelToScreenTexCoord,\n" -"uniform half3 DeferredMod_Diffuse,\n" -"uniform half3 DeferredMod_Specular,\n" -"#endif\n" -"uniform half3 Color_Ambient,\n" -"uniform half3 Color_Diffuse,\n" -"uniform half3 Color_Specular,\n" -"uniform half SpecularPower,\n" +"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,\n" +"uniform half3 Color_Glow : register(c6),\n" "#endif\n" -"uniform half Alpha,\n" +"uniform half Alpha : register(c0),\n" "#ifdef USEREFLECTION\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform half4 ReflectColor,\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,\n" -"uniform sampler2D Texture_ReflectMask,\n" -"uniform samplerCUBE Texture_ReflectCube,\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,\n" +"uniform half3 LightColor : register(c21),\n" "#endif\n" "#ifdef MODE_LIGHTSOURCE\n" -"uniform half3 LightColor,\n" +"uniform half3 LightColor : register(c21),\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" -"uniform sampler2D Texture_Attenuation,\n" -"uniform samplerCUBE Texture_Cube,\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 USESHADOWMAPRECT\n" "# ifdef USESHADOWSAMPLER\n" -"uniform samplerRECTShadow Texture_ShadowMapRect,\n" +"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n" "# else\n" -"uniform samplerRECT Texture_ShadowMapRect,\n" +"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAP2D\n" "# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s11),\n" "# else\n" -"uniform sampler2D Texture_ShadowMap2D,\n" +"uniform sampler Texture_ShadowMap2D : register(s11),\n" "# endif\n" "#endif\n" "\n" "#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCUBE Texture_CubeProjection,\n" +"uniform samplerCUBE Texture_CubeProjection : register(s12),\n" "#endif\n" "\n" "#ifdef USESHADOWMAPCUBE\n" "# ifdef USESHADOWSAMPLER\n" -"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" +"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n" "# else\n" -"uniform samplerCUBE Texture_ShadowMapCube,\n" +"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n" "# endif\n" "#endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform float2 ShadowMap_TextureScale,\n" -"uniform float4 ShadowMap_Parameters,\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" @@ -3062,29 +3216,29 @@ const char *builtincgshaderstring = "#endif\n" " color.a *= Alpha;\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\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" -" float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\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(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n" +" color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n" " color.a = 1.0;\n" -" //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\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(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\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 = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\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(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\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" @@ -3093,8 +3247,8 @@ const char *builtincgshaderstring = "#ifdef USEREFLECTCUBE\n" " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" -" float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n" -" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\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" @@ -3108,10 +3262,10 @@ const char *builtincgshaderstring = " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" "#ifdef USESPECULAR\n" "#ifdef USEEXACTSPECULARMATH\n" -" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\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 = normalize(lightnormal + half3(normalize(EyeVector)));\n" -" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\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" @@ -3119,9 +3273,9 @@ const char *builtincgshaderstring = " color.rgb = diffusetex * Color_Ambient;\n" "#endif\n" " color.rgb *= LightColor;\n" -" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n" +" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" -" color.rgb *= ShadowMapCompare(CubeVector,\n" +" color.rgb *= half(ShadowMapCompare(CubeVector,\n" "# if defined(USESHADOWMAP2D)\n" "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" "# endif\n" @@ -3135,12 +3289,32 @@ const char *builtincgshaderstring = "#ifdef USESHADOWMAPVSDCT\n" ", Texture_CubeProjection\n" "#endif\n" -" );\n" +" ));\n" "\n" "#endif\n" "# ifdef USECUBEFILTER\n" -" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n" +" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n" "# endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"#ifdef USESHADOWMAPVSDCT\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n" +"// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n" +"// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n" +"#else\n" +"// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n" +"// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n" +"// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n" +"// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n" +"// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" +"// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n" +"// color.r = half(shadowmaptc.z);\n" +"#endif\n" +"// color.r = 1;\n" +"#endif\n" +"// color.rgb = half3(1,1,1);\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" @@ -3156,8 +3330,8 @@ const char *builtincgshaderstring = "#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)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\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" @@ -3177,15 +3351,15 @@ const char *builtincgshaderstring = "#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)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\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_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\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" @@ -3202,10 +3376,10 @@ const char *builtincgshaderstring = " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\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 = normalize(lightnormal + half3(normalize(EyeVector)));\n" -" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\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" @@ -3229,15 +3403,15 @@ const char *builtincgshaderstring = "\n" "#ifdef USEDEFERREDLIGHTMAP\n" " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\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" "#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\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)) * Color_Glow;\n" +" color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" @@ -3248,9 +3422,9 @@ const char *builtincgshaderstring = " // 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)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\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)) - half3(0.5))).xy * DistortScaleRefractReflect.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" @@ -3261,7 +3435,7 @@ const char *builtincgshaderstring = " 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)) * ReflectColor.rgb, ReflectColor.a);\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" @@ -3281,6 +3455,7 @@ const char *builtincgshaderstring = char *glslshaderstring = NULL; char *cgshaderstring = NULL; +char *hlslshaderstring = NULL; //======================================================================================================================================================= @@ -3434,6 +3609,27 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] = }; #endif +#ifdef SUPPORTD3D +shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = +{ + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +}; +#endif + struct r_glsl_permutation_s; typedef struct r_glsl_permutation_s { @@ -3528,7 +3724,8 @@ typedef struct r_glsl_permutation_s int loc_ModelViewMatrix; int loc_PixelToScreenTexCoord; int loc_ModelToReflectCube; - int loc_ShadowMapMatrix; + int loc_ShadowMapMatrix; + int loc_BloomColorSubtract; } r_glsl_permutation_t; @@ -3755,7 +3952,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode 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_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); + p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract"); // 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); @@ -3950,6 +4148,7 @@ typedef struct r_cg_permutation_s CGparameter fp_ViewToLight; CGparameter fp_PixelToScreenTexCoord; CGparameter fp_ModelToReflectCube; + CGparameter fp_BloomColorSubtract; } r_cg_permutation_t; @@ -4249,6 +4448,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord"); p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube"); + p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract"); CHECKCGERROR } @@ -4347,164 +4547,677 @@ void CG_BindTexture(CGparameter param, rtexture_t *tex) } #endif -void R_GLSL_Restart_f(void) +#ifdef SUPPORTD3D + +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +extern D3DCAPS9 vid_d3d9caps; +#endif + +struct r_hlsl_permutation_s; +typedef struct r_hlsl_permutation_s { - unsigned int i, limit; - if (glslshaderstring && glslshaderstring != builtinshaderstring) - Mem_Free(glslshaderstring); - glslshaderstring = NULL; - if (cgshaderstring && cgshaderstring != builtincgshaderstring) - Mem_Free(cgshaderstring); - cgshaderstring = NULL; - switch(vid.renderpath) + /// hash lookup data + struct r_hlsl_permutation_s *hashnext; + unsigned int mode; + unsigned int permutation; + + /// indicates if we have tried compiling this permutation already + qboolean compiled; + /// NULL if compilation failed + IDirect3DVertexShader9 *vertexshader; + IDirect3DPixelShader9 *pixelshader; +} +r_hlsl_permutation_t; + +typedef enum D3DVSREGISTER_e +{ + D3DVSREGISTER_TexMatrix = 0, // float4x4 + D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4 + D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4 + D3DVSREGISTER_ModelViewMatrix = 12, // float4x4 + D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4 + D3DVSREGISTER_ModelToLight = 20, // float4x4 + D3DVSREGISTER_EyePosition = 24, + D3DVSREGISTER_FogPlane = 25, + D3DVSREGISTER_LightDir = 26, + D3DVSREGISTER_LightPosition = 27, +} +D3DVSREGISTER_t; + +typedef enum D3DPSREGISTER_e +{ + D3DPSREGISTER_Alpha = 0, + D3DPSREGISTER_BloomBlur_Parameters = 1, + D3DPSREGISTER_ClientTime = 2, + D3DPSREGISTER_Color_Ambient = 3, + D3DPSREGISTER_Color_Diffuse = 4, + D3DPSREGISTER_Color_Specular = 5, + D3DPSREGISTER_Color_Glow = 6, + D3DPSREGISTER_Color_Pants = 7, + D3DPSREGISTER_Color_Shirt = 8, + D3DPSREGISTER_DeferredColor_Ambient = 9, + D3DPSREGISTER_DeferredColor_Diffuse = 10, + D3DPSREGISTER_DeferredColor_Specular = 11, + D3DPSREGISTER_DeferredMod_Diffuse = 12, + D3DPSREGISTER_DeferredMod_Specular = 13, + D3DPSREGISTER_DistortScaleRefractReflect = 14, + D3DPSREGISTER_EyePosition = 15, // unused + D3DPSREGISTER_FogColor = 16, + D3DPSREGISTER_FogHeightFade = 17, + D3DPSREGISTER_FogPlane = 18, + D3DPSREGISTER_FogPlaneViewDist = 19, + D3DPSREGISTER_FogRangeRecip = 20, + D3DPSREGISTER_LightColor = 21, + D3DPSREGISTER_LightDir = 22, // unused + D3DPSREGISTER_LightPosition = 23, + D3DPSREGISTER_OffsetMapping_Scale = 24, + D3DPSREGISTER_PixelSize = 25, + D3DPSREGISTER_ReflectColor = 26, + D3DPSREGISTER_ReflectFactor = 27, + D3DPSREGISTER_ReflectOffset = 28, + D3DPSREGISTER_RefractColor = 29, + D3DPSREGISTER_Saturation = 30, + D3DPSREGISTER_ScreenCenterRefractReflect = 31, + D3DPSREGISTER_ScreenScaleRefractReflect = 32, + D3DPSREGISTER_ScreenToDepth = 33, + D3DPSREGISTER_ShadowMap_Parameters = 34, + D3DPSREGISTER_ShadowMap_TextureScale = 35, + D3DPSREGISTER_SpecularPower = 36, + D3DPSREGISTER_UserVec1 = 37, + D3DPSREGISTER_UserVec2 = 38, + D3DPSREGISTER_UserVec3 = 39, + D3DPSREGISTER_UserVec4 = 40, + D3DPSREGISTER_ViewTintColor = 41, + D3DPSREGISTER_PixelToScreenTexCoord = 42, + D3DPSREGISTER_BloomColorSubtract = 43, + D3DPSREGISTER_ViewToLight = 44, // float4x4 + D3DPSREGISTER_ModelToReflectCube = 48, // float4x4 + // next at 52 +} +D3DPSREGISTER_t; + +/// information about each possible shader permutation +r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; +/// currently selected permutation +r_hlsl_permutation_t *r_hlsl_permutation; +/// storage for permutations linked in the hash table +memexpandablearray_t r_hlsl_permutationarray; + +static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation) +{ + //unsigned int hashdepth = 0; + unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); + r_hlsl_permutation_t *p; + for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext) { - case RENDERPATH_GL20: - { - r_glsl_permutation_t *p; - r_glsl_permutation = NULL; - limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); - for (i = 0;i < limit;i++) - { - if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) - { - GL_Backend_FreeProgram(p->program); - Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); - } - } - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); - } - break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG + if (p->mode == mode && p->permutation == permutation) { - 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)); + //if (hashdepth > 10) + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; } - break; -#endif - case RENDERPATH_GL13: - case RENDERPATH_GL11: - break; + //hashdepth++; } + p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray); + p->mode = mode; + p->permutation = permutation; + p->hashnext = r_hlsl_permutationhash[mode][hashindex]; + r_hlsl_permutationhash[mode][hashindex] = p; + //if (hashdepth > 10) + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; } -void R_GLSL_DumpShader_f(void) +static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice) { - int i; - qfile_t *file; - - file = FS_OpenRealFile("glsl/default.glsl", "w", false); - if (file) + char *shaderstring; + if (!filename || !filename[0]) + return NULL; + if (!strcmp(filename, "hlsl/default.hlsl")) { - 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, glslshadermodeinfo[i].pretext); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinshaderstring); - FS_Close(file); - Con_Printf("glsl/default.glsl written\n"); + if (!hlslshaderstring) + { + hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (hlslshaderstring) + Con_DPrintf("Loading shaders from file %s...\n", filename); + else + hlslshaderstring = (char *)builtincgshaderstring; + } + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); + memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); + return shaderstring; } - else - Con_Printf("failed to write to glsl/default.glsl\n"); - -#ifdef SUPPORTCG - file = FS_OpenRealFile("cg/default.cg", "w", false); - if (file) + shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (shaderstring) { - 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"); + if (printfromdisknotice) + Con_DPrintf("from disk %s... ", filename); + return shaderstring; } - else - Con_Printf("failed to write to cg/default.cg\n"); -#endif + return shaderstring; } -void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) -{ - if (!second) - texturemode = GL_MODULATE; - switch (vid.renderpath) - { - case RENDERPATH_GL20: - R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); - if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first ); - if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second); - break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - CHECKCGERROR - R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); - 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 +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dx9.lib") #endif - break; - case RENDERPATH_GL13: - R_Mesh_TexBind(0, first ); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexBind(1, second); - if (second) - R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); - break; - case RENDERPATH_GL11: - R_Mesh_TexBind(0, first ); - break; - } -} -void R_SetupShader_DepthOrShadow(void) -{ - switch (vid.renderpath) +static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring) +{ + DWORD *vsbin = NULL; + DWORD *psbin = NULL; + fs_offset_t vsbinsize; + fs_offset_t psbinsize; +// IDirect3DVertexShader9 *vs = NULL; +// IDirect3DPixelShader9 *ps = NULL; + ID3DXBuffer *vslog = NULL; + ID3DXBuffer *vsbuffer = NULL; + ID3DXConstantTable *vsconstanttable = NULL; + ID3DXBuffer *pslog = NULL; + ID3DXBuffer *psbuffer = NULL; + ID3DXConstantTable *psconstanttable = NULL; + int vsresult = 0; + int psresult = 0; + char temp[MAX_INPUTLINE]; + const char *vsversion = "vs_3_0", *psversion = "ps_3_0"; + if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} + if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} + vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); + psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize); + if ((!vsbin && vertstring) || (!psbin && fragstring)) + { + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); + if (vertstring && vertstring[0]) + { + vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable); + if (vsbuffer) + { + vsbinsize = vsbuffer->GetBufferSize(); + vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); + memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize); + vsbuffer->Release(); + } + if (vslog) + { + strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize())); + Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); + vslog->Release(); + } + } + if (fragstring && fragstring[0]) + { + psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable); + if (psbuffer) + { + psbinsize = psbuffer->GetBufferSize(); + psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); + memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize); + psbuffer->Release(); + } + if (pslog) + { + strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize())); + Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); + pslog->Release(); + } + } + } + if (vsbin) { - case RENDERPATH_GL20: - 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); - break; - case RENDERPATH_GL11: - R_Mesh_TexBind(0, 0); - break; + vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader); + if (FAILED(vsresult)) + Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult); + } + if (psbin) + { + psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader); + if (FAILED(psresult)) + Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult); } + // free the shader data + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); } -void R_SetupShader_ShowDepth(void) +static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation) { - switch (vid.renderpath) - { + int i; + shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode; + int vertstrings_count = 0, vertstring_length = 0; + int geomstrings_count = 0, geomstring_length = 0; + int fragstrings_count = 0, fragstring_length = 0; + char *t; + char *vertexstring, *geometrystring, *fragmentstring; + char *vertstring, *geomstring, *fragstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; + char permutationname[256]; + char cachename[256]; + + if (p->compiled) + return; + p->compiled = true; + p->vertexshader = NULL; + p->pixelshader = NULL; + + permutationname[0] = 0; + cachename[0] = 0; + vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true); + geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false); + fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false); + + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(cachename, "hlsl/", sizeof(cachename)); + + // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler + vertstrings_list[vertstrings_count++] = "#define HLSL\n"; + geomstrings_list[geomstrings_count++] = "#define HLSL\n"; + fragstrings_list[fragstrings_count++] = "#define HLSL\n"; + + // the first pretext is which type of shader to compile as + // (later these will all be bound together as a program object) + vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; + geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; + fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; + + // the second pretext is the mode (for example a light source) + vertstrings_list[vertstrings_count++] = modeinfo->pretext; + geomstrings_list[geomstrings_count++] = modeinfo->pretext; + fragstrings_list[fragstrings_count++] = modeinfo->pretext; + strlcat(permutationname, modeinfo->name, sizeof(permutationname)); + strlcat(cachename, modeinfo->name, sizeof(cachename)); + + // now add all the permutation pretexts + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + if (permutation & (1<vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0])) + Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname); + else + Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname); + + // free the strings + if (vertstring) + Mem_Free(vertstring); + if (geomstring) + Mem_Free(geomstring); + if (fragstring) + Mem_Free(fragstring); + if (vertexstring) + Mem_Free(vertexstring); + if (geometrystring) + Mem_Free(geometrystring); + if (fragmentstring) + Mem_Free(fragmentstring); +} + +static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} +static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);} +static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} + +static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);} +static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);} +static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} + +void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation) +{ + r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation); + if (r_hlsl_permutation != perm) + { + r_hlsl_permutation = perm; + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) + { + if (!r_hlsl_permutation->compiled) + R_HLSL_CompilePermutation(perm, mode, permutation); + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) + { + // remove features until we find a valid permutation + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + // reduce i more quickly whenever it would not remove any bits + int j = 1<<(SHADERPERMUTATION_COUNT-1-i); + if (!(permutation & j)) + continue; + permutation -= j; + r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); + if (!r_hlsl_permutation->compiled) + R_HLSL_CompilePermutation(perm, mode, permutation); + if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader) + break; + } + if (i >= SHADERPERMUTATION_COUNT) + { + //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); + return; // no bit left to clear, entire mode is broken + } + } + } + IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader); + IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader); + } + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); + hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time); +} +#endif + +void R_GLSL_Restart_f(void) +{ + unsigned int i, limit; + if (glslshaderstring && glslshaderstring != builtinshaderstring) + Mem_Free(glslshaderstring); + glslshaderstring = NULL; + if (cgshaderstring && cgshaderstring != builtincgshaderstring) + Mem_Free(cgshaderstring); + cgshaderstring = NULL; + if (hlslshaderstring && hlslshaderstring != builtincgshaderstring) + Mem_Free(hlslshaderstring); + hlslshaderstring = NULL; + switch(vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + r_hlsl_permutation_t *p; + r_hlsl_permutation = NULL; +// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR +// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR +// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR +// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i))) + { + if (p->vertexshader) + IDirect3DVertexShader9_Release(p->vertexshader); + if (p->pixelshader) + IDirect3DPixelShader9_Release(p->pixelshader); + Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p); + } + } + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GL20: + { + r_glsl_permutation_t *p; + r_glsl_permutation = NULL; + limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + { + GL_Backend_FreeProgram(p->program); + Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + } + } + 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; + } +} + +void R_GLSL_DumpShader_f(void) +{ + int i; + qfile_t *file; + + file = FS_OpenRealFile("glsl/default.glsl", "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, glslshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtinshaderstring); + FS_Close(file); + Con_Printf("glsl/default.glsl written\n"); + } + 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) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, hlslshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtincgshaderstring); + FS_Close(file); + Con_Printf("hlsl/default.hlsl written\n"); + } + else + Con_Printf("failed to write to hlsl/default.hlsl\n"); +#endif +} + +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) +{ + if (!second) + texturemode = GL_MODULATE; + switch (vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + CHECKCGERROR + R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + 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 + break; + case RENDERPATH_GL13: + R_Mesh_TexBind(0, first ); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexBind(1, second); + if (second) + R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); + break; + case RENDERPATH_GL11: + R_Mesh_TexBind(0, first ); + break; + } +} + +void R_SetupShader_DepthOrShadow(void) +{ + switch (vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); + break; + 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); + break; + case RENDERPATH_GL11: + R_Mesh_TexBind(0, 0); + break; + } +} + +void R_SetupShader_ShowDepth(void) +{ + switch (vid.renderpath) + { + case RENDERPATH_D3D9: +#ifdef SUPPORTHLSL + R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); break; @@ -4537,6 +5250,7 @@ extern int r_shadow_shadowmappcf; extern rtexture_t *r_shadow_shadowmaprectangletexture; extern rtexture_t *r_shadow_shadowmap2dtexture; extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; +extern rtexture_t *r_shadow_shadowmap2dcolortexture; extern rtexture_t *r_shadow_shadowmapvsdcttexture; extern matrix4x4_t r_shadow_shadowmapmatrix; extern int r_shadow_shadowmaplod; // changes for each light based on distance @@ -4546,7 +5260,8 @@ extern rtexture_t *r_shadow_prepassgeometrydepthtexture; extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; -void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) +extern cvar_t gl_mesh_separatearrays; +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 // combination of texture, entity, light source, and fogging, only use the @@ -4555,6 +5270,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, unsigned int permutation = 0; unsigned int mode = 0; float m16f[16]; + r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background @@ -4567,12 +5283,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, mode = SHADERMODE_GENERIC; permutation |= SHADERPERMUTATION_DIFFUSE; } - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); } @@ -4599,15 +5309,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, mode = SHADERMODE_DEFERREDGEOMETRY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); } @@ -4666,24 +5367,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) - { - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - } - else - { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); - } - //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); } @@ -4732,24 +5415,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_REFLECTION; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) - { - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - } - else - { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); - } - R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } @@ -4806,21 +5471,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) - { - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - } - else - { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); - } - R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } @@ -4870,21 +5520,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) - { - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - } - else - { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); - } - R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } @@ -4947,11 +5582,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_shadow_glossexact.integer) permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; } - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); } else if (r_glsl_deluxemapping.integer >= 2) { @@ -4964,48 +5594,182 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_shadow_glossexact.integer) permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; } - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface.uselightmaptexture) { // ordinary lightmapping (q1bsp, q3bsp) mode = SHADERMODE_LIGHTMAP; - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - else - R_Mesh_ColorPointer(NULL, 0, 0); } else { // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; - R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0); - R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - } - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING)) - { - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - } - else - { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); } GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); + R_SetupShader_SetPermutationHLSL(mode, permutation); + Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); + if (mode == SHADERMODE_LIGHTSOURCE) + { + Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + } + else + { + if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + } + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + + if (mode == SHADERMODE_LIGHTSOURCE) + { + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + + // additive passes are only darkened by fog, not tinted + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + } + // additive passes are only darkened by fog, not tinted + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + else + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f); + hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (rsurface.texture->pantstexture) + hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0); + if (rsurface.texture->shirttexture) + hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0); + hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist); + hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip); + hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade); + hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); + if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); + if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) + { + R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture); + if (rsurface.rtlight) + { + if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: + if (gl_mesh_separatearrays.integer) + { + 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, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); + } + else + { + 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_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 (mode == SHADERMODE_LIGHTSOURCE) @@ -5111,13 +5875,21 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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 , r_texture_white ); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap ); + 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 ); - if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white ); - if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white ); - if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); - if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) @@ -5136,6 +5908,22 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); + } + else + { + 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) @@ -5257,11 +6045,19 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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 , r_texture_white );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR + if (r_cg_permutation->fp_Texture_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 - if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR + if (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 + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR + } + else + { + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR + } if (r_cg_permutation->fp_Texture_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 @@ -5343,6 +6139,37 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(mode, permutation); + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); + R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture ); + if (r_shadow_usingshadowmapcube) + R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(mode, permutation); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); @@ -5554,6 +6381,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \ } +extern cvar_t gl_picmip; skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain) { int j; @@ -5567,6 +6395,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole qboolean ddshasalpha = false; float ddsavgcolor[4]; char basename[MAX_QPATH]; + int miplevel = R_PicmipForFlags(textureflags); + int savemiplevel = miplevel; + int mymiplevel; if (cls.state == ca_dedicated) return NULL; @@ -5581,13 +6412,15 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole Image_StripImageExtension(name, basename, sizeof(basename)); // check for DDS texture file first - if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor))) + if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel))) { - basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer); + basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel); if (basepixels == NULL) return NULL; } + // FIXME handle miplevel + if (developer_loading.integer) Con_Printf("loading skin \"%s\"\n", name); @@ -5612,14 +6445,14 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe->hasalpha = ddshasalpha; VectorCopy(ddsavgcolor, skinframe->avgcolor); if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL); + skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel); //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); } else { basepixels_width = image_width; basepixels_height = image_height; - skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); if (textureflags & TEXF_ALPHA) { for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) @@ -5641,7 +6474,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } - skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); Mem_Free(pixels); } } @@ -5655,30 +6488,32 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (r_loaddds) { + mymiplevel = savemiplevel; if (r_loadnormalmap) - skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL); - skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL); + skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel); + skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); if (r_loadgloss) - skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL); - skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL); - skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL); - skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL); + skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); } // _norm is the name used by tenebrae and has been adopted as standard if (r_loadnormalmap && skinframe->nmap == NULL) { - if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL) + mymiplevel = savemiplevel; + if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); Mem_Free(bumppixels); } @@ -5686,7 +6521,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); } if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap) @@ -5695,44 +6530,49 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole // _luma is supported only for tenebrae compatibility // _glow is the preferred name - if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))) + mymiplevel = savemiplevel; + if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))) { - skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow) R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true); Mem_Free(pixels);pixels = NULL; } - if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss) R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true); Mem_Free(pixels); pixels = NULL; } - if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants) R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true); Mem_Free(pixels); pixels = NULL; } - if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt) R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true); Mem_Free(pixels); pixels = NULL; } - if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))) + mymiplevel = savemiplevel; + if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))) { - skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL); + skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect) R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true); Mem_Free(pixels); @@ -5784,10 +6624,10 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } - skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL); + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL); if (textureflags & TEXF_ALPHA) { for (i = 3;i < width * height * 4;i += 4) @@ -5804,7 +6644,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co memcpy(fogpixels, skindata, width * height * 4); for (i = 0;i < width * height * 4;i += 4) fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL); Mem_Free(fogpixels); } } @@ -5849,7 +6689,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i Con_Printf("loading quake skin \"%s\"\n", name); // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped) - skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height); + skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); memcpy(skinframe->qpixels, skindata, width*height); skinframe->qwidth = width; skinframe->qheight = height; @@ -5907,27 +6747,27 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo // use either a custom palette or the quake palette Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } if (skinframe->qgenerateglow) { skinframe->qgenerateglow = false; - skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow + skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow } if (colormapped) { skinframe->qgeneratebase = false; - skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); - skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite); - skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite); + skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); + skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite); + skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite); } else { skinframe->qgeneratemerged = false; - skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete); + skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete); } if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase) @@ -5969,7 +6809,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co if (developer_loading.integer) Con_Printf("loading embedded 8bit image \"%s\"\n", name); - skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette); + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette); if (textureflags & TEXF_ALPHA) { for (i = 0;i < width * height;i++) @@ -5981,7 +6821,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co } } if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette); } R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]); @@ -6074,7 +6914,7 @@ rtexture_t *R_LoadCubemap(const char *basename) // generate an image name based on the base and and suffix dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix); // load it - if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer))) + if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL))) { // an image loaded, make sure width and height are equal if (image_width == image_height && (!cubemappixels || image_width == cubemapsize)) @@ -6103,7 +6943,7 @@ rtexture_t *R_LoadCubemap(const char *basename) if (developer_loading.integer) Con_Printf("loading cubemap \"%s\"\n", basename); - cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL); + cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); Mem_Free(cubemappixels); } else @@ -6173,7 +7013,7 @@ void R_Main_ResizeViewCache(void) r_refdef.viewcache.maxentities = numentities; if (r_refdef.viewcache.entityvisible) Mem_Free(r_refdef.viewcache.entityvisible); - r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities); + r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities); } if (r_refdef.viewcache.world_numclusters != numclusters) { @@ -6181,21 +7021,21 @@ void R_Main_ResizeViewCache(void) r_refdef.viewcache.world_numclusterbytes = numclusterbytes; if (r_refdef.viewcache.world_pvsbits) Mem_Free(r_refdef.viewcache.world_pvsbits); - r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes); + r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes); } if (r_refdef.viewcache.world_numleafs != numleafs) { r_refdef.viewcache.world_numleafs = numleafs; if (r_refdef.viewcache.world_leafvisible) Mem_Free(r_refdef.viewcache.world_leafvisible); - r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs); + r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs); } if (r_refdef.viewcache.world_numsurfaces != numsurfaces) { r_refdef.viewcache.world_numsurfaces = numsurfaces; if (r_refdef.viewcache.world_surfacevisible) Mem_Free(r_refdef.viewcache.world_surfacevisible); - r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces); + r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces); } } @@ -6221,6 +7061,9 @@ void gl_main_start(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -6284,6 +7127,12 @@ void gl_main_start(void) memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256); cgshaderstring = NULL; +#endif +#ifdef SUPPORTD3D + r_hlsl_permutation = NULL; + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); + hlslshaderstring = NULL; #endif memset(&r_svbsp, 0, sizeof (r_svbsp)); @@ -6297,8 +7146,25 @@ void gl_main_shutdown(void) R_Main_FreeViewCache(); - if (r_maxqueries) - qglDeleteQueriesARB(r_maxqueries, r_queries); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (r_maxqueries) + qglDeleteQueriesARB(r_maxqueries, r_queries); + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } r_numqueries = 0; r_maxqueries = 0; @@ -6329,14 +7195,6 @@ void gl_main_shutdown(void) //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); - r_glsl_permutation = NULL; - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); - glslshaderstring = NULL; -#ifdef SUPPORTCG - r_cg_permutation = NULL; - memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); - cgshaderstring = NULL; -#endif R_GLSL_Restart_f(); } @@ -6344,7 +7202,6 @@ extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { // FIXME: move this code to client - int l; char *entities, entname[MAX_QPATH]; if (r_qwskincache) Mem_Free(r_qwskincache); @@ -6352,17 +7209,12 @@ void gl_main_newmap(void) r_qwskincache_size = 0; if (cl.worldmodel) { - strlcpy(entname, cl.worldmodel->name, sizeof(entname)); - l = (int)strlen(entname) - 4; - if (l >= 0 && !strcmp(entname + l, ".bsp")) + dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension); + if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { - memcpy(entname + l, ".ent", 5); - if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) - { - CL_ParseEntityLump(entities); - Mem_Free(entities); - return; - } + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; } if (cl.worldmodel->brush.entities) CL_ParseEntityLump(cl.worldmodel->brush.entities); @@ -6419,6 +7271,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_showdisabledepthtest); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_draw2d); + Cvar_RegisterVariable(&r_drawworld); Cvar_RegisterVariable(&r_cullentities_trace); Cvar_RegisterVariable(&r_cullentities_trace_samples); Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples); @@ -6490,12 +7344,11 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); - Cvar_RegisterVariable(&r_batchmode); Cvar_RegisterVariable(&r_glsl_saturation); Cvar_RegisterVariable(&r_framedatasize); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); - R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL); Cvar_RegisterVariable(&r_track_sprites); Cvar_RegisterVariable(&r_track_sprites_flags); @@ -6566,9 +7419,7 @@ void GL_Init (void) Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) - CHECKGLERROR - qglClearColor(0,0,0,1);CHECKGLERROR - qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); } int R_CullBox(const vec3_t mins, const vec3_t maxs) @@ -6758,6 +7609,41 @@ void R_AnimCache_ClearCache(void) 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_vertexmeshbuffer = NULL; + } +} + +void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) +{ + int i; + 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++) + VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f); + // TODO: upload vertex buffer? + } + if (ent->animcache_vertexmesh) + { + memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices); + for (i = 0;i < numvertices;i++) + VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f); + if (ent->animcache_svector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f); + if (ent->animcache_tvector3f) + for (i = 0;i < numvertices;i++) + VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f); + if (ent->animcache_normal3f) + for (i = 0;i < numvertices;i++) + VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f); + // TODO: upload vertex buffer? } } @@ -6768,7 +7654,7 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool // see if it's already cached this frame if (ent->animcache_vertex3f) { - // add normals/tangents if needed + // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc) if (wantnormals || wanttangents) { if (ent->animcache_normal3f) @@ -6779,14 +7665,17 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool { numvertices = model->surfmesh.num_vertices; if (wantnormals) - ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wanttangents) { - ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); - ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + 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); + } } } } @@ -6797,16 +7686,19 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool return false; // get some memory for this entity and generate mesh data numvertices = model->surfmesh.num_vertices; - ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wantnormals) - ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices); if (wanttangents) { - ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); - ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + 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); + } } return !r_framedata_failed; } @@ -6814,13 +7706,16 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool void R_AnimCache_CacheVisibleEntities(void) { int i; - qboolean wantnormals = !r_showsurfaces.integer; + qboolean wantnormals = true; qboolean wanttangents = !r_showsurfaces.integer; switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -6828,6 +7723,9 @@ void R_AnimCache_CacheVisibleEntities(void) break; } + if (r_shownormals.integer) + wanttangents = wantnormals = true; + // TODO: thread this // NOTE: R_PrepareRTLights() also caches entities @@ -6844,7 +7742,7 @@ static void R_View_UpdateEntityLighting (void) entity_render_t *ent; vec3_t tempdiffusenormal, avg; vec_t f, fa, fd, fdd; - qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled(); + qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled(); for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -7314,6 +8212,18 @@ void R_EntityMatrix(const matrix4x4_t *matrix) CHECKGLERROR switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__); + break; case RENDERPATH_GL20: if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); @@ -7352,16 +8262,25 @@ void R_ResetViewRendering2D(void) GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); + GL_DepthFunc(GL_LEQUAL); R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + GL_CullFace(GL_NONE); } void R_ResetViewRendering3D(void) @@ -7378,15 +8297,24 @@ void R_ResetViewRendering3D(void) GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); + GL_DepthFunc(GL_LEQUAL); R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(~0);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } GL_CullFace(r_refdef.view.cullface_back); } @@ -7422,6 +8350,9 @@ static void R_Water_StartFrame(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7494,7 +8425,7 @@ static void R_Water_StartFrame(void) r_waterstate.numwaterplanes = 0; } -void R_Water_AddWaterPlane(msurface_t *surface) +void R_Water_AddWaterPlane(msurface_t *surface, int entno) { int triangleindex, planeindex; const int *e; @@ -7586,14 +8517,14 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_refraction) goto error; } else if (p->materialflags & MATERIALFLAG_CAMERA) { if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL); + p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); if (!p->texture_camera) goto error; } @@ -7601,7 +8532,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_reflection) goto error; } @@ -7698,7 +8629,7 @@ static void R_Water_ProcessPlanes(void) r_refdef.view.cullface_front = GL_FRONT; r_refdef.view.cullface_back = GL_BACK; // also reverse the view matrix - Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1); + Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round R_RenderView_UpdateViewVectors(); if(p->camera_entity) r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); @@ -7740,6 +8671,9 @@ void R_Bloom_StartFrame(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7792,7 +8726,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -7802,7 +8736,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); } // when doing a reduced render (HDR) we want to use a smaller area @@ -7834,6 +8768,29 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexcoord2f[6] = 0; r_bloomstate.bloomtexcoord2f[7] = 0; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + { + int i; + for (i = 0;i < 4;i++) + { + r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight; + r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight; + } + } + break; + } + if (r_hdr.integer || r_bloom.integer) { r_bloomstate.enabled = true; @@ -7852,10 +8809,24 @@ void R_Bloom_CopyBloomTexture(float colorscale) R_SetViewport(&r_bloomstate.viewport); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); - // TODO: optimize with multitexture or GLSL - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); + // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + } + // TODO: do boxfilter scale-down in shader? R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // we now have a bloom image in the framebuffer @@ -7878,8 +8849,6 @@ void R_Bloom_MakeTexture(void) r_refdef.stats.bloom++; R_ResetViewRendering2D(); - R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); // we have a bloom image in the framebuffer CHECKGLERROR @@ -7890,10 +8859,10 @@ void R_Bloom_MakeTexture(void) x *= 2; r = bound(0, r_bloom_colorexponent.value / x, 1); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_Color(r, r, r, 1); + GL_Color(r,r,r,1); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // copy the vertically blurred bloom view to a texture @@ -7909,7 +8878,6 @@ void R_Bloom_MakeTexture(void) if(range >= 1) brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle" R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0); for (dir = 0;dir < 2;dir++) { @@ -7941,7 +8909,8 @@ void R_Bloom_MakeTexture(void) if(range >= 1) r *= (1 - x*x/(float)(range*range)); GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } @@ -7950,31 +8919,6 @@ void R_Bloom_MakeTexture(void) R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } - - // apply subtract last - // (just like it would be in a GLSL shader) - if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); - GL_Color(1, 1, 1, 1); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - - GL_BlendFunc(GL_ONE, GL_ONE); - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); - GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - - // copy the darkened bloom view to a texture - R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); - r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; - } } void R_HDR_RenderBloomTexture(void) @@ -8040,6 +8984,9 @@ static void R_BlendView(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -8053,8 +9000,6 @@ static void R_BlendView(void) if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); } R_ResetViewRendering2D(); - R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0)) { @@ -8089,9 +9034,22 @@ static void R_BlendView(void) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(1, 1, 1, cl.motionbluralpha); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + } R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } } @@ -8107,12 +9065,11 @@ static void R_BlendView(void) { // apply a color tint to the whole view R_ResetViewRendering2D(); - R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } break; // no screen processing, no bloom, skip it } @@ -8136,16 +9093,13 @@ static void R_BlendView(void) sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); R_ResetViewRendering2D(); - R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0); switch(vid.renderpath) { case RENDERPATH_GL20: + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); @@ -8158,9 +9112,11 @@ static void R_BlendView(void) 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 @@ -8173,12 +9129,38 @@ static void R_BlendView(void) if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR + if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); +#endif + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); + R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); + hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); #endif break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; default: break; } - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; break; case RENDERPATH_GL13: @@ -8187,12 +9169,11 @@ static void R_BlendView(void) { // apply a color tint to the whole view R_ResetViewRendering2D(); - R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); } break; } @@ -8322,6 +9303,9 @@ void R_UpdateVariables(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -8348,7 +9332,7 @@ void R_UpdateVariables(void) } else { - r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); + r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL); } } } @@ -8416,7 +9400,7 @@ void R_RenderView(void) if (r_refdef.view.isoverlay) { // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas] - GL_Clear( GL_DEPTH_BUFFER_BIT ); + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); R_TimeReport("depthclear"); r_refdef.view.showdebug = false; @@ -8430,7 +9414,7 @@ void R_RenderView(void) return; } - if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/) + if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_refdef.view.colorscale = r_hdr_scenebrightness.value; @@ -8602,7 +9586,7 @@ void R_RenderScene(void) R_TimeReport("modeldepth"); } - if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0) + if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0) { R_DrawModelShadowMaps(); R_ResetViewRendering3D(); @@ -8630,7 +9614,7 @@ void R_RenderScene(void) if (r_refdef.scene.extraupdate) S_ExtraUpdate (); - if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0) + if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0) { R_DrawModelShadows(); R_ResetViewRendering3D(); @@ -8650,7 +9634,7 @@ void R_RenderScene(void) if (r_refdef.scene.extraupdate) S_ExtraUpdate (); - if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0) + if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0) { R_DrawModelShadows(); R_ResetViewRendering3D(); @@ -8784,11 +9768,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } - R_Mesh_VertexPointer(vertex3f, 0, 0); - R_Mesh_ColorPointer(color4f, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL); R_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0); + R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) @@ -8934,9 +9917,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight 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); - R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - R_Mesh_ColorPointer(color4f, 0, 0); for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] *= rsurface.colormod[0]; @@ -8948,7 +9929,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight { for (i = 0, c = color4f;i < 6;i++, c += 4) { - f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i); + f1 = RSurf_FogVertex(nomodelvertex3f + 3*i); f2 = 1 - f1; c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2); @@ -8956,7 +9937,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight } } R_Mesh_ResetTextureState(); - R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL); + R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0); } void R_DrawNoModel(entity_render_t *ent) @@ -9129,12 +10111,22 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->color[3] = a; } +static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms) +{ + if(parms[0] == 0 && parms[1] == 0) + return false; + if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set! + if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0) + return false; + return true; +} + static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; index = parms[2] + r_refdef.scene.time * parms[3]; index -= floor(index); - switch (func) + switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1)) { default: case Q3WAVEFUNC_NONE: @@ -9159,7 +10151,10 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) f = -(1 - f); break; } - return (float)(parms[0] + parms[1] * f); + f = parms[0] + parms[1] * f; + if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set! + f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)]; + return (float) f; } void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) @@ -9301,7 +10296,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) r_qwskincache_size = cl.maxclients; if (r_qwskincache) Mem_Free(r_qwskincache); - r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size); + r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size); } if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin)) R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin); @@ -9395,7 +10390,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) } else { - t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; + t->backgroundbasetexture = r_texture_white; t->backgroundnmaptexture = r_texture_blanknormalmap; t->backgroundglosstexture = r_texture_black; t->backgroundglowtexture = NULL; @@ -9542,24 +10537,51 @@ rsurfacestate_t rsurface; void R_Mesh_ResizeArrays(int newvertices) { - float *base; + unsigned char *base; + size_t size; if (rsurface.array_size >= newvertices) return; - if (rsurface.array_modelvertex3f) - Mem_Free(rsurface.array_modelvertex3f); + if (rsurface.array_base) + Mem_Free(rsurface.array_base); rsurface.array_size = (newvertices + 1023) & ~1023; - base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33])); - rsurface.array_modelvertex3f = base + rsurface.array_size * 0; - rsurface.array_modelsvector3f = base + rsurface.array_size * 3; - rsurface.array_modeltvector3f = base + rsurface.array_size * 6; - rsurface.array_modelnormal3f = base + rsurface.array_size * 9; - rsurface.array_deformedvertex3f = base + rsurface.array_size * 12; - rsurface.array_deformedsvector3f = base + rsurface.array_size * 15; - rsurface.array_deformedtvector3f = base + rsurface.array_size * 18; - rsurface.array_deformednormal3f = base + rsurface.array_size * 21; - rsurface.array_texcoord3f = base + rsurface.array_size * 24; - rsurface.array_color4f = base + rsurface.array_size * 27; - rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31; + 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) @@ -9569,6 +10591,7 @@ void RSurf_ActiveWorldEntity(void) // return; rsurface.entity = r_refdef.scene.worldentity; rsurface.skeleton = NULL; + memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; rsurface.ent_shadertime = 0; @@ -9600,48 +10623,80 @@ void RSurf_ActiveWorldEntity(void) rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; rsurface.modelvertex3f = model->surfmesh.data_vertex3f; - rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; + rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelsvector3f = model->surfmesh.data_svector3f; - rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; rsurface.modeltvector3f = model->surfmesh.data_tvector3f; - rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; rsurface.modelnormal3f = model->surfmesh.data_normal3f; - rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; + rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; - rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; + rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; - rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; - rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; rsurface.modelelement3i = model->surfmesh.data_element3i; + rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; + rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; rsurface.modelelement3s = model->surfmesh.data_element3s; - rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i; - rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s; + rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer; + rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset; rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; - rsurface.modelnum_vertices = model->surfmesh.num_vertices; - rsurface.modelnum_triangles = model->surfmesh.num_triangles; + rsurface.modelnumvertices = model->surfmesh.num_vertices; + rsurface.modelnumtriangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; - rsurface.generatedvertex = false; - rsurface.vertex3f = rsurface.modelvertex3f; - rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; - rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; - rsurface.svector3f = rsurface.modelsvector3f; - rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; - rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; - rsurface.tvector3f = rsurface.modeltvector3f; - rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; - rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; - rsurface.normal3f = rsurface.modelnormal3f; - rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; - rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; - rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; + rsurface.modelvertexmesh = model->surfmesh.vertexmesh; + rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer; + rsurface.modelvertexposition = model->surfmesh.vertexposition; + rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer; + rsurface.modelgeneratedvertex = false; + rsurface.batchgeneratedvertex = false; + rsurface.batchfirstvertex = 0; + rsurface.batchnumvertices = 0; + rsurface.batchfirsttriangle = 0; + rsurface.batchnumtriangles = 0; + rsurface.batchvertex3f = NULL; + rsurface.batchvertex3f_vertexbuffer = NULL; + rsurface.batchvertex3f_bufferoffset = 0; + rsurface.batchsvector3f = NULL; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = NULL; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + rsurface.batchnormal3f = NULL; + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + rsurface.batchlightmapcolor4f = NULL; + rsurface.batchlightmapcolor4f_vertexbuffer = NULL; + rsurface.batchlightmapcolor4f_bufferoffset = 0; + rsurface.batchtexcoordtexture2f = NULL; + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; + rsurface.batchtexcoordlightmap2f = NULL; + rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; + rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchvertexmesh = NULL; + rsurface.batchvertexmeshbuffer = NULL; + rsurface.batchvertexposition = NULL; + rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchelement3i = NULL; + rsurface.batchelement3i_indexbuffer = NULL; + rsurface.batchelement3i_bufferoffset = 0; + rsurface.batchelement3s = NULL; + rsurface.batchelement3s_indexbuffer = NULL; + rsurface.batchelement3s_bufferoffset = 0; + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = NULL; + rsurface.passcolor4f_bufferoffset = 0; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass) @@ -9651,6 +10706,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q // return; rsurface.entity = (entity_render_t *)ent; rsurface.skeleton = ent->skeleton; + memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = ent->skinnum; rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1; rsurface.ent_shadertime = ent->shadertime; @@ -9693,6 +10749,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL; rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : 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; } else if (wanttangents) { @@ -9701,6 +10761,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q 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.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertexposition = NULL; + rsurface.modelvertexpositionbuffer = NULL; } else if (wantnormals) { @@ -9709,6 +10773,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = rsurface.array_modelnormal3f; model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertexposition = NULL; + rsurface.modelvertexpositionbuffer = NULL; } else { @@ -9717,77 +10785,115 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL); + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertexposition = NULL; + rsurface.modelvertexpositionbuffer = NULL; } - rsurface.modelvertex3f_bufferobject = 0; + rsurface.modelvertex3f_vertexbuffer = 0; rsurface.modelvertex3f_bufferoffset = 0; - rsurface.modelsvector3f_bufferobject = 0; + rsurface.modelsvector3f_vertexbuffer = 0; rsurface.modelsvector3f_bufferoffset = 0; - rsurface.modeltvector3f_bufferobject = 0; + rsurface.modeltvector3f_vertexbuffer = 0; rsurface.modeltvector3f_bufferoffset = 0; - rsurface.modelnormal3f_bufferobject = 0; + rsurface.modelnormal3f_vertexbuffer = 0; rsurface.modelnormal3f_bufferoffset = 0; - rsurface.generatedvertex = true; + rsurface.modelgeneratedvertex = true; } else { rsurface.modelvertex3f = model->surfmesh.data_vertex3f; - rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; + rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelsvector3f = model->surfmesh.data_svector3f; - rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; rsurface.modeltvector3f = model->surfmesh.data_tvector3f; - rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; rsurface.modelnormal3f = model->surfmesh.data_normal3f; - rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; + rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; - rsurface.generatedvertex = false; + rsurface.modelvertexmesh = model->surfmesh.vertexmesh; + rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer; + rsurface.modelvertexposition = model->surfmesh.vertexposition; + rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer; + rsurface.modelgeneratedvertex = false; } rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; - rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; + rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; - rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; - rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; rsurface.modelelement3i = model->surfmesh.data_element3i; + rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer; + rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset; rsurface.modelelement3s = model->surfmesh.data_element3s; - rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i; - rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s; + rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer; + rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset; rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; - rsurface.modelnum_vertices = model->surfmesh.num_vertices; - rsurface.modelnum_triangles = model->surfmesh.num_triangles; + rsurface.modelnumvertices = model->surfmesh.num_vertices; + rsurface.modelnumtriangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; - rsurface.vertex3f = rsurface.modelvertex3f; - rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; - rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; - rsurface.svector3f = rsurface.modelsvector3f; - rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; - rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; - rsurface.tvector3f = rsurface.modeltvector3f; - rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; - rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; - rsurface.normal3f = rsurface.modelnormal3f; - rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; - rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; - rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; + rsurface.batchgeneratedvertex = false; + rsurface.batchfirstvertex = 0; + rsurface.batchnumvertices = 0; + rsurface.batchfirsttriangle = 0; + rsurface.batchnumtriangles = 0; + rsurface.batchvertex3f = NULL; + rsurface.batchvertex3f_vertexbuffer = NULL; + rsurface.batchvertex3f_bufferoffset = 0; + rsurface.batchsvector3f = NULL; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = NULL; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + rsurface.batchnormal3f = NULL; + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + rsurface.batchlightmapcolor4f = NULL; + rsurface.batchlightmapcolor4f_vertexbuffer = NULL; + rsurface.batchlightmapcolor4f_bufferoffset = 0; + rsurface.batchtexcoordtexture2f = NULL; + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; + rsurface.batchtexcoordlightmap2f = NULL; + rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; + rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchvertexmesh = NULL; + rsurface.batchvertexmeshbuffer = NULL; + rsurface.batchvertexposition = NULL; + rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchelement3i = NULL; + rsurface.batchelement3i_indexbuffer = NULL; + rsurface.batchelement3i_bufferoffset = 0; + rsurface.batchelement3s = NULL; + rsurface.batchelement3s_indexbuffer = NULL; + rsurface.batchelement3s_bufferoffset = 0; + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = NULL; + rsurface.passcolor4f_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_qwskin = -1; rsurface.ent_shadertime = shadertime; rsurface.ent_flags = entflags; - rsurface.modelnum_vertices = numvertices; - rsurface.modelnum_triangles = numtriangles; - if (rsurface.array_size < rsurface.modelnum_vertices) - R_Mesh_ResizeArrays(rsurface.modelnum_vertices); + rsurface.modelnumvertices = numvertices; + rsurface.modelnumtriangles = numtriangles; + if (rsurface.array_size < rsurface.modelnumvertices) + R_Mesh_ResizeArrays(rsurface.modelnumvertices); rsurface.matrix = *matrix; rsurface.inversematrix = *inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -9832,149 +10938,607 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; } - rsurface.modelvertex3f_bufferobject = 0; + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertexposition = NULL; + rsurface.modelvertexpositionbuffer = NULL; + rsurface.modelvertex3f_vertexbuffer = 0; rsurface.modelvertex3f_bufferoffset = 0; - rsurface.modelsvector3f_bufferobject = 0; + rsurface.modelsvector3f_vertexbuffer = 0; rsurface.modelsvector3f_bufferoffset = 0; - rsurface.modeltvector3f_bufferobject = 0; + rsurface.modeltvector3f_vertexbuffer = 0; rsurface.modeltvector3f_bufferoffset = 0; - rsurface.modelnormal3f_bufferobject = 0; + rsurface.modelnormal3f_vertexbuffer = 0; rsurface.modelnormal3f_bufferoffset = 0; - rsurface.generatedvertex = true; + rsurface.modelgeneratedvertex = true; rsurface.modellightmapcolor4f = color4f; - rsurface.modellightmapcolor4f_bufferobject = 0; + rsurface.modellightmapcolor4f_vertexbuffer = 0; rsurface.modellightmapcolor4f_bufferoffset = 0; rsurface.modeltexcoordtexture2f = texcoord2f; - rsurface.modeltexcoordtexture2f_bufferobject = 0; + rsurface.modeltexcoordtexture2f_vertexbuffer = 0; rsurface.modeltexcoordtexture2f_bufferoffset = 0; rsurface.modeltexcoordlightmap2f = NULL; - rsurface.modeltexcoordlightmap2f_bufferobject = 0; + rsurface.modeltexcoordlightmap2f_vertexbuffer = 0; rsurface.modeltexcoordlightmap2f_bufferoffset = 0; rsurface.modelelement3i = element3i; + rsurface.modelelement3i_indexbuffer = NULL; + rsurface.modelelement3i_bufferoffset = 0; rsurface.modelelement3s = element3s; - rsurface.modelelement3i_bufferobject = 0; - rsurface.modelelement3s_bufferobject = 0; + rsurface.modelelement3s_indexbuffer = NULL; + rsurface.modelelement3s_bufferoffset = 0; rsurface.modellightmapoffsets = NULL; rsurface.modelsurfaces = NULL; - rsurface.vertex3f = rsurface.modelvertex3f; - rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; - rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; - rsurface.svector3f = rsurface.modelsvector3f; - rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; - rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; - rsurface.tvector3f = rsurface.modeltvector3f; - rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; - rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; - rsurface.normal3f = rsurface.modelnormal3f; - rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; - rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; - rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; - - if (rsurface.modelnum_vertices && rsurface.modelelement3i) + rsurface.batchgeneratedvertex = false; + rsurface.batchfirstvertex = 0; + rsurface.batchnumvertices = 0; + rsurface.batchfirsttriangle = 0; + rsurface.batchnumtriangles = 0; + rsurface.batchvertex3f = NULL; + rsurface.batchvertex3f_vertexbuffer = NULL; + rsurface.batchvertex3f_bufferoffset = 0; + rsurface.batchsvector3f = NULL; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = NULL; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + rsurface.batchnormal3f = NULL; + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + rsurface.batchlightmapcolor4f = NULL; + rsurface.batchlightmapcolor4f_vertexbuffer = NULL; + rsurface.batchlightmapcolor4f_bufferoffset = 0; + rsurface.batchtexcoordtexture2f = NULL; + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; + rsurface.batchtexcoordlightmap2f = NULL; + rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; + rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchvertexmesh = NULL; + rsurface.batchvertexmeshbuffer = NULL; + rsurface.batchvertexposition = NULL; + rsurface.batchvertexpositionbuffer = NULL; + rsurface.batchelement3i = NULL; + rsurface.batchelement3i_indexbuffer = NULL; + rsurface.batchelement3i_bufferoffset = 0; + rsurface.batchelement3s = NULL; + rsurface.batchelement3s_indexbuffer = NULL; + rsurface.batchelement3s_bufferoffset = 0; + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = NULL; + rsurface.passcolor4f_bufferoffset = 0; + + if (rsurface.modelnumvertices && rsurface.modelelement3i) { if ((wantnormals || wanttangents) && !normal3f) - Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0); + { + Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0); + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + } if (wanttangents && !svector3f) - Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0); + { + 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; + } + } + + // 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) -{ - // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader - float FogPlaneViewDist = r_refdef.fogplaneviewdist; - float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3]; - float FogHeightFade = r_refdef.fogheightfade; - float fogfrac; - unsigned int fogmasktableindex; - if (r_refdef.fogplaneviewabove) - fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade); - else - fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); - fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier); - return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; -} +float RSurf_FogPoint(const float *v) +{ + // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader + float FogPlaneViewDist = r_refdef.fogplaneviewdist; + float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3]; + float FogHeightFade = r_refdef.fogheightfade; + float fogfrac; + unsigned int fogmasktableindex; + if (r_refdef.fogplaneviewabove) + fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade); + else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); + fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier); + return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; +} + +float RSurf_FogVertex(const float *v) +{ + // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader + float FogPlaneViewDist = rsurface.fogplaneviewdist; + float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3]; + float FogHeightFade = rsurface.fogheightfade; + float fogfrac; + unsigned int fogmasktableindex; + if (r_refdef.fogplaneviewabove) + fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade); + else + fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); + fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier); + return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; +} + +void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust) +{ + int i; + for (i = 0;i < numelements;i++) + outelement3i[i] = inelement3i[i] + adjust; +} + +static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; +extern cvar_t gl_vbo; +void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist) +{ + int deformindex; + int firsttriangle; + int numtriangles; + int firstvertex; + int endvertex; + int numvertices; + int surfacefirsttriangle; + int surfacenumtriangles; + int surfacefirstvertex; + int surfaceendvertex; + int surfacenumvertices; + int surfaceadjustvertex; + int needsupdate; + int i, j; + qboolean gaps; + qboolean dynamicvertex; + float amplitude; + float animpos; + float scale; + float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; + float waveparms[4]; + q3shaderinfo_deform_t *deform; + const msurface_t *surface, *firstsurface; + r_vertexposition_t *vertexposition; + r_vertexmesh_t *vertexmesh; + if (!texturenumsurfaces) + return; + // find vertex range of this surface batch + gaps = false; + firstsurface = texturesurfacelist[0]; + firsttriangle = firstsurface->num_firsttriangle; + numtriangles = 0; + firstvertex = endvertex = firstsurface->num_firstvertex; + for (i = 0;i < texturenumsurfaces;i++) + { + surface = texturesurfacelist[i]; + if (surface != firstsurface + i) + gaps = true; + surfacefirstvertex = surface->num_firstvertex; + surfaceendvertex = surfacefirstvertex + surface->num_vertices; + surfacenumtriangles = surface->num_triangles; + if (firstvertex > surfacefirstvertex) + firstvertex = surfacefirstvertex; + if (endvertex < surfaceendvertex) + endvertex = surfaceendvertex; + numtriangles += 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; + + // this variable holds flags for which properties have been updated that + // may require regenerating vertexmesh or vertexposition arrays... + needsupdate = 0; + + // check if any dynamic vertex processing must occur + dynamicvertex = false; + + if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) + needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS; + for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) + { + switch (deform->deform) + { + default: + case Q3DEFORM_PROJECTIONSHADOW: + case Q3DEFORM_TEXT0: + case Q3DEFORM_TEXT1: + case Q3DEFORM_TEXT2: + case Q3DEFORM_TEXT3: + case Q3DEFORM_TEXT4: + case Q3DEFORM_TEXT5: + case Q3DEFORM_TEXT6: + case Q3DEFORM_TEXT7: + case Q3DEFORM_NONE: + break; + 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; + 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; + break; + case Q3DEFORM_NORMAL: + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; + break; + case Q3DEFORM_WAVE: + if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) + 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; + 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; + 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; + break; + } + } + switch(rsurface.texture->tcgen.tcgen) + { + default: + case Q3TCGEN_TEXTURE: + break; + case Q3TCGEN_LIGHTMAP: + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP; + break; + case Q3TCGEN_VECTOR: + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; + break; + case Q3TCGEN_ENVIRONMENT: + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; + break; + } + if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) + { + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD; + } + + if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))) + { + dynamicvertex = true; + batchneed |= BATCHNEED_NOGAPS; + 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... + if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX; + if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL; + if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR; + if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR; + if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD; + if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP; + } + + // when the model data has no vertex buffer (dynamic mesh), we need to + // eliminate gaps + if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo)) + batchneed |= BATCHNEED_NOGAPS; + + // if needsupdate, we have to do a dynamic vertex batch for sure + if (needsupdate & batchneed) + dynamicvertex = true; + + // see if we need to build vertexmesh from arrays + 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... + 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.batchsvector3f = rsurface.modelsvector3f; + rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer; + rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; + rsurface.batchtvector3f = rsurface.modeltvector3f; + rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer; + rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; + rsurface.batchnormal3f = rsurface.modelnormal3f; + rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer; + rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; + rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f; + rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer; + rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; + rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f; + rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer; + rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_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.batchvertexmesh = rsurface.modelvertexmesh; + rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer; + rsurface.batchelement3i = rsurface.modelelement3i; + rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer; + rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset; + rsurface.batchelement3s = rsurface.modelelement3s; + rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer; + rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset; + + // if any dynamic vertex processing has to occur in software, we copy the + // entire surface list together before processing to rebase the vertices + // to start at 0 (otherwise we waste a lot of room in a vertex buffer). + // + // if any gaps exist and we do not have a static vertex buffer, we have to + // copy the surface list together to avoid wasting upload bandwidth on the + // vertices in the gaps. + // + // if gaps exist and we have a static vertex buffer, we still have to + // combine the index buffer ranges into one dynamic index buffer. + // + // in all cases we end up with data that can be drawn in one call. + + if (!dynamicvertex) + { + // static vertex data, just set pointers... + rsurface.batchgeneratedvertex = false; + // if there are gaps, we want to build a combined index buffer, + // otherwise use the original static buffer with an appropriate offset + if (gaps) + { + firsttriangle = 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])); + numtriangles += surfacenumtriangles; + } + rsurface.batchelement3i = rsurface.array_batchelement3i; + rsurface.batchelement3i_indexbuffer = NULL; + rsurface.batchelement3i_bufferoffset = 0; + rsurface.batchelement3s = NULL; + rsurface.batchelement3s_indexbuffer = NULL; + rsurface.batchelement3s_bufferoffset = 0; + if (endvertex <= 65536) + { + rsurface.batchelement3s = rsurface.array_batchelement3s; + for (i = 0;i < numtriangles*3;i++) + rsurface.array_batchelement3s[i] = rsurface.array_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... + 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.batchvertexmesh = NULL; + rsurface.batchvertexmeshbuffer = NULL; + rsurface.batchvertex3f = NULL; + rsurface.batchvertex3f_vertexbuffer = NULL; + rsurface.batchvertex3f_bufferoffset = 0; + rsurface.batchsvector3f = NULL; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = NULL; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + rsurface.batchnormal3f = NULL; + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + rsurface.batchlightmapcolor4f = NULL; + rsurface.batchlightmapcolor4f_vertexbuffer = NULL; + rsurface.batchlightmapcolor4f_bufferoffset = 0; + rsurface.batchtexcoordtexture2f = NULL; + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; + rsurface.batchtexcoordlightmap2f = NULL; + rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL; + rsurface.batchtexcoordlightmap2f_bufferoffset = 0; + rsurface.batchelement3i = rsurface.array_batchelement3i; + 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; + if (batchneed & BATCHNEED_ARRAY_VERTEX) + rsurface.batchvertex3f = rsurface.array_batchvertex3f; + if (batchneed & BATCHNEED_ARRAY_NORMAL) + rsurface.batchnormal3f = rsurface.array_batchnormal3f; + if (batchneed & BATCHNEED_ARRAY_VECTOR) + { + rsurface.batchsvector3f = rsurface.array_batchsvector3f; + rsurface.batchtvector3f = rsurface.array_batchtvector3f; + } + if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) + rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f; + if (batchneed & BATCHNEED_ARRAY_TEXCOORD) + rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; + if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) + rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f; + numvertices = 0; + numtriangles = 0; + for (i = 0;i < texturenumsurfaces;i++) + { + surfacefirstvertex = texturesurfacelist[i]->num_firstvertex; + surfacenumvertices = texturesurfacelist[i]->num_vertices; + surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle; + surfaceadjustvertex = numvertices - surfacefirstvertex; + 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])); + 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])); + if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f) + memcpy(rsurface.array_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])); + } + if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f) + memcpy(rsurface.array_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])); + if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f) + memcpy(rsurface.array_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); + numvertices += surfacenumvertices; + numtriangles += surfacenumtriangles; + } + + // generate a 16bit index array as well if possible + // (in general, dynamic batches fit) + if (numvertices <= 65536) + { + rsurface.batchelement3s = rsurface.array_batchelement3s; + for (i = 0;i < numtriangles*3;i++) + rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i]; + } -float RSurf_FogVertex(const float *v) -{ - // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader - float FogPlaneViewDist = rsurface.fogplaneviewdist; - float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3]; - float FogHeightFade = rsurface.fogheightfade; - float fogfrac; - unsigned int fogmasktableindex; - if (r_refdef.fogplaneviewabove) - fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade); - else - fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade); - fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier); - return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; -} + // since we've copied everything, the batch now starts at 0 + rsurface.batchfirstvertex = 0; + rsurface.batchnumvertices = numvertices; + rsurface.batchfirsttriangle = 0; + rsurface.batchnumtriangles = numtriangles; + } -static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; -void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - int deformindex; - int texturesurfaceindex; - int i, j; - float amplitude; - float animpos; - float scale; - const float *v1, *in_tc; - float *out_tc; - float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; - float waveparms[4]; - q3shaderinfo_deform_t *deform; - // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself - if (rsurface.generatedvertex) + // q1bsp surfaces rendered in vertex color mode have to have colors + // calculated based on lightstyles + if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) { - if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) - generatenormals = true; - for (i = 0;i < Q3MAXDEFORMS;i++) + // generate color arrays for the surfaces in this list + int c[4]; + int scale; + int size3; + const int *offsets; + const unsigned char *lm; + numvertices = 0; + rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f; + rsurface.batchlightmapcolor4f_vertexbuffer = NULL; + rsurface.batchlightmapcolor4f_bufferoffset = 0; + for (i = 0;i < texturenumsurfaces;i++) { - if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE) + surface = texturesurfacelist[i]; + offsets = rsurface.modellightmapoffsets + surface->num_firstvertex; + surfacenumvertices = surface->num_vertices; + if (surface->lightmapinfo->samples) + { + for (j = 0;j < surfacenumvertices;j++) + { + lm = surface->lightmapinfo->samples + offsets[j]; + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]]; + VectorScale(lm, scale, c); + if (surface->lightmapinfo->styles[1] != 255) + { + size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; + lm += size3; + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]]; + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[2] != 255) + { + lm += size3; + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]]; + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]]; + VectorMA(c, scale, lm, c); + } + } + } + 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); + numvertices++; + } + } + else { - generatetangents = true; - generatenormals = true; + for (j = 0;j < surfacenumvertices;j++) + { + Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1); + numvertices++; + } } - if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE) - generatenormals = true; - } - if (generatenormals && !rsurface.modelnormal3f) - { - rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f; - rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0; - rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0; - Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0); - } - if (generatetangents && !rsurface.modelsvector3f) - { - rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f; - rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0; - rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0; - rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f; - rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0; - rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0; - Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0); - } - } - rsurface.vertex3f = rsurface.modelvertex3f; - rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; - rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; - rsurface.svector3f = rsurface.modelsvector3f; - rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; - rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; - rsurface.tvector3f = rsurface.modeltvector3f; - rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; - rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; - rsurface.normal3f = rsurface.modelnormal3f; - rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; - rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; + } + } + // if vertices are deformed (sprite flares and things in maps, possibly - // water waves, bulges and other deformations), generate them into - // rsurface.deform* arrays from whatever the rsurface.* arrays point to - // (may be static model data or generated data for an animated model, or - // the previous deform pass) + // water waves, bulges and other deformations), modify the copied vertices + // in place for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) { switch (deform->deform) @@ -9998,41 +11562,36 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); - // make deformed versions of only the model vertices used by the specified surfaces - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < rsurface.batchnumvertices - 3;j += 4) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) + VectorClear(center); + for (i = 0;i < 4;i++) + VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center); + VectorScale(center, 0.25f, center); + VectorCopy(rsurface.batchnormal3f + 3*j, forward); + VectorCopy(rsurface.batchsvector3f + 3*j, right); + VectorCopy(rsurface.batchtvector3f + 3*j, up); + for (i = 0;i < 4;i++) { - VectorClear(center); - for (i = 0;i < 4;i++) - VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); - VectorScale(center, 0.25f, center); - VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward); - VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right); - VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up); - for (i = 0;i < 4;i++) - { - VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); - VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); - } + 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)); } - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0); - Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0); } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_bufferoffset = 0; - rsurface.svector3f = rsurface.array_deformedsvector3f; - rsurface.svector3f_bufferobject = 0; - rsurface.svector3f_bufferoffset = 0; - rsurface.tvector3f = rsurface.array_deformedtvector3f; - rsurface.tvector3f_bufferobject = 0; - rsurface.tvector3f_bufferoffset = 0; - rsurface.normal3f = rsurface.array_deformednormal3f; - rsurface.normal3f_bufferobject = 0; - rsurface.normal3f_bufferoffset = 0; + 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; break; case Q3DEFORM_AUTOSPRITE2: Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); @@ -10041,10 +11600,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); - // make deformed versions of only the model vertices used by the specified surfaces - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; const float *v1, *v2; vec3_t start, end; float f, l; @@ -10057,25 +11613,18 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta shortest[2]; memset(shortest, 0, sizeof(shortest)); // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) + for (j = 0;j < rsurface.batchnumvertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) - VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); + VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center); VectorScale(center, 0.25f, center); // find the two shortest edges, then use them to define the // axis vectors for rotating around the central axis for (i = 0;i < 6;i++) { - v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); - v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); -#if 0 - Debug_PolygonBegin(NULL, 0); - Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1); - Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1); - Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1); - Debug_PolygonEnd(); -#endif + v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]); + v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]); l = VectorDistance2(v1, v2); // this length bias tries to make sense of square polygons, assuming they are meant to be upright if (v1[2] != v2[2]) @@ -10096,13 +11645,6 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta } VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start); VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end); -#if 0 - Debug_PolygonBegin(NULL, 0); - Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1); - Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1); - Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1); - Debug_PolygonEnd(); -#endif // this calculates the right vector from the shortest edge // and the up vector from the edge midpoints VectorSubtract(shortest[0].v1, shortest[0].v2, right); @@ -10117,20 +11659,6 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta VectorNormalize(forward); CrossProduct(up, forward, newright); VectorNormalize(newright); -#if 0 - Debug_PolygonBegin(NULL, 0); - Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1); - Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1); - Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); - Debug_PolygonEnd(); -#endif -#if 0 - Debug_PolygonBegin(NULL, 0); - Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1); - Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1); - Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); - Debug_PolygonEnd(); -#endif // rotate the quad around the up axis vector, this is made // especially easy by the fact we know the quad is flat, // so we only have to subtract the center position and @@ -10144,54 +11672,49 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta l = DotProduct(right, center); for (i = 0;i < 4;i++) { - v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i); + v1 = rsurface.batchvertex3f + 3*(j+i); f = DotProduct(right, v1) - l; - VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i)); } } - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0); - Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0); } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_bufferoffset = 0; - rsurface.svector3f = rsurface.array_deformedsvector3f; - rsurface.svector3f_bufferobject = 0; - rsurface.svector3f_bufferoffset = 0; - rsurface.tvector3f = rsurface.array_deformedtvector3f; - rsurface.tvector3f_bufferobject = 0; - rsurface.tvector3f_bufferoffset = 0; - rsurface.normal3f = rsurface.array_deformednormal3f; - rsurface.normal3f_bufferobject = 0; - rsurface.normal3f_bufferoffset = 0; + 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; break; case Q3DEFORM_NORMAL: // deform the normals to make reflections wavey - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (j = 0;j < rsurface.batchnumvertices;j++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0;j < surface->num_vertices;j++) - { - float vertex[3]; - float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3; - VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex); - VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal); - normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - VectorNormalize(normal); - } - Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0); + float vertex[3]; + float *normal = rsurface.array_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.svector3f = rsurface.array_deformedsvector3f; - rsurface.svector3f_bufferobject = 0; - rsurface.svector3f_bufferoffset = 0; - rsurface.tvector3f = rsurface.array_deformedtvector3f; - rsurface.tvector3f_bufferobject = 0; - rsurface.tvector3f_bufferoffset = 0; - rsurface.normal3f = rsurface.array_deformednormal3f; - rsurface.normal3f_bufferobject = 0; - rsurface.normal3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true); + rsurface.batchsvector3f = rsurface.array_batchsvector3f; + rsurface.batchsvector3f_vertexbuffer = NULL; + rsurface.batchsvector3f_bufferoffset = 0; + rsurface.batchtvector3f = rsurface.array_batchtvector3f; + rsurface.batchtvector3f_vertexbuffer = NULL; + rsurface.batchtvector3f_bufferoffset = 0; + rsurface.batchnormal3f = rsurface.array_batchnormal3f; + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; break; case Q3DEFORM_WAVE: // deform vertex array to make wavey water and flags and such @@ -10199,125 +11722,126 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta waveparms[1] = deform->waveparms[1]; waveparms[2] = deform->waveparms[2]; waveparms[3] = deform->waveparms[3]; + if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms)) + break; // if wavefunc is a nop, don't make a dynamic vertex array // 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 (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (j = 0;j < rsurface.batchnumvertices;j++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0;j < surface->num_vertices;j++) + // if the wavefunc depends on time, evaluate it per-vertex + if (waveparms[3]) { - float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3; - VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex); - // if the wavefunc depends on time, evaluate it per-vertex - if (waveparms[3]) - { - waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos; - scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); - } - VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex); + 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); } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_bufferoffset = 0; + 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; break; case Q3DEFORM_BULGE: // deform vertex array to make the surface have moving bulges - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (j = 0;j < rsurface.batchnumvertices;j++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0;j < surface->num_vertices;j++) - { - scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1]; - VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + 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); } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_bufferoffset = 0; + 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; break; case Q3DEFORM_MOVE: // deform vertex array + if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms)) + 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 (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0;j < surface->num_vertices;j++) - VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); - } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_bufferoffset = 0; + 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; break; } } + // generate texcoords based on the chosen texcoord source switch(rsurface.texture->tcgen.tcgen) { default: case Q3TCGEN_TEXTURE: - rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject; - rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset; break; case Q3TCGEN_LIGHTMAP: - rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f; - rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; - rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + 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; break; case Q3TCGEN_VECTOR: - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (j = 0;j < rsurface.batchnumvertices;j++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2) - { - out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms); - out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3); - } + 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.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = 0; - rsurface.texcoordtexture2f_bufferoffset = 0; + rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; break; case Q3TCGEN_ENVIRONMENT: // make environment reflections using a spheremap - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (j = 0;j < rsurface.batchnumvertices;j++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex; - const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex; - float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex; - for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2) - { - // identical to Q3A's method, but executed in worldspace so - // carried models can be shiny too + // identical to Q3A's method, but executed in worldspace so + // carried models can be shiny too - float viewer[3], d, reflected[3], worldreflected[3]; + float viewer[3], d, reflected[3], worldreflected[3]; - VectorSubtract(rsurface.localvieworigin, vertex, viewer); - // VectorNormalize(viewer); + VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer); + // VectorNormalize(viewer); - d = DotProduct(normal, viewer); + d = DotProduct(rsurface.batchnormal3f + 3*j, viewer); - reflected[0] = normal[0]*2*d - viewer[0]; - reflected[1] = normal[1]*2*d - viewer[1]; - reflected[2] = normal[2]*2*d - viewer[2]; - // note: this is proportinal to viewer, so we can normalize later + reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0]; + reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1]; + reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2]; + // note: this is proportinal to viewer, so we can normalize later - Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected); - VectorNormalize(worldreflected); + Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected); + VectorNormalize(worldreflected); - // note: this sphere map only uses world x and z! - // so positive and negative y will LOOK THE SAME. - out_tc[0] = 0.5 + 0.5 * worldreflected[1]; - out_tc[1] = 0.5 - 0.5 * worldreflected[2]; - } + // 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.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = 0; - rsurface.texcoordtexture2f_bufferoffset = 0; + 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 @@ -10329,531 +11853,257 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta { 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 (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (j = 0;j < rsurface.batchnumvertices;j++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2) - { - out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); - out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); - } + 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.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = 0; - rsurface.texcoordtexture2f_bufferoffset = 0; + rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f; + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; } - rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f; - rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; - rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; - R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); -} -void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - int i, j; - const msurface_t *surface = texturesurfacelist[0]; - const msurface_t *surface2; - int firstvertex; - int endvertex; - int numvertices; - int numtriangles; - // TODO: lock all array ranges before render, rather than on each surface - if (texturenumsurfaces == 1) - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - else if (r_batchmode.integer == 2) + if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) { - #define MAXBATCHTRIANGLES 65536 - int batchtriangles = 0; - static int batchelements[MAXBATCHTRIANGLES*3]; - for (i = 0;i < texturenumsurfaces;i = j) + // convert the modified arrays to vertex structs + rsurface.batchvertexmesh = rsurface.array_batchvertexmesh; + rsurface.batchvertexmeshbuffer = NULL; + if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) + for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.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++) + VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f); + if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) { - surface = texturesurfacelist[i]; - j = i + 1; - if (surface->num_triangles > MAXBATCHTRIANGLES) - { - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - continue; - } - memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); - batchtriangles = surface->num_triangles; - firstvertex = surface->num_firstvertex; - endvertex = surface->num_firstvertex + surface->num_vertices; - for (;j < texturenumsurfaces;j++) + for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++) { - surface2 = texturesurfacelist[j]; - if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) - break; - memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); - batchtriangles += surface2->num_triangles; - firstvertex = min(firstvertex, surface2->num_firstvertex); - endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); + VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f); + VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f); } - surface2 = texturesurfacelist[j-1]; - numvertices = endvertex - firstvertex; - R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0); - } - } - else if (r_batchmode.integer == 1) - { - for (i = 0;i < texturenumsurfaces;i = j) - { - surface = texturesurfacelist[i]; - for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) - if (texturesurfacelist[j] != surface2) - break; - surface2 = texturesurfacelist[j-1]; - numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; - numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; - R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); } + 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); + if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) + for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.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++) + Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f); } - else + + if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION) { - for (i = 0;i < texturenumsurfaces;i++) - { - surface = texturesurfacelist[i]; - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } + // 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); } } -static void RSurf_BindLightmapForSurface(const msurface_t *surface) +void RSurf_DrawBatch(void) { - switch(vid.renderpath) - { - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR -#endif - break; - case RENDERPATH_GL20: - if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture ); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture); - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - R_Mesh_TexBind(0, surface->lightmaptexture); - break; - } + R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); } -static void RSurf_BindReflectionForSurface(const msurface_t *surface) +static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) { - // pick the closest matching water plane and bind textures - int planeindex, vertexindex; + // pick the closest matching water plane + int planeindex, vertexindex, bestplaneindex = -1; float d, bestd; vec3_t vert; const float *v; - r_waterstate_waterplane_t *p, *bestp; + r_waterstate_waterplane_t *p; bestd = 0; - bestp = NULL; for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { if(p->camera_entity != rsurface.texture->camera_entity) continue; d = 0; - for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface); + for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3) { Matrix4x4_Transform(&rsurface.matrix, v, vert); d += fabs(PlaneDiff(vert, &p->plane)); } - if (bestd > d || !bestp) + if (bestd > d || bestplaneindex < 0) { bestd = d; - bestp = p; - } - } - switch(vid.renderpath) - { - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR} - else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR} - if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR} -#endif - break; - case RENDERPATH_GL20: - if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black); - else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black); - if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black); - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - break; - } -} - -static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - int i; - const msurface_t *surface; - if (r_waterstate.renderingscene) - return; - for (i = 0;i < texturenumsurfaces;i++) - { - surface = texturesurfacelist[i]; - RSurf_BindLightmapForSurface(surface); - RSurf_BindReflectionForSurface(surface); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } -} - -static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - int i; - int j; - const msurface_t *surface = texturesurfacelist[0]; - const msurface_t *surface2; - int firstvertex; - int endvertex; - int numvertices; - int numtriangles; - if (texturenumsurfaces == 1) - { - RSurf_BindLightmapForSurface(surface); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } - else if (r_batchmode.integer == 2) - { - int batchtriangles = 0; - static int batchelements[MAXBATCHTRIANGLES*3]; - for (i = 0;i < texturenumsurfaces;i = j) - { - surface = texturesurfacelist[i]; - RSurf_BindLightmapForSurface(surface); - j = i + 1; - if (surface->num_triangles > MAXBATCHTRIANGLES) - { - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - continue; - } - memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); - batchtriangles = surface->num_triangles; - firstvertex = surface->num_firstvertex; - endvertex = surface->num_firstvertex + surface->num_vertices; - for (;j < texturenumsurfaces;j++) - { - surface2 = texturesurfacelist[j]; - if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) - break; - memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); - batchtriangles += surface2->num_triangles; - firstvertex = min(firstvertex, surface2->num_firstvertex); - endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); - } - surface2 = texturesurfacelist[j-1]; - numvertices = endvertex - firstvertex; - R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0); - } - } - else if (r_batchmode.integer == 1) - { -#if 0 - Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name); - for (i = 0;i < texturenumsurfaces;i = j) - { - surface = texturesurfacelist[i]; - for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) - if (texturesurfacelist[j] != surface2) - break; - Con_Printf(" %i", j - i); - } - Con_Printf("\n"); - Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name); -#endif - for (i = 0;i < texturenumsurfaces;i = j) - { - surface = texturesurfacelist[i]; - RSurf_BindLightmapForSurface(surface); - for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) - if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) - break; -#if 0 - Con_Printf(" %i", j - i); -#endif - surface2 = texturesurfacelist[j-1]; - numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; - numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; - R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } -#if 0 - Con_Printf("\n"); -#endif - } - else - { - for (i = 0;i < texturenumsurfaces;i++) - { - surface = texturesurfacelist[i]; - RSurf_BindLightmapForSurface(surface); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } - } -} - -static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - int j; - int texturesurfaceindex; - if (r_showsurfaces.integer == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (j = 0;j < surface->num_triangles;j++) - { - float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale; - GL_Color(f, f, f, 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); - } - } - } - else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - int k = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); + bestplaneindex = planeindex; } } + return bestplaneindex; } -static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void) { - int texturesurfaceindex; int i; - const float *v; - float *c2; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) - { - c2[0] = 0.5; - c2[1] = 0.5; - c2[2] = 0.5; - c2[3] = 1; - } - } - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + 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_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; } -static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_GL11_ApplyFog(void) { - int texturesurfaceindex; int i; float f; const float *v; const float *c; float *c2; - if (rsurface.lightmapcolor4f) + if (rsurface.passcolor4f) { - // generate color arrays for the surfaces in this list - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // 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) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = c[0] * f; - c2[1] = c[1] * f; - c2[2] = c[2] * f; - c2[3] = c[3]; - } + f = RSurf_FogVertex(v); + c2[0] = c[0] * f; + c2[1] = c[1] * f; + c2[2] = c[2] * f; + c2[3] = c[3]; } } else { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = f; - c2[1] = f; - c2[2] = f; - c2[3] = 1; - } + f = RSurf_FogVertex(v); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; } } - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + rsurface.passcolor4f = rsurface.array_passcolor4f; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; } -static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void) { - int texturesurfaceindex; int i; float f; const float *v; const float *c; float *c2; - if (!rsurface.lightmapcolor4f) + if (!rsurface.passcolor4f) return; - // generate color arrays for the surfaces in this list - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f); - c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f); - c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f); - c2[3] = c[3]; - } + 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) + { + f = RSurf_FogVertex(v); + c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f); + c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f); + c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f); + c2[3] = c[3]; } - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + rsurface.passcolor4f = rsurface.array_passcolor4f; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; } -static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a) +static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a) { - int texturesurfaceindex; int i; const float *c; float *c2; - if (!rsurface.lightmapcolor4f) + if (!rsurface.passcolor4f) return; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) - { - c2[0] = c[0] * r; - c2[1] = c[1] * g; - c2[2] = c[2] * b; - c2[3] = c[3] * a; - } + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; } - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + rsurface.passcolor4f = rsurface.array_passcolor4f; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; } -static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_GL11_ApplyAmbient(void) { - int texturesurfaceindex; int i; const float *c; float *c2; - if (!rsurface.lightmapcolor4f) + if (!rsurface.passcolor4f) return; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4) - { - c2[0] = c[0] + r_refdef.scene.ambient; - c2[1] = c[1] + r_refdef.scene.ambient; - c2[2] = c[2] + r_refdef.scene.ambient; - c2[3] = c[3]; - } + c2[0] = c[0] + r_refdef.scene.ambient; + c2[1] = c[1] + r_refdef.scene.ambient; + c2[2] = c[2] + r_refdef.scene.ambient; + c2[3] = c[3]; } - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + rsurface.passcolor4f = rsurface.array_passcolor4f; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; } -static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize - rsurface.lightmapcolor4f = NULL; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); + if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); + R_Mesh_TexBind(0, rsurface.lightmaptexture); + RSurf_DrawBatch(); } -static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize applyfog && applycolor case // just apply fog if necessary, and tint the fog color array if necessary - rsurface.lightmapcolor4f = NULL; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); + if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch(); } -static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { - int texturesurfaceindex; - int i; - float *c; // TODO: optimize - if (texturesurfacelist[0]->lightmapinfo) - { - // generate color arrays for the surfaces in this list - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) - { - if (surface->lightmapinfo->samples) - { - const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i]; - float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); - VectorScale(lm, scale, c); - if (surface->lightmapinfo->styles[1] != 255) - { - int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; - lm += size3; - scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[2] != 255) - { - lm += size3; - scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - if (surface->lightmapinfo->styles[3] != 255) - { - lm += size3; - scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); - VectorMA(c, scale, lm, c); - } - } - } - } - else - VectorClear(c); - c[3] = 1; - } - } - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; - } - else + rsurface.passcolor4f = rsurface.batchlightmapcolor4f; + rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer; + rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset; + if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); + if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); + GL_Color(r, g, b, a); + RSurf_DrawBatch(); +} + +static void RSurf_DrawBatch_GL11_ClampColor(void) +{ + int i; + const float *c1; + 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) { - rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; - rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; - rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; + c2[0] = bound(0.0f, c1[0], 1.0f); + c2[1] = bound(0.0f, c1[1], 1.0f); + c2[2] = bound(0.0f, c1[2], 1.0f); + c2[3] = bound(0.0f, c1[3], 1.0f); } - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } -static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor) +static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor) { - int texturesurfaceindex; int i; float f; float alpha; @@ -10874,33 +12124,24 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f; diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f; alpha = *a; - if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f) + if (VectorLength2(diffusecolor) > 0) { - // generate color arrays for the surfaces in this list - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // 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) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - int numverts = surface->num_vertices; - v = rsurface.vertex3f + 3 * surface->num_firstvertex; - n = rsurface.normal3f + 3 * surface->num_firstvertex; - c = rsurface.array_color4f + 4 * surface->num_firstvertex; - // q3-style directional shading - for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4) - { - if ((f = DotProduct(n, lightdir)) > 0) - VectorMA(ambientcolor, f, diffusecolor, c); - else - VectorCopy(ambientcolor, c); - c[3] = alpha; - } + if ((f = DotProduct(n, lightdir)) > 0) + VectorMA(ambientcolor, f, diffusecolor, c); + else + VectorCopy(ambientcolor, c); + c[3] = alpha; } *r = 1; *g = 1; *b = 1; *a = 1; - rsurface.lightmapcolor4f = rsurface.array_color4f; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + rsurface.passcolor4f = rsurface.array_passcolor4f; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; *applycolor = false; } else @@ -10908,20 +12149,36 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const *r = ambientcolor[0]; *g = ambientcolor[1]; *b = ambientcolor[2]; - rsurface.lightmapcolor4f = NULL; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; } } -static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { - RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor); - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); - R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); + RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor); + if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); + if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch(); +} + +static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a) +{ + int i; + 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) + { + f = 1 - RSurf_FogVertex(v); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = f * a; + } } void RSurf_SetupDepthAndCulling(void) @@ -10952,8 +12209,6 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // level, so don't use it then either. if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis) { - GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); - R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); if (skyrendermasked) { @@ -10963,15 +12218,19 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer); } else { R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); + R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL); } - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch(); if (skyrendermasked) GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } @@ -10985,50 +12244,64 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) return; - RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); if (prepass) { // render screenspace normalmap to texture GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - } - else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene) - { - // render water or distortion background, then blend surface on top - GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); - GL_DepthMask(false); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); - else - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL); + RSurf_DrawBatch(); + return; } - 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) { - // render surface normally - GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); - else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); - else - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + int start, end, startplaneindex; + for (start = 0;start < texturenumsurfaces;start = end) + { + startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]); + 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) + { + // render water or distortion background + GL_DepthMask(true); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); + RSurf_DrawBatch(); + // blend surface on top + GL_DepthMask(false); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL); + RSurf_DrawBatch(); + } + else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene) + { + // render surface with reflection texture as input + GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); + RSurf_DrawBatch(); + } + } + return; } + + // render surface batch normally + GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL); + RSurf_DrawBatch(); } static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) { // OpenGL 1.3 path - anything not completely ancient - int texturesurfaceindex; qboolean applycolor; qboolean applyfog; int layerindex; const texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { @@ -11041,7 +12314,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface else { GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR + GL_DepthFunc(GL_EQUAL); } } GL_DepthMask(layer->depthmask && writedepth); @@ -11063,7 +12336,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface } layercolor[3] = layer->color[3]; applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; - R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0); applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); switch (layer->type) { @@ -11072,27 +12345,27 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface R_Mesh_TexBind(0, r_texture_white); R_Mesh_TexMatrix(0, NULL); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); R_Mesh_TexBind(1, layer->texture); R_Mesh_TexMatrix(1, &layer->texmatrix); R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else - RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_TEXTURE: // singletexture unlit texture with transparency support R_Mesh_TexBind(0, layer->texture); R_Mesh_TexMatrix(0, &layer->texmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); R_Mesh_TexBind(1, 0); - R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0); - RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); + RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging @@ -11101,43 +12374,27 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface R_Mesh_TexBind(0, layer->texture); R_Mesh_TexMatrix(0, &layer->texmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); } else { R_Mesh_TexBind(0, 0); - R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); } R_Mesh_TexBind(1, 0); - R_Mesh_TexCoordPointer(1, 2, NULL, 0, 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(rsurface.array_color4f, 0, 0); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - int i; - float f; - const float *v; - float *c; - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - f = 1 - RSurf_FogVertex(v); - c[0] = layercolor[0]; - c[1] = layercolor[1]; - c[2] = layercolor[2]; - c[3] = f * layercolor[3]; - } - } - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); + RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); + RSurf_DrawBatch(); break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } } - CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_AlphaTest(false); } } @@ -11145,11 +12402,11 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) { // OpenGL 1.1 - crusty old voodoo path - int texturesurfaceindex; qboolean applyfog; int layerindex; const texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { @@ -11160,12 +12417,12 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface else { GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR + GL_DepthFunc(GL_EQUAL); } } GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0); applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); switch (layer->type) { @@ -11177,20 +12434,20 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexBind(0, r_texture_white); R_Mesh_TexMatrix(0, NULL); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false); else - RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false); // then apply the texture to it GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); R_Mesh_TexBind(0, layer->texture); R_Mesh_TexMatrix(0, &layer->texmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); + RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); } else { @@ -11198,11 +12455,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexBind(0, layer->texture); R_Mesh_TexMatrix(0, &layer->texmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else - RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); } break; case TEXTURELAYERTYPE_TEXTURE: @@ -11210,8 +12467,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexBind(0, layer->texture); R_Mesh_TexMatrix(0, &layer->texmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); + RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging @@ -11220,51 +12477,37 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface R_Mesh_TexBind(0, layer->texture); R_Mesh_TexMatrix(0, &layer->texmatrix); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); } else { R_Mesh_TexBind(0, 0); - R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); } // generate a color array for the fog pass - R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - int i; - float f; - const float *v; - float *c; - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4) - { - f = 1 - RSurf_FogVertex(v); - c[0] = layer->color[0]; - c[1] = layer->color[1]; - c[2] = layer->color[2]; - c[3] = f * layer->color[3]; - } - } - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); + RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]); + RSurf_DrawBatch(); break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } } - CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_AlphaTest(false); } } -static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) +static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) { + int vi; + int j; + r_vertexgeneric_t *batchvertex; float c[4]; GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); @@ -11322,61 +12565,136 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const GL_DepthMask(writedepth); } - rsurface.lightmapcolor4f = NULL; - - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + if (r_showsurfaces.integer == 3) { - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + rsurface.passcolor4f = NULL; - rsurface.lightmapcolor4f = NULL; - rsurface.lightmapcolor4f_bufferobject = 0; - rsurface.lightmapcolor4f_bufferoffset = 0; - } - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - { - qboolean applycolor = true; - float one = 1.0; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + rsurface.passcolor4f = NULL; + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + { + qboolean applycolor = true; + float one = 1.0; - r_refdef.lightmapintensity = 1; - RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor); - r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all - } - else - { - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; - rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; - rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; - } + r_refdef.lightmapintensity = 1; + RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor); + r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all + } + else + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + + rsurface.passcolor4f = rsurface.batchlightmapcolor4f; + rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer; + rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset; + } - if(!rsurface.lightmapcolor4f) - RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist); + if(!rsurface.passcolor4f) + RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(); - RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]); - if(r_refdef.fogenabled) - RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_GL11_ApplyAmbient(); + RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]); + if(r_refdef.fogenabled) + RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(); + RSurf_DrawBatch_GL11_ClampColor(); - R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + RSurf_DrawBatch(); + } + else if (!r_refdef.view.showdebug) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); + 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); + } + R_Mesh_PrepareVertices_Generic_Unlock(); + RSurf_DrawBatch(); + } + else if (r_showsurfaces.integer == 4) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); + for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++) + { + unsigned char c = vi << 3; + VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); + Vector4Set(batchvertex[vi].color4ub, c, c, c, 255); + } + R_Mesh_PrepareVertices_Generic_Unlock(); + RSurf_DrawBatch(); + } + else if (r_showsurfaces.integer == 2) + { + const int *e; + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + 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; + 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); + } + R_Mesh_PrepareVertices_Generic_Unlock(); + R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0); + } + else + { + int texturesurfaceindex; + int k; + const msurface_t *surface; + unsigned char surfacecolor4ub[4]; + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices); + vi = 0; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + k = (int)(((size_t)surface) / sizeof(msurface_t)); + Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255); + for (j = 0;j < surface->num_vertices;j++) + { + VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); + Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub); + vi++; + } + } + R_Mesh_PrepareVertices_Generic_Unlock(); + RSurf_DrawBatch(); + } } static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass) { CHECKGLERROR RSurf_SetupDepthAndCulling(); - if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)) + if (r_showsurfaces.integer) { - R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth); + R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth); return; } switch (vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11393,15 +12711,18 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface { CHECKGLERROR RSurf_SetupDepthAndCulling(); - if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)) + if (r_showsurfaces.integer) { - R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth); + R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth); return; } switch (vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11436,6 +12757,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -11454,7 +12778,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const surface = rsurface.modelsurfaces + surfacelist[i]; texture = surface->texture; rsurface.texture = R_GetCurrentTexture(texture); - rsurface.uselightmaptexture = surface->lightmaptexture != NULL; + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; + rsurface.uselightmaptexture = false; // scan ahead until we find a different texture endsurface = min(i + 1024, numsurfaces); texturenumsurfaces = 0; @@ -11462,7 +12788,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const for (;j < endsurface;j++) { surface = rsurface.modelsurfaces + surfacelist[j]; - if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) + if (texture != surface->texture) break; texturesurfacelist[texturenumsurfaces++] = surface; } @@ -11478,13 +12804,13 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupShader_DepthOrShadow(); } RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer); + RSurf_DrawBatch(); } if (setup) GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); @@ -11496,6 +12822,8 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const surface = rsurface.modelsurfaces + surfacelist[i]; texture = surface->texture; rsurface.texture = R_GetCurrentTexture(texture); + rsurface.lightmaptexture = surface->lightmaptexture; + rsurface.deluxemaptexture = surface->deluxemaptexture; rsurface.uselightmaptexture = surface->lightmaptexture != NULL; // scan ahead until we find a different texture endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces); @@ -11504,7 +12832,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const for (;j < endsurface;j++) { surface = rsurface.modelsurfaces + surfacelist[j]; - if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) + if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture) break; texturesurfacelist[texturenumsurfaces++] = surface; } @@ -11541,20 +12869,24 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const } } +static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist) +{ + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + return; + 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_DrawBatch(); +} + static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass) { const entity_render_t *queueentity = r_refdef.scene.worldentity; CHECKGLERROR if (depthonly) - { - if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) - return; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) - return; - RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - } + R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist); else if (prepass) { if (!rsurface.texture->currentnumlayers) @@ -11564,34 +12896,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf else R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); } - else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass) - { - RSurf_SetupDepthAndCulling(); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(0, 0, 0, 1); - GL_DepthTest(writedepth); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - } - else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass) - { - RSurf_SetupDepthAndCulling(); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthTest(true); - RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); - } - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) + else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer) R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; @@ -11623,6 +12928,8 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); + rsurface.lightmaptexture = surfacelist[i]->lightmaptexture; + rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture; rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { @@ -11632,7 +12939,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in continue; } // simply scan ahead until we find a different texture or lightmap state - for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) + for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++) ; // render the range of surfaces R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass); @@ -11643,15 +12950,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf { CHECKGLERROR if (depthonly) - { - if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) - return; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) - return; - RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - } + R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist); else if (prepass) { if (!rsurface.texture->currentnumlayers) @@ -11661,34 +12960,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf else R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); } - else if (r_showsurfaces.integer && !r_refdef.view.showdebug) - { - RSurf_SetupDepthAndCulling(); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(0, 0, 0, 1); - GL_DepthTest(writedepth); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - } - else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) - { - RSurf_SetupDepthAndCulling(); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthTest(true); - RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); - } - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) + else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer) R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; @@ -11720,6 +12992,8 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); + rsurface.lightmaptexture = surfacelist[i]->lightmaptexture; + rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture; rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { @@ -11729,7 +13003,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa continue; } // simply scan ahead until we find a different texture or lightmap state - for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) + for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++) ; // render the range of surfaces R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass); @@ -11771,10 +13045,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in GL_CullFace(GL_NONE); R_EntityMatrix(&identitymatrix); - R_Mesh_VertexPointer(vertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, @@ -11797,7 +13068,9 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in for (j = 0;j < 3;j++, i++) vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i]; - R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0); } void R_DrawLocs(void) @@ -11833,7 +13106,7 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float qboolean useshortelements; decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2); useshortelements = decalsystem->maxdecals * 3 <= 65536; - decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0))); + decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0))); decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals); decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12); decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6); @@ -11896,13 +13169,92 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float extern cvar_t cl_decals_bias; extern cvar_t cl_decals_models; extern cvar_t cl_decals_newsystem_intensitymultiplier; +// baseparms, parms, temps +static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex) +{ + int cornerindex; + int index; + float v[9][3]; + const float *vertex3f; + int numpoints; + float points[2][9][3]; + float temp[3]; + float tc[9][2]; + float f; + float c[9][4]; + const int *e; + + e = rsurface.modelelement3i + 3*triangleindex; + + vertex3f = rsurface.modelvertex3f; + + for (cornerindex = 0;cornerindex < 3;cornerindex++) + { + index = 3*e[cornerindex]; + VectorCopy(vertex3f + index, v[cornerindex]); + } + // cull backfaces + //TriangleNormal(v[0], v[1], v[2], normal); + //if (DotProduct(normal, localnormal) < 0.0f) + // continue; + // clip by each of the box planes formed from the projection matrix + // if anything survives, we emit the decal + numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); + if (numpoints < 3) + return; + numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]); + if (numpoints < 3) + return; + // some part of the triangle survived, so we have to accept it... + if (dynamic) + { + // dynamic always uses the original triangle + numpoints = 3; + for (cornerindex = 0;cornerindex < 3;cornerindex++) + { + index = 3*e[cornerindex]; + VectorCopy(vertex3f + index, v[cornerindex]); + } + } + for (cornerindex = 0;cornerindex < numpoints;cornerindex++) + { + // convert vertex positions to texcoords + Matrix4x4_Transform(projection, v[cornerindex], temp); + tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1; + tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1; + // calculate distance fade from the projection origin + f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value; + f = bound(0.0f, f, 1.0f); + c[cornerindex][0] = r * f; + c[cornerindex][1] = g * f; + c[cornerindex][2] = b * f; + c[cornerindex][3] = 1.0f; + //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]); + } + if (dynamic) + R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence); + else + for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++) + R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence); +} static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence) { matrix4x4_t projection; decalsystem_t *decalsystem; qboolean dynamic; dp_model_t *model; - const float *vertex3f; const msurface_t *surface; const msurface_t *surfaces; const int *surfacelist; @@ -11912,24 +13264,18 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor int surfacelistindex; int surfaceindex; int triangleindex; - int cornerindex; - int index; - int numpoints; - const int *e; float localorigin[3]; float localnormal[3]; float localmins[3]; float localmaxs[3]; float localsize; - float v[9][3]; - float tc[9][2]; - float c[9][4]; //float normal[3]; float planes[6][4]; - float f; - float points[2][9][3]; float angles[3]; - float temp[3]; + bih_t *bih; + int bih_triangles_count; + int bih_triangles[256]; + int bih_surfaces[256]; decalsystem = &ent->decalsystem; model = ent->model; @@ -11939,7 +13285,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor return; } - if (!model->brush.data_nodes && !cl_decals_models.integer) + if (!model->brush.data_leafs && !cl_decals_models.integer) { if (decalsystem->model) R_DecalSystem_Reset(decalsystem); @@ -12008,86 +13354,57 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor #endif dynamic = model->surfmesh.isanimated; - vertex3f = rsurface.modelvertex3f; numsurfacelist = model->nummodelsurfaces; surfacelist = model->sortedmodelsurfaces; surfaces = model->data_surfaces; - for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++) + + bih = NULL; + bih_triangles_count = -1; + if(!dynamic) { - surfaceindex = surfacelist[surfacelistindex]; - surface = surfaces + surfaceindex; - // check cull box first because it rejects more than any other check - if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs)) - continue; - // skip transparent surfaces - texture = surface->texture; - if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) - continue; - if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) - continue; - numtriangles = surface->num_triangles; - for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3) + if(model->render_bih.numleafs) + bih = &model->render_bih; + else if(model->collision_bih.numleafs) + bih = &model->collision_bih; + } + if(bih) + bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs); + if(bih_triangles_count == 0) + return; + if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway + return; + if(bih_triangles_count > 0) + { + for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex) { - for (cornerindex = 0;cornerindex < 3;cornerindex++) - { - index = 3*e[cornerindex]; - VectorCopy(vertex3f + index, v[cornerindex]); - } - // cull backfaces - //TriangleNormal(v[0], v[1], v[2], normal); - //if (DotProduct(normal, localnormal) < 0.0f) - // continue; - // clip by each of the box planes formed from the projection matrix - // if anything survives, we emit the decal - numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); - if (numpoints < 3) - continue; - numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); - if (numpoints < 3) + surfaceindex = bih_surfaces[triangleindex]; + surface = surfaces + surfaceindex; + texture = surface->texture; + if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) continue; - numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); - if (numpoints < 3) + if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) continue; - numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]); - if (numpoints < 3) + R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex); + } + } + else + { + for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++) + { + surfaceindex = surfacelist[surfacelistindex]; + surface = surfaces + surfaceindex; + // check cull box first because it rejects more than any other check + if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs)) continue; - numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]); - if (numpoints < 3) + // skip transparent surfaces + texture = surface->texture; + if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) continue; - numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]); - if (numpoints < 3) + if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) continue; - // some part of the triangle survived, so we have to accept it... - if (dynamic) - { - // dynamic always uses the original triangle - numpoints = 3; - for (cornerindex = 0;cornerindex < 3;cornerindex++) - { - index = 3*e[cornerindex]; - VectorCopy(vertex3f + index, v[cornerindex]); - } - } - for (cornerindex = 0;cornerindex < numpoints;cornerindex++) - { - // convert vertex positions to texcoords - Matrix4x4_Transform(&projection, v[cornerindex], temp); - tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1; - tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1; - // calculate distance fade from the projection origin - f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value; - f = bound(0.0f, f, 1.0f); - c[cornerindex][0] = r * f; - c[cornerindex][1] = g * f; - c[cornerindex][2] = b * f; - c[cornerindex][3] = 1.0f; - //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]); - } - if (dynamic) - R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence); - else - for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++) - R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence); + numtriangles = surface->num_triangles; + for (triangleindex = 0; triangleindex < numtriangles; triangleindex++) + R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex); } } } @@ -12316,12 +13633,12 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) t2f[5] = decal->texcoord2f[2][1]; // update vertex positions for animated models - if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles) + if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles) { e = rsurface.modelelement3i + 3*decal->triangleindex; - VectorCopy(rsurface.vertex3f + 3*e[0], v3f); - VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3); - VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6); + VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f); + VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3); + VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6); } else { @@ -12354,9 +13671,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) // (this assumes they all use one particle font texture!) RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); R_Mesh_ResetTextureState(); - R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0); - R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0); - R_Mesh_ColorPointer(decalsystem->color4f, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value); @@ -12364,7 +13679,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) GL_CullFace(GL_NONE); GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1); - R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0); + R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0); } } @@ -12413,9 +13728,26 @@ void R_DrawDebugModel(void) dp_model_t *model = ent->model; vec3_t v; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + } + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; - R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_DepthRange(0, 1); @@ -12444,9 +13776,9 @@ void R_DrawDebugModel(void) brush = model->brush.data_brushes + bihleaf->itemindex; if (brush->colbrushf && brush->colbrushf->numtriangles) { - R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); - R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL); + R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0); } break; case BIH_COLLISIONTRIANGLE: @@ -12454,18 +13786,18 @@ void R_DrawDebugModel(void) VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]); VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]); VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]); - R_Mesh_VertexPointer(vertex3f[0], 0, 0); GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); - R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL); + R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); break; case BIH_RENDERTRIANGLE: triangleindex = bihleaf->itemindex; VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]); VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]); VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]); - R_Mesh_VertexPointer(vertex3f[0], 0, 0); GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); - R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL); + R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); break; } } @@ -12492,7 +13824,7 @@ void R_DrawDebugModel(void) rsurface.texture = R_GetCurrentTexture(surface->texture); if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) { - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface); if (r_showtris.value > 0) { if (!rsurface.texture->currentlayers->depthmask) @@ -12501,12 +13833,9 @@ void R_DrawDebugModel(void) GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value); else GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value); - R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0); + R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL); qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0); - R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject); + RSurf_DrawBatch(); qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); CHECKGLERROR } @@ -12515,25 +13844,25 @@ void R_DrawDebugModel(void) qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface.vertex3f + l * 3, v); + 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.svector3f + l * 3, v); + VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR } - if (r_shownormals.value > 0) + if (r_shownormals.value > 0 && rsurface.batchsvector3f) { qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface.vertex3f + l * 3, v); + 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.svector3f + l * 3, v); + VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } @@ -12542,10 +13871,10 @@ void R_DrawDebugModel(void) qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface.vertex3f + l * 3, v); + 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.tvector3f + l * 3, v); + VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } @@ -12554,10 +13883,10 @@ void R_DrawDebugModel(void) qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface.vertex3f + l * 3, v); + 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.normal3f + l * 3, v); + VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v); GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } @@ -12621,6 +13950,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep return; } + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; rsurface.rtlight = NULL; @@ -12700,6 +14031,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); break; case RENDERPATH_GL13: @@ -12714,6 +14048,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -12751,6 +14088,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr return; } + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; rsurface.rtlight = NULL; @@ -12820,6 +14159,8 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i // now render it rsurface.texture = R_GetCurrentTexture(surface.texture); + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; rsurface.uselightmaptexture = false; R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass); } @@ -12839,6 +14180,8 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri // now render it rsurface.texture = R_GetCurrentTexture(surface.texture); + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; rsurface.uselightmaptexture = false; R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass); }