X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=3e3910aa071573ddba4cd48b147dab8b5c851d35;hb=ecf8d72498492b34cc57d99e1c8928c3d37ed205;hp=8b75a1c73c31e7d70db4295d544a8bbc4432765c;hpb=c678ac88ae44d7ee40e4706f107c481426179642;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 8b75a1c7..3e3910aa 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -25,6 +25,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "polygon.h" #include "image.h" #include "ft2.h" +#include "csprogs.h" +#include "cl_video.h" +#include "dpsoftrast.h" + +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -74,7 +82,10 @@ 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"}; cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"}; cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"}; @@ -82,6 +93,11 @@ cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", " cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"}; + +cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"}; +cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"}; +#define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit)) + cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; @@ -99,6 +115,7 @@ cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"}; cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"}; cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"}; +cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"}; cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"}; cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"}; @@ -124,21 +141,37 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"}; static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"}; +cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"}; +cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"}; +cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"}; +cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"}; +cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"}; +cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"}; +cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"}; +cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"}; + cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; +cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; +cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"}; cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"}; cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; +cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; @@ -150,13 +183,19 @@ cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright t cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; -cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; +cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"}; cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; -cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; +cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; +cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"}; +cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"}; +cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"}; +cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"}; +cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"}; +cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"}; cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; @@ -165,17 +204,21 @@ 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_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"}; cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; -cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"}; -cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; +cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"}; +cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; +cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"}; +cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; +cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; + +cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."}; -cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; +cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; extern cvar_t v_glslgamma; @@ -188,6 +231,13 @@ static struct r_bloomstate_s int bloomwidth, bloomheight; + textype_t texturetype; + int viewfbo; // used to check if r_viewfbo cvar has changed + + int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working + rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero + rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero + int screentexturewidth, screentextureheight; rtexture_t *texture_screen; /// \note also used for motion blur if enabled! @@ -216,6 +266,7 @@ rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; +rtexture_t *r_texture_fogheighttexture; rtexture_t *r_texture_gammaramps; unsigned int r_texture_gammaramps_serial; //rtexture_t *r_texture_fogintensity; @@ -247,6 +298,8 @@ 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, @@ -254,6 +307,13 @@ 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) { @@ -302,6 +362,7 @@ void FOG_clear(void) r_refdef.fog_end = 16384; r_refdef.fog_height = 1<<30; r_refdef.fog_fadedepth = 128; + memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename)); } static void R_BuildBlankTextures(void) @@ -311,22 +372,22 @@ 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) @@ -354,14 +415,14 @@ 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) @@ -371,7 +432,7 @@ 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++) @@ -422,7 +483,7 @@ 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); } @@ -472,2743 +533,96 @@ static void R_BuildFogTexture(void) } if (r_texture_fogattenuation) { - R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1); - //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1); + R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1); + //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1); } else { - 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_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | 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, -1, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + } +} + +static void R_BuildFogHeightTexture(void) +{ + unsigned char *inpixels; + int size; + int x; + int y; + int j; + float c[4]; + float f; + 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, NULL); + if (!inpixels) + { + r_refdef.fog_height_tablesize = 0; + if (r_texture_fogheighttexture) + R_FreeTexture(r_texture_fogheighttexture); + r_texture_fogheighttexture = NULL; + if (r_refdef.fog_height_table2d) + Mem_Free(r_refdef.fog_height_table2d); + r_refdef.fog_height_table2d = NULL; + if (r_refdef.fog_height_table1d) + Mem_Free(r_refdef.fog_height_table1d); + r_refdef.fog_height_table1d = NULL; + return; + } + size = image_width; + r_refdef.fog_height_tablesize = size; + 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 + // average fog color table accounting for every fog layer between a point + // and the camera. (Note: attenuation is handled separately!) + for (y = 0;y < size;y++) + { + for (x = 0;x < size;x++) + { + Vector4Clear(c); + f = 0; + if (x < y) + { + for (j = x;j <= y;j++) + { + Vector4Add(c, r_refdef.fog_height_table1d + j*4, c); + f++; + } + } + else + { + for (j = x;j >= y;j--) + { + Vector4Add(c, r_refdef.fog_height_table1d + j*4, c); + f++; + } + } + f = 1.0f / f; + r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f); + r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f); + r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f); + 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, -1, NULL); } //======================================================================================================================================================= static const char *builtinshaderstring = -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" -"\n" -"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" -"# define USEFOG\n" -"#endif\n" -"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"#define USELIGHTMAP\n" -"#endif\n" -"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n" -"#define USEEYEVECTOR\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n" -"# extension GL_ARB_texture_rectangle : enable\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef GL_EXT_gpu_shader4\n" -"# extension GL_EXT_gpu_shader4 : enable\n" -"# endif\n" -"# ifdef GL_ARB_texture_gather\n" -"# extension GL_ARB_texture_gather : enable\n" -"# else\n" -"# ifdef GL_AMD_texture_texture4\n" -"# extension GL_AMD_texture_texture4 : enable\n" -"# endif\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"# extension GL_EXT_gpu_shader4 : enable\n" -"#endif\n" -"\n" -"//#ifdef USESHADOWSAMPLER\n" -"//# extension GL_ARB_shadow : enable\n" -"//#endif\n" -"\n" -"//#ifdef __GLSL_CG_DATA_TYPES\n" -"//# define myhalf half\n" -"//# define myhalf2 half2\n" -"//# define myhalf3 half3\n" -"//# define myhalf4 half4\n" -"//#else\n" -"# define myhalf float\n" -"# define myhalf2 vec2\n" -"# define myhalf3 vec3\n" -"# define myhalf4 vec4\n" -"//#endif\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"uniform mat4 ModelViewProjectionMatrix;\n" -"#endif\n" -"\n" -"#ifdef MODE_DEPTH_OR_SHADOW\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -"}\n" -"#endif\n" -"#else // !MODE_DEPTH_ORSHADOW\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_SHOWDEPTH\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -" gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main(void)\n" -"{\n" -" gl_FragColor = gl_Color;\n" -"}\n" -"#endif\n" -"#else // !MODE_SHOWDEPTH\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_POSTPROCESS\n" -"varying vec2 TexCoord1;\n" -"varying vec2 TexCoord2;\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -" TexCoord1 = gl_MultiTexCoord0.xy;\n" -"#ifdef USEBLOOM\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"uniform sampler2D Texture_First;\n" -"#ifdef USEBLOOM\n" -"uniform sampler2D Texture_Second;\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -"uniform sampler2D Texture_GammaRamps;\n" -"#endif\n" -"#ifdef USESATURATION\n" -"uniform float Saturation;\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -"uniform vec4 ViewTintColor;\n" -"#endif\n" -"//uncomment these if you want to use them:\n" -"uniform vec4 UserVec1;\n" -"// uniform vec4 UserVec2;\n" -"// uniform vec4 UserVec3;\n" -"// uniform vec4 UserVec4;\n" -"// uniform float ClientTime;\n" -"uniform vec2 PixelSize;\n" -"void main(void)\n" -"{\n" -" gl_FragColor = texture2D(Texture_First, TexCoord1);\n" -"#ifdef USEBLOOM\n" -" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" -"#endif\n" -"\n" -"#ifdef USEPOSTPROCESSING\n" -"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" -"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" -" gl_FragColor /= (1 + 5 * UserVec1.y);\n" -"#endif\n" -"\n" -"#ifdef USESATURATION\n" -" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" -" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" -"#endif\n" -"\n" -"#ifdef USEGAMMARAMPS\n" -" gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n" -" gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n" -" gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_POSTPROCESS\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_GENERIC\n" -"#ifdef USEDIFFUSE\n" -"varying vec2 TexCoord1;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"varying vec2 TexCoord2;\n" -"#endif\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -" gl_FrontColor = gl_Color;\n" -"#ifdef USEDIFFUSE\n" -" TexCoord1 = gl_MultiTexCoord0.xy;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" -"#endif\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"#ifdef USEDIFFUSE\n" -"uniform sampler2D Texture_First;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"uniform sampler2D Texture_Second;\n" -"#endif\n" -"\n" -"void main(void)\n" -"{\n" -" gl_FragColor = gl_Color;\n" -"#ifdef USEDIFFUSE\n" -" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n" -"# ifdef USECOLORMAPPING\n" -" gl_FragColor *= tex2;\n" -"# endif\n" -"# ifdef USEGLOW\n" -" gl_FragColor += tex2;\n" -"# endif\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" -"# endif\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_GENERIC\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_BLOOMBLUR\n" -"varying TexCoord;\n" -"#ifdef VERTEX_SHADER\n" -"void main(void)\n" -"{\n" -" gl_FrontColor = gl_Color;\n" -" TexCoord = gl_MultiTexCoord0.xy;\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"uniform sampler2D Texture_First;\n" -"uniform vec4 BloomBlur_Parameters;\n" -"\n" -"void main(void)\n" -"{\n" -" int i;\n" -" vec2 tc = TexCoord;\n" -" vec3 color = texture2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" for (i = 1;i < SAMPLES;i++)\n" -" {\n" -" color += texture2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" }\n" -" gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" -"}\n" -"#endif\n" -"#else // !MODE_BLOOMBLUR\n" -"#ifdef MODE_REFRACTION\n" -"varying vec2 TexCoord;\n" -"varying vec4 ModelViewProjectionPosition;\n" -"uniform mat4 TexMatrix;\n" -"#ifdef VERTEX_SHADER\n" -"\n" -"void main(void)\n" -"{\n" -" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -" ModelViewProjectionPosition = gl_Position;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"uniform sampler2D Texture_Normal;\n" -"uniform sampler2D Texture_Refraction;\n" -"uniform sampler2D Texture_Reflection;\n" -"\n" -"uniform vec4 DistortScaleRefractReflect;\n" -"uniform vec4 ScreenScaleRefractReflect;\n" -"uniform vec4 ScreenCenterRefractReflect;\n" -"uniform vec4 RefractColor;\n" -"uniform vec4 ReflectColor;\n" -"uniform float ReflectFactor;\n" -"uniform float ReflectOffset;\n" -"\n" -"void main(void)\n" -"{\n" -" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" -"}\n" -"#endif\n" -"#else // !MODE_REFRACTION\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_WATER\n" -"varying vec2 TexCoord;\n" -"varying vec3 EyeVector;\n" -"varying vec4 ModelViewProjectionPosition;\n" -"#ifdef VERTEX_SHADER\n" -"uniform vec3 EyePosition;\n" -"uniform mat4 TexMatrix;\n" -"\n" -"void main(void)\n" -"{\n" -" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" -" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -" ModelViewProjectionPosition = gl_Position;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"uniform sampler2D Texture_Normal;\n" -"uniform sampler2D Texture_Refraction;\n" -"uniform sampler2D Texture_Reflection;\n" -"\n" -"uniform vec4 DistortScaleRefractReflect;\n" -"uniform vec4 ScreenScaleRefractReflect;\n" -"uniform vec4 ScreenCenterRefractReflect;\n" -"uniform vec4 RefractColor;\n" -"uniform vec4 ReflectColor;\n" -"uniform float ReflectFactor;\n" -"uniform float ReflectOffset;\n" -"\n" -"void main(void)\n" -"{\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" -" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" -"}\n" -"#endif\n" -"#else // !MODE_WATER\n" -"\n" -"\n" -"\n" -"\n" -"// common definitions between vertex shader and fragment shader:\n" -"\n" -"varying vec2 TexCoord;\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"varying vec2 TexCoord2;\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -"varying vec2 TexCoordLightmap;\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -"varying vec3 CubeVector;\n" -"#endif\n" -"\n" -"#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n" -"varying vec3 LightVector;\n" -"#endif\n" -"\n" -"#ifdef USEEYEVECTOR\n" -"varying vec3 EyeVector;\n" -"#endif\n" -"#ifdef USEFOG\n" -"varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" -"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" -"varying vec3 VectorR; // direction of R texcoord (surface normal)\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTION\n" -"varying vec4 ModelViewProjectionPosition;\n" -"#endif\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform vec3 LightPosition;\n" -"varying vec4 ModelViewPosition;\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform vec3 LightPosition;\n" -"#endif\n" -"uniform vec3 EyePosition;\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform vec3 LightDir;\n" -"#endif\n" -"uniform vec4 FogPlane;\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -"varying vec3 ShadowMapTC;\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"\n" -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" -"\n" -"// fragment shader specific:\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"uniform sampler2D Texture_Normal;\n" -"uniform sampler2D Texture_Color;\n" -"uniform sampler2D Texture_Gloss;\n" -"#ifdef USEGLOW\n" -"uniform sampler2D Texture_Glow;\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal;\n" -"uniform sampler2D Texture_SecondaryColor;\n" -"uniform sampler2D Texture_SecondaryGloss;\n" -"#ifdef USEGLOW\n" -"uniform sampler2D Texture_SecondaryGlow;\n" -"#endif\n" -"#endif\n" -"#ifdef USECOLORMAPPING\n" -"uniform sampler2D Texture_Pants;\n" -"uniform sampler2D Texture_Shirt;\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform sampler2D Texture_FogMask;\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -"uniform sampler2D Texture_Lightmap;\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"uniform sampler2D Texture_Deluxemap;\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"uniform sampler2D Texture_Reflection;\n" -"#endif\n" -"\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2D Texture_ScreenDepth;\n" -"uniform sampler2D Texture_ScreenNormalMap;\n" -"#endif\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"uniform sampler2D Texture_ScreenDiffuse;\n" -"uniform sampler2D Texture_ScreenSpecular;\n" -"#endif\n" -"\n" -"uniform myhalf3 Color_Pants;\n" -"uniform myhalf3 Color_Shirt;\n" -"uniform myhalf3 FogColor;\n" -"\n" -"#ifdef USEFOG\n" -"uniform float FogRangeRecip;\n" -"uniform float FogPlaneViewDist;\n" -"uniform float FogHeightFade;\n" -"float FogVertex(void)\n" -"{\n" -" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n" -" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n" -" float fogfrac;\n" -"#ifdef USEFOGOUTSIDE\n" -" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" -"#else\n" -" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" -"#endif\n" -" return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" -"}\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale;\n" -"vec2 OffsetMapping(vec2 TexCoord)\n" -"{\n" -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" -" // 14 sample relief mapping: linear search and then binary search\n" -" // this basically steps forward a small amount repeatedly until it finds\n" -" // itself inside solid, then jitters forward and back using decreasing\n" -" // amounts to find the impact\n" -" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" -" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" -" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" -" vec3 RT = vec3(TexCoord, 1);\n" -" OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" -" return RT.xy;\n" -"#else\n" -" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" // this basically moves forward the full distance, and then backs up based\n" -" // on height of samples\n" -" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" -" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" -" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" -" TexCoord += OffsetVector;\n" -" OffsetVector *= 0.333;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" return TexCoord;\n" -"#endif\n" -"}\n" -"#endif // USEOFFSETMAPPING\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" -"uniform sampler2D Texture_Attenuation;\n" -"uniform samplerCube Texture_Cube;\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" -"\n" -"#ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DRectShadow Texture_ShadowMapRect;\n" -"# else\n" -"uniform sampler2DRect Texture_ShadowMapRect;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D;\n" -"# else\n" -"uniform sampler2D Texture_ShadowMap2D;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCube Texture_CubeProjection;\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerCubeShadow Texture_ShadowMapCube;\n" -"# else\n" -"uniform samplerCube Texture_ShadowMapCube;\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform vec2 ShadowMap_TextureScale;\n" -"uniform vec4 ShadowMap_Parameters;\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" -"# ifdef USESHADOWMAPORTHO\n" -"# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n" -"# else\n" -"# ifdef USESHADOWMAPVSDCT\n" -"vec3 GetShadowMapTC2D(vec3 dir)\n" -"{\n" -" vec3 adir = abs(dir);\n" -" vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" -" vec4 proj = textureCube(Texture_CubeProjection, dir);\n" -" return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" -"}\n" -"# else\n" -"vec3 GetShadowMapTC2D(vec3 dir)\n" -"{\n" -" vec3 adir = abs(dir);\n" -" float ma = adir.z;\n" -" vec4 proj = vec4(dir, 2.5);\n" -" if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n" -" if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n" -" vec2 aparams = ShadowMap_Parameters.xy / ma;\n" -" return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" -"}\n" -"# endif\n" -"# endif\n" -"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"vec4 GetShadowMapTCCube(vec3 dir)\n" -"{\n" -" vec3 adir = abs(dir);\n" -" return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" -"}\n" -"#endif\n" -"\n" -"# ifdef USESHADOWMAPRECT\n" -"float ShadowMapCompare(vec3 dir)\n" -"{\n" -" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" -" float f;\n" -"# ifdef USESHADOWSAMPLER\n" -"\n" -"# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n" -" f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" -"# else\n" -" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" -"# endif\n" -"\n" -"# else\n" -"\n" -"# ifdef USESHADOWMAPPCF\n" -"# if USESHADOWMAPPCF > 1\n" -"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n" -" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" -" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" -" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" -" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" -" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" -" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" -" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" -"# else\n" -"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n" -" vec2 offset = fract(shadowmaptc.xy);\n" -" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" -" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" -" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" -" vec3 cols = row2 + mix(row1, row3, offset.y);\n" -" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" -"# endif\n" -"# else\n" -" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" -"# endif\n" -"\n" -"# endif\n" -"# ifdef USESHADOWMAPORTHO\n" -" return mix(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" -"}\n" -"# endif\n" -"\n" -"# ifdef USESHADOWMAP2D\n" -"float ShadowMapCompare(vec3 dir)\n" -"{\n" -" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" -" float f;\n" -"\n" -"# ifdef USESHADOWSAMPLER\n" -"# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" -" f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" -"# else\n" -" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" -"# endif\n" -"# else\n" -"# ifdef USESHADOWMAPPCF\n" -"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" -"# ifdef GL_ARB_texture_gather\n" -"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" -"# else\n" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n" -"# endif\n" -" vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" -"# if USESHADOWMAPPCF > 1\n" -" vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" -" vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" -" vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" -" vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" -" vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" -" vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" -" vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" -" vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" -" vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" -" vec4 locols = vec4(group1.ab, group3.ab);\n" -" vec4 hicols = vec4(group7.rg, group9.rg);\n" -" locols.yz += group2.ab;\n" -" hicols.yz += group8.rg;\n" -" vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n" -" vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n" -" mix(locols, hicols, offset.y);\n" -" vec4 cols = group5 + vec4(group2.rg, group8.ab);\n" -" cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n" -" f = dot(cols, vec4(1.0/25.0));\n" -"# else\n" -" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" -" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" -" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" -" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" -" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n" -" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n" -" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" -"# endif\n" -"# else\n" -"# ifdef GL_EXT_gpu_shader4\n" -"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n" -"# else\n" -"# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n" -"# endif\n" -"# if USESHADOWMAPPCF > 1\n" -" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" -" center *= ShadowMap_TextureScale;\n" -" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" -" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" -" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" -" vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" -" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" -" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n" -"# else\n" -" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" -" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" -" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" -" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" -" vec3 cols = row2 + mix(row1, row3, offset.y);\n" -" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n" -"# endif\n" -"# endif\n" -"# else\n" -" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" -"# endif\n" -"# endif\n" -"# ifdef USESHADOWMAPORTHO\n" -" return mix(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" -"}\n" -"# endif\n" -"\n" -"# ifdef USESHADOWMAPCUBE\n" -"float ShadowMapCompare(vec3 dir)\n" -"{\n" -" // apply depth texture cubemap as light filter\n" -" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n" -" float f;\n" -"# ifdef USESHADOWSAMPLER\n" -" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" -"# else\n" -" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" -"# endif\n" -" return f;\n" -"}\n" -"# endif\n" -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" -"#endif // FRAGMENT_SHADER\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_DEFERREDGEOMETRY\n" -"#ifdef VERTEX_SHADER\n" -"uniform mat4 TexMatrix;\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform mat4 BackgroundTexMatrix;\n" -"#endif\n" -"uniform mat4 ModelViewMatrix;\n" -"void main(void)\n" -"{\n" -" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FrontColor = gl_Color;\n" -" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEOFFSETMAPPING\n" -" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" -" VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" -" VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main(void)\n" -"{\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" -"#define TexCoord TexCoordOffset\n" -"#endif\n" -"\n" -"#ifdef USEALPHAKILL\n" -" if (texture2D(Texture_Color, TexCoord).a < 0.5)\n" -" discard;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float alpha = texture2D(Texture_Color, TexCoord).a;\n" -" float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" -" //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n" -" //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" -" float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n" -"#else\n" -" vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n" -" float a = texture2D(Texture_Gloss, TexCoord).a;\n" -"#endif\n" -"\n" -" gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"#else // !MODE_DEFERREDGEOMETRY\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"#ifdef VERTEX_SHADER\n" -"uniform mat4 ModelViewMatrix;\n" -"void main(void)\n" -"{\n" -" ModelViewPosition = ModelViewMatrix * gl_Vertex;\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"uniform mat4 ViewToLight;\n" -"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n" -"uniform vec2 ScreenToDepth;\n" -"uniform myhalf3 DeferredColor_Ambient;\n" -"uniform myhalf3 DeferredColor_Diffuse;\n" -"#ifdef USESPECULAR\n" -"uniform myhalf3 DeferredColor_Specular;\n" -"uniform myhalf SpecularPower;\n" -"#endif\n" -"uniform myhalf2 PixelToScreenTexCoord;\n" -"void main(void)\n" -"{\n" -" // calculate viewspace pixel position\n" -" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" vec3 position;\n" -" position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n" -" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" -" // decode viewspace pixel normal\n" -" myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n" -" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" -" // surfacenormal = pixel normal in viewspace\n" -" // LightVector = pixel to light in viewspace\n" -" // CubeVector = position in lightspace\n" -" // eyevector = pixel to view in viewspace\n" -" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" -" myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" -"#ifdef USEDIFFUSE\n" -" // calculate diffuse shading\n" -" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" // calculate directional shading\n" -" vec3 eyevector = position * -1.0;\n" -"# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n" -"# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" -" fade *= ShadowMapCompare(CubeVector);\n" -"#endif\n" -"\n" -"#ifdef USEDIFFUSE\n" -" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -"#else\n" -" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" -"#else\n" -" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n" -"#endif\n" -"\n" -"# ifdef USECUBEFILTER\n" -" vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n" -" gl_FragData[0].rgb *= cubecolor;\n" -" gl_FragData[1].rgb *= cubecolor;\n" -"# endif\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"#else // !MODE_DEFERREDLIGHTSOURCE\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"uniform mat4 TexMatrix;\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform mat4 BackgroundTexMatrix;\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform mat4 ModelToLight;\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"uniform mat4 ShadowMapMatrix;\n" -"#endif\n" -"void main(void)\n" -"{\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" // copy the surface texcoord\n" -" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // transform vertex position into light attenuation/cubemap space\n" -" // (-1 to +1 across the light box)\n" -" CubeVector = vec3(ModelToLight * gl_Vertex);\n" -"\n" -"# ifdef USEDIFFUSE\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" -" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEEYEVECTOR\n" -" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" -" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n" -" VectorS = gl_MultiTexCoord1.xyz;\n" -" VectorT = gl_MultiTexCoord2.xyz;\n" -" VectorR = gl_MultiTexCoord3.xyz;\n" -"#endif\n" -"\n" -" // transform vertex to camera space, using ftransform to match non-VS rendering\n" -" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -" ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTION\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#endif\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"uniform myhalf2 PixelToScreenTexCoord;\n" -"uniform myhalf3 DeferredMod_Diffuse;\n" -"uniform myhalf3 DeferredMod_Specular;\n" -"#endif\n" -"uniform myhalf3 Color_Ambient;\n" -"uniform myhalf3 Color_Diffuse;\n" -"uniform myhalf3 Color_Specular;\n" -"uniform myhalf SpecularPower;\n" -"#ifdef USEGLOW\n" -"uniform myhalf3 Color_Glow;\n" -"#endif\n" -"uniform myhalf Alpha;\n" -"#ifdef USEREFLECTION\n" -"uniform vec4 DistortScaleRefractReflect;\n" -"uniform vec4 ScreenScaleRefractReflect;\n" -"uniform vec4 ScreenCenterRefractReflect;\n" -"uniform myhalf4 ReflectColor;\n" -"#endif\n" -"#ifdef USEREFLECTCUBE\n" -"uniform mat4 ModelToReflectCube;\n" -"uniform sampler2D Texture_ReflectMask;\n" -"uniform samplerCube Texture_ReflectCube;\n" -"#endif\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform myhalf3 LightColor;\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform myhalf3 LightColor;\n" -"#endif\n" -"void main(void)\n" -"{\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" -"#define TexCoord TexCoordOffset\n" -"#endif\n" -"\n" -" // combine the diffuse textures (base, pants, shirt)\n" -" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" -"#ifdef USEALPHAKILL\n" -" if (color.a < 0.5)\n" -" discard;\n" -"#endif\n" -" color.a *= Alpha;\n" -"#ifdef USECOLORMAPPING\n" -" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" -" //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" -" //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" -" color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" -" color.a = 1.0;\n" -" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" -"#else\n" -" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n" -"#endif\n" -"\n" -" // get the material colors\n" -" myhalf3 diffusetex = color.rgb;\n" -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" -"# else\n" -" myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTCUBE\n" -" vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" -" vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" -" vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n" -" diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // light source\n" -"#ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" -"#ifdef USESPECULAR\n" -"#ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" -"#else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" -"#endif\n" -" color.rgb += glosstex.rgb * (specular * Color_Specular);\n" -"#endif\n" -"#else\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"#endif\n" -" color.rgb *= LightColor;\n" -" color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" -" color.rgb *= ShadowMapCompare(CubeVector);\n" -"#endif\n" -"# ifdef USECUBEFILTER\n" -" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" -"# endif\n" -"#endif // MODE_LIGHTSOURCE\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"#define SHADING\n" -"#ifdef USEDIFFUSE\n" -" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" -"#endif\n" -"#define lightcolor LightColor\n" -"#endif // MODE_LIGHTDIRECTION\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"#define SHADING\n" -" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" -" myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" -" // convert modelspace light vector to tangentspace\n" -" myhalf3 lightnormal;\n" -" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" -" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" -" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" -" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" -" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" -" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" -" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" -" // to map the luxels to coordinates on the draw surfaces), which also causes\n" -" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" -" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" -" // nudge is done here at expense of some additional fps. This is ONLY needed for\n" -" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" -" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" -"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" -"#define SHADING\n" -" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" -" myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" -"#endif // MODE_LIGHTMAP\n" -"#ifdef MODE_VERTEXCOLOR\n" -" color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n" -"#endif // MODE_VERTEXCOLOR\n" -"#ifdef MODE_FLATCOLOR\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"#endif // MODE_FLATCOLOR\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef SHADING\n" -"# ifdef USEDIFFUSE\n" -" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"# ifdef USESPECULAR\n" -"# ifdef USEEXACTSPECULARMATH\n" -" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n" -"# else\n" -" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" -" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n" -"# endif\n" -" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" -"# else\n" -" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" -"# endif\n" -"# else\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -" color.rgb *= ShadowMapCompare(ShadowMapTC);\n" -"#endif\n" -"\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -" vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n" -" color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n" -" color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n" -"#endif\n" -"\n" -"#ifdef USEGLOW\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n" -"#else\n" -" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -"#ifdef MODE_LIGHTSOURCE\n" -" color.rgb *= myhalf(FogVertex());\n" -"#else\n" -" color.rgb = mix(FogColor, color.rgb, FogVertex());\n" -"#endif\n" -"#endif\n" -"\n" -" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" -"#ifdef USEREFLECTION\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" -"#endif\n" -"\n" -" gl_FragColor = vec4(color);\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"\n" -"#endif // !MODE_DEFERREDLIGHTSOURCE\n" -"#endif // !MODE_DEFERREDGEOMETRY\n" -"#endif // !MODE_WATER\n" -"#endif // !MODE_REFRACTION\n" -"#endif // !MODE_BLOOMBLUR\n" -"#endif // !MODE_GENERIC\n" -"#endif // !MODE_POSTPROCESS\n" -"#endif // !MODE_SHOWDEPTH\n" -"#endif // !MODE_DEPTH_OR_SHADOW\n" +#include "shader_glsl.h" ; -/* -========================================================================================================================================================= - - - -========================================================================================================================================================= - - - -========================================================================================================================================================= - - - -========================================================================================================================================================= - - - -========================================================================================================================================================= - - - -========================================================================================================================================================= - - - -========================================================================================================================================================= -*/ - -const char *builtincgshaderstring = -"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" -"// written by Forest 'LordHavoc' Hale\n" -"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" -"\n" -"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" -"# define USEFOG\n" -"#endif\n" -"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"#define USELIGHTMAP\n" -"#endif\n" -"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n" -"#define USEEYEVECTOR\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" -")\n" -"{\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif\n" -"#else // !MODE_DEPTH_ORSHADOW\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_SHOWDEPTH\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"out float4 gl_Position : POSITION,\n" -"out float4 gl_FrontColor : COLOR0\n" -")\n" -"{\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float4 gl_FrontColor : COLOR0,\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" gl_FragColor = gl_FrontColor;\n" -"}\n" -"#endif\n" -"#else // !MODE_SHOWDEPTH\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_POSTPROCESS\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord1 : TEXCOORD0,\n" -"out float2 TexCoord2 : TEXCOORD1\n" -")\n" -"{\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" TexCoord1 = gl_MultiTexCoord0.xy;\n" -"#ifdef USEBLOOM\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" -"#endif\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float2 TexCoord1 : TEXCOORD0,\n" -"float2 TexCoord2 : TEXCOORD1,\n" -"uniform sampler2D Texture_First,\n" -"#ifdef USEBLOOM\n" -"uniform sampler2D Texture_Second,\n" -"#endif\n" -"#ifdef USEGAMMARAMPS\n" -"uniform sampler2D Texture_GammaRamps,\n" -"#endif\n" -"#ifdef USESATURATION\n" -"uniform float Saturation,\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -"uniform float4 ViewTintColor,\n" -"#endif\n" -"uniform float4 UserVec1,\n" -"uniform float4 UserVec2,\n" -"uniform float4 UserVec3,\n" -"uniform float4 UserVec4,\n" -"uniform float ClientTime,\n" -"uniform float2 PixelSize,\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" gl_FragColor = tex2D(Texture_First, TexCoord1);\n" -"#ifdef USEBLOOM\n" -" gl_FragColor += tex2D(Texture_Second, TexCoord2);\n" -"#endif\n" -"#ifdef USEVIEWTINT\n" -" gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" -"#endif\n" -"\n" -"#ifdef USEPOSTPROCESSING\n" -"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" -"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n" -" 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" -"#endif\n" -"\n" -"#ifdef USESATURATION\n" -" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" -" //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" -" gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n" -"#endif\n" -"\n" -"#ifdef USEGAMMARAMPS\n" -" gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n" -" gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n" -" gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_POSTPROCESS\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_GENERIC\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"float4 gl_Color : COLOR0,\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"out float4 gl_Position : POSITION,\n" -"out float4 gl_FrontColor : COLOR,\n" -"out float2 TexCoord1 : TEXCOORD0,\n" -"out float2 TexCoord2 : TEXCOORD1\n" -")\n" -"{\n" -" gl_FrontColor = gl_Color;\n" -"#ifdef USEDIFFUSE\n" -" TexCoord1 = gl_MultiTexCoord0.xy;\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" TexCoord2 = gl_MultiTexCoord1.xy;\n" -"#endif\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"void main\n" -"(\n" -"float4 gl_FrontColor : COLOR,\n" -"float2 TexCoord1 : TEXCOORD0,\n" -"float2 TexCoord2 : TEXCOORD1,\n" -"#ifdef USEDIFFUSE\n" -"uniform sampler2D Texture_First,\n" -"#endif\n" -"#ifdef USESPECULAR\n" -"uniform sampler2D Texture_Second,\n" -"#endif\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" gl_FragColor = gl_FrontColor;\n" -"#ifdef USEDIFFUSE\n" -" gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" -"#endif\n" -"\n" -"#ifdef USESPECULAR\n" -" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" -"# ifdef USECOLORMAPPING\n" -" gl_FragColor *= tex2;\n" -"# endif\n" -"# ifdef USEGLOW\n" -" gl_FragColor += tex2;\n" -"# endif\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n" -"# endif\n" -"#endif\n" -"}\n" -"#endif\n" -"#else // !MODE_GENERIC\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_BLOOMBLUR\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0\n" -")\n" -"{\n" -" TexCoord = gl_MultiTexCoord0.xy;\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"void main\n" -"(\n" -"float2 TexCoord : TEXCOORD0,\n" -"uniform sampler2D Texture_First,\n" -"uniform float4 BloomBlur_Parameters,\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" int i;\n" -" float2 tc = TexCoord;\n" -" float3 color = tex2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" for (i = 1;i < SAMPLES;i++)\n" -" {\n" -" color += tex2D(Texture_First, tc).rgb;\n" -" tc += BloomBlur_Parameters.xy;\n" -" }\n" -" gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" -"}\n" -"#endif\n" -"#else // !MODE_BLOOMBLUR\n" -"#ifdef MODE_REFRACTION\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix,\n" -"uniform float3 EyePosition,\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0,\n" -"out float3 EyeVector : TEXCOORD1,\n" -"out float4 ModelViewProjectionPosition : TEXCOORD2\n" -")\n" -"{\n" -" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" ModelViewProjectionPosition = gl_Position;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float2 TexCoord : TEXCOORD0,\n" -"float3 EyeVector : TEXCOORD1,\n" -"float4 ModelViewProjectionPosition : TEXCOORD2,\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Refraction,\n" -"uniform sampler2D Texture_Reflection,\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform float4 RefractColor,\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" -"}\n" -"#endif\n" -"#else // !MODE_REFRACTION\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_WATER\n" -"#ifdef VERTEX_SHADER\n" -"\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"uniform float4x4 TexMatrix,\n" -"uniform float3 EyePosition,\n" -"out float4 gl_Position : POSITION,\n" -"out float2 TexCoord : TEXCOORD0,\n" -"out float3 EyeVector : TEXCOORD1,\n" -"out float4 ModelViewProjectionPosition : TEXCOORD2\n" -")\n" -"{\n" -" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -" ModelViewProjectionPosition = gl_Position;\n" -"}\n" -"#endif\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float2 TexCoord : TEXCOORD0,\n" -"float3 EyeVector : TEXCOORD1,\n" -"float4 ModelViewProjectionPosition : TEXCOORD2,\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Refraction,\n" -"uniform sampler2D Texture_Reflection,\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform float4 RefractColor,\n" -"uniform float4 ReflectColor,\n" -"uniform float ReflectFactor,\n" -"uniform float ReflectOffset,\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(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" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" -" gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" -"}\n" -"#endif\n" -"#else // !MODE_WATER\n" -"\n" -"\n" -"\n" -"\n" -"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n" -"\n" -"// fragment shader specific:\n" -"#ifdef FRAGMENT_SHADER\n" -"\n" -"#ifdef USEFOG\n" -"float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n" -"{\n" -" float fogfrac;\n" -"#ifdef USEFOGOUTSIDE\n" -" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" -"#else\n" -" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" -"#endif\n" -" return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" -"}\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n" -"{\n" -"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" -" // 14 sample relief mapping: linear search and then binary search\n" -" // this basically steps forward a small amount repeatedly until it finds\n" -" // itself inside solid, then jitters forward and back using decreasing\n" -" // amounts to find the impact\n" -" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n" -" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n" -" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n" -" float3 RT = float3(TexCoord, 1);\n" -" OffsetVector *= 0.1;\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" -" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" -" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" -" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" -" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" -" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" -" return RT.xy;\n" -"#else\n" -" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" -" // this basically moves forward the full distance, and then backs up based\n" -" // on height of samples\n" -" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n" -" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n" -" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n" -" TexCoord += OffsetVector;\n" -" OffsetVector *= 0.333;\n" -" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" -" return TexCoord;\n" -"#endif\n" -"}\n" -"#endif // USEOFFSETMAPPING\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" -"# ifdef USESHADOWMAPORTHO\n" -"# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n" -"# else\n" -"# ifdef USESHADOWMAPVSDCT\n" -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" -"{\n" -" float3 adir = abs(dir);\n" -" float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n" -" float4 proj = texCUBE(Texture_CubeProjection, dir);\n" -" return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n" -"}\n" -"# else\n" -"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" -"{\n" -" float3 adir = abs(dir);\n" -" float ma = adir.z;\n" -" float4 proj = float4(dir, 2.5);\n" -" if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n" -" if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n" -" 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" -"}\n" -"# endif\n" -"# endif\n" -"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n" -"{\n" -" float3 adir = abs(dir);\n" -" return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" -"}\n" -"#endif\n" -"\n" -"# ifdef USESHADOWMAPRECT\n" -"#ifdef USESHADOWMAPVSDCT\n" -"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" -"#else\n" -"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n" -"#endif\n" -"{\n" -"#ifdef USESHADOWMAPVSDCT\n" -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" -"#else\n" -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" -"#endif\n" -" float f;\n" -"# ifdef USESHADOWSAMPLER\n" -"\n" -"# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n" -" f = dot(float4(0.25), 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" -"# endif\n" -"\n" -"# else\n" -"\n" -"# ifdef USESHADOWMAPPCF\n" -"# if USESHADOWMAPPCF > 1\n" -"# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n" -" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" -" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" -" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" -" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" -" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" -" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" -"# 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" -"# endif\n" -"# else\n" -" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" -"# endif\n" -"\n" -"# endif\n" -"# ifdef USESHADOWMAPORTHO\n" -" return lerp(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" -"}\n" -"# endif\n" -"\n" -"# ifdef USESHADOWMAP2D\n" -"#ifdef USESHADOWMAPVSDCT\n" -"float ShadowMapCompare(float3 dir, sampler2D 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" -"#endif\n" -"{\n" -"#ifdef USESHADOWMAPVSDCT\n" -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" -"#else\n" -" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" -"#endif\n" -" float f;\n" -"\n" -"# ifdef USESHADOWSAMPLER\n" -"# ifdef USESHADOWMAPPCF\n" -"# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" -" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" -" f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n" -"# else\n" -" f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" -"# endif\n" -"# else\n" -"# ifdef USESHADOWMAPPCF\n" -"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n" -"# ifdef GL_ARB_texture_gather\n" -"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n" -"# else\n" -"# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n" -"# endif\n" -" float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n" -"# if USESHADOWMAPPCF > 1\n" -" float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n" -" float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n" -" float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n" -" float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n" -" float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n" -" float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n" -" float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n" -" float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n" -" float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n" -" float4 locols = float4(group1.ab, group3.ab);\n" -" float4 hicols = float4(group7.rg, group9.rg);\n" -" locols.yz += group2.ab;\n" -" hicols.yz += group8.rg;\n" -" float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n" -" float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n" -" lerp(locols, hicols, offset.y);\n" -" float4 cols = group5 + float4(group2.rg, group8.ab);\n" -" cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n" -" f = dot(cols, float4(1.0/25.0));\n" -"# else\n" -" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" -" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" -" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" -" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" -" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" -" lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" -"# endif\n" -"# else\n" -"# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n" -"# if USESHADOWMAPPCF > 1\n" -" float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n" -" center *= ShadowMap_TextureScale;\n" -" float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n" -" float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n" -" float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n" -" float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n" -" float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n" -" f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" -"# 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" -"# endif\n" -"# endif\n" -"# else\n" -" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" -"# endif\n" -"# endif\n" -"# ifdef USESHADOWMAPORTHO\n" -" return lerp(ShadowMap_Parameters.w, 1.0, f);\n" -"# else\n" -" return f;\n" -"# endif\n" -"}\n" -"# endif\n" -"\n" -"# ifdef USESHADOWMAPCUBE\n" -"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n" -"{\n" -" // apply depth texture cubemap as light filter\n" -" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n" -" float f;\n" -"# ifdef USESHADOWSAMPLER\n" -" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" -"# else\n" -" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" -"# endif\n" -" return f;\n" -"}\n" -"# endif\n" -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" -"#endif // FRAGMENT_SHADER\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_DEFERREDGEOMETRY\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"float4 gl_Color : COLOR0,\n" -"#endif\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"uniform float4x4 TexMatrix,\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix,\n" -"#endif\n" -"uniform float4x4 ModelViewMatrix,\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float3 EyePosition,\n" -"#endif\n" -"out float4 gl_Position : POSITION,\n" -"out float4 gl_FrontColor : COLOR,\n" -"out float4 TexCoordBoth : TEXCOORD0,\n" -"#ifdef USEOFFSETMAPPING\n" -"out float3 EyeVector : TEXCOORD2,\n" -"#endif\n" -"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n" -")\n" -"{\n" -" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" gl_FrontColor = gl_Color;\n" -" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEOFFSETMAPPING\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" -" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" -" VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float4 TexCoordBoth : TEXCOORD0,\n" -"float3 EyeVector : TEXCOORD2,\n" -"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" -"uniform sampler2D Texture_Normal,\n" -"#ifdef USEALPHAKILL\n" -"uniform sampler2D Texture_Color,\n" -"#endif\n" -"uniform sampler2D Texture_Gloss,\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal,\n" -"uniform sampler2D Texture_SecondaryGloss,\n" -"#endif\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale,\n" -"#endif\n" -"uniform half SpecularPower,\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" float2 TexCoord = TexCoordBoth.xy;\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" -"#define TexCoord TexCoordOffset\n" -"#endif\n" -"\n" -"#ifdef USEALPHAKILL\n" -" if (tex2D(Texture_Color, TexCoord).a < 0.5)\n" -" discard;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float alpha = tex2D(Texture_Color, TexCoord).a;\n" -" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" -" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n" -" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n" -"#endif\n" -"\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n" -" float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n" -"#else\n" -" float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n" -" float a = tex2D(Texture_Gloss, TexCoord).a;\n" -"#endif\n" -"\n" -" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"#else // !MODE_DEFERREDGEOMETRY\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"uniform float4x4 ModelViewMatrix,\n" -"out float4 gl_Position : POSITION,\n" -"out float4 ModelViewPosition : TEXCOORD0\n" -")\n" -"{\n" -" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"float2 Pixel : WPOS,\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" -"#ifdef USESPECULAR\n" -"uniform half3 DeferredColor_Specular,\n" -"uniform half SpecularPower,\n" -"#endif\n" -"uniform sampler2D Texture_Attenuation,\n" -"uniform sampler2D Texture_ScreenDepth,\n" -"uniform sampler2D Texture_ScreenNormalMap,\n" -"\n" -"#ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerRECTShadow Texture_ShadowMapRect,\n" -"# else\n" -"uniform samplerRECT Texture_ShadowMapRect,\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D,\n" -"# else\n" -"uniform sampler2D Texture_ShadowMap2D,\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCUBE Texture_CubeProjection,\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" -"# else\n" -"uniform samplerCUBE Texture_ShadowMapCube,\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform float2 ShadowMap_TextureScale,\n" -"uniform float4 ShadowMap_Parameters,\n" -"#endif\n" -"\n" -"out float4 gl_FragData0 : COLOR0,\n" -"out float4 gl_FragData1 : COLOR1\n" -")\n" -"{\n" -" // calculate viewspace pixel position\n" -" float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n" -" ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n" -" float3 position;\n" -" 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" -" // 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" -"#ifdef USEDIFFUSE\n" -" // calculate diffuse shading\n" -" half3 lightnormal = half3(normalize(LightPosition - position));\n" -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" // calculate directional shading\n" -" float3 eyevector = position * -1.0;\n" -"# ifdef USEEXACTSPECULARMATH\n" -" half specular = 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" -" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n" -" fade *= ShadowMapCompare(CubeVector,\n" -"# if defined(USESHADOWMAP2D)\n" -"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" -"# endif\n" -"# if defined(USESHADOWMAPRECT)\n" -"Texture_ShadowMapRect, ShadowMap_Parameters\n" -"# endif\n" -"# if defined(USESHADOWMAPCUBE)\n" -"Texture_ShadowMapCube, ShadowMap_Parameters\n" -"# endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -", Texture_CubeProjection\n" -"#endif\n" -" );\n" -"#endif\n" -"\n" -"#ifdef USEDIFFUSE\n" -" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" -"#else\n" -" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n" -"#endif\n" -"#ifdef USESPECULAR\n" -" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n" -"#else\n" -" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n" -"#endif\n" -"\n" -"# ifdef USECUBEFILTER\n" -" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n" -" gl_FragData0.rgb *= cubecolor;\n" -" gl_FragData1.rgb *= cubecolor;\n" -"# endif\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"#else // !MODE_DEFERREDLIGHTSOURCE\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef VERTEX_SHADER\n" -"void main\n" -"(\n" -"float4 gl_Vertex : POSITION,\n" -"uniform float4x4 ModelViewProjectionMatrix,\n" -"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" -"float4 gl_Color : COLOR0,\n" -"#endif\n" -"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" -"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" -"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" -"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" -"float4 gl_MultiTexCoord4 : TEXCOORD4,\n" -"\n" -"uniform float3 EyePosition,\n" -"uniform float4x4 TexMatrix,\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform float4x4 BackgroundTexMatrix,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform float4x4 ModelToLight,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform float3 LightPosition,\n" -"#endif\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform float3 LightDir,\n" -"#endif\n" -"uniform float4 FogPlane,\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform float3 LightPosition,\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"uniform float4x4 ShadowMapMatrix,\n" -"#endif\n" -"\n" -"out float4 gl_FrontColor : COLOR,\n" -"out float4 TexCoordBoth : TEXCOORD0,\n" -"#ifdef USELIGHTMAP\n" -"out float2 TexCoordLightmap : TEXCOORD1,\n" -"#endif\n" -"#ifdef USEEYEVECTOR\n" -"out float3 EyeVector : TEXCOORD2,\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"out float4 ModelViewProjectionPosition : TEXCOORD3,\n" -"#endif\n" -"#ifdef USEFOG\n" -"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" -"#endif\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" -"out float3 LightVector : TEXCOORD1,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"out float3 CubeVector : TEXCOORD3,\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"out float3 ShadowMapTC : TEXCOORD8,\n" -"#endif\n" -"out float4 gl_Position : POSITION\n" -")\n" -"{\n" -"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" -" gl_FrontColor = gl_Color;\n" -"#endif\n" -" // copy the surface texcoord\n" -" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -" TexCoordLightmap = float2(gl_MultiTexCoord4);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // transform vertex position into light attenuation/cubemap space\n" -" // (-1 to +1 across the light box)\n" -" CubeVector = float3(mul(ModelToLight, gl_Vertex));\n" -"\n" -"# ifdef USEDIFFUSE\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" -" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifdef USEEYEVECTOR\n" -" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" -" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -" VectorS = gl_MultiTexCoord1.xyz;\n" -" VectorT = gl_MultiTexCoord2.xyz;\n" -" VectorR = gl_MultiTexCoord3.xyz;\n" -"#endif\n" -"\n" -" // transform vertex to camera space, using ftransform to match non-VS rendering\n" -" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -" ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTION\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#endif\n" -"}\n" -"#endif // VERTEX_SHADER\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef FRAGMENT_SHADER\n" -"void main\n" -"(\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"float2 Pixel : WPOS,\n" -"#endif\n" -"float4 gl_FrontColor : COLOR,\n" -"float4 TexCoordBoth : TEXCOORD0,\n" -"#ifdef USELIGHTMAP\n" -"float2 TexCoordLightmap : TEXCOORD1,\n" -"#endif\n" -"#ifdef USEEYEVECTOR\n" -"float3 EyeVector : TEXCOORD2,\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"float4 ModelViewProjectionPosition : TEXCOORD3,\n" -"#endif\n" -"#ifdef USEFOG\n" -"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" -"#endif\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" -"float3 LightVector : TEXCOORD1,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"float3 CubeVector : TEXCOORD3,\n" -"#endif\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"float4 ModelViewPosition : TEXCOORD0,\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n" -"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" -"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" -"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" -"#endif\n" -"#ifdef USESHADOWMAPORTHO\n" -"float3 ShadowMapTC : TEXCOORD8,\n" -"#endif\n" -"\n" -"uniform sampler2D Texture_Normal,\n" -"uniform sampler2D Texture_Color,\n" -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler2D Texture_Gloss,\n" -"#endif\n" -"#ifdef USEGLOW\n" -"uniform sampler2D Texture_Glow,\n" -"#endif\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -"uniform sampler2D Texture_SecondaryNormal,\n" -"uniform sampler2D Texture_SecondaryColor,\n" -"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" -"uniform sampler2D Texture_SecondaryGloss,\n" -"#endif\n" -"#ifdef USEGLOW\n" -"uniform sampler2D Texture_SecondaryGlow,\n" -"#endif\n" -"#endif\n" -"#ifdef USECOLORMAPPING\n" -"uniform sampler2D Texture_Pants,\n" -"uniform sampler2D Texture_Shirt,\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform sampler2D Texture_FogMask,\n" -"#endif\n" -"#ifdef USELIGHTMAP\n" -"uniform sampler2D Texture_Lightmap,\n" -"#endif\n" -"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -"uniform sampler2D Texture_Deluxemap,\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -"uniform sampler2D Texture_Reflection,\n" -"#endif\n" -"\n" -"#ifdef MODE_DEFERREDLIGHTSOURCE\n" -"uniform sampler2D Texture_ScreenDepth,\n" -"uniform sampler2D Texture_ScreenNormalMap,\n" -"#endif\n" -"#ifdef USEDEFERREDLIGHTMAP\n" -"uniform sampler2D Texture_ScreenDiffuse,\n" -"uniform sampler2D Texture_ScreenSpecular,\n" -"#endif\n" -"\n" -"#ifdef USECOLORMAPPING\n" -"uniform half3 Color_Pants,\n" -"uniform half3 Color_Shirt,\n" -"#endif\n" -"#ifdef USEFOG\n" -"uniform float3 FogColor,\n" -"uniform float FogRangeRecip,\n" -"uniform float FogPlaneViewDist,\n" -"uniform float FogHeightFade,\n" -"#endif\n" -"\n" -"#ifdef USEOFFSETMAPPING\n" -"uniform float OffsetMapping_Scale,\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" -"#ifdef USEGLOW\n" -"uniform half3 Color_Glow,\n" -"#endif\n" -"uniform half Alpha,\n" -"#ifdef USEREFLECTION\n" -"uniform float4 DistortScaleRefractReflect,\n" -"uniform float4 ScreenScaleRefractReflect,\n" -"uniform float4 ScreenCenterRefractReflect,\n" -"uniform half4 ReflectColor,\n" -"#endif\n" -"#ifdef USEREFLECTCUBE\n" -"uniform float4x4 ModelToReflectCube,\n" -"uniform sampler2D Texture_ReflectMask,\n" -"uniform samplerCUBE Texture_ReflectCube,\n" -"#endif\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"uniform half3 LightColor,\n" -"#endif\n" -"#ifdef MODE_LIGHTSOURCE\n" -"uniform half3 LightColor,\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" -"uniform sampler2D Texture_Attenuation,\n" -"uniform samplerCUBE Texture_Cube,\n" -"#endif\n" -"\n" -"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n" -"\n" -"#ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerRECTShadow Texture_ShadowMapRect,\n" -"# else\n" -"uniform samplerRECT Texture_ShadowMapRect,\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D,\n" -"# else\n" -"uniform sampler2D Texture_ShadowMap2D,\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCUBE Texture_CubeProjection,\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" -"# else\n" -"uniform samplerCUBE Texture_ShadowMapCube,\n" -"# endif\n" -"#endif\n" -"\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" -"uniform float2 ShadowMap_TextureScale,\n" -"uniform float4 ShadowMap_Parameters,\n" -"#endif\n" -"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n" -"\n" -"out float4 gl_FragColor : COLOR\n" -")\n" -"{\n" -" float2 TexCoord = TexCoordBoth.xy;\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" float2 TexCoord2 = TexCoordBoth.zw;\n" -"#endif\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" -"#define TexCoord TexCoordOffset\n" -"#endif\n" -"\n" -" // combine the diffuse textures (base, pants, shirt)\n" -" half4 color = half4(tex2D(Texture_Color, TexCoord));\n" -"#ifdef USEALPHAKILL\n" -" if (color.a < 0.5)\n" -" discard;\n" -"#endif\n" -" color.a *= Alpha;\n" -"#ifdef USECOLORMAPPING\n" -" color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * 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 = 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.a = 1.0;\n" -" //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n" -"#endif\n" -"\n" -" // get the surface normal\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), 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" -"#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" -"# else\n" -" half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USEREFLECTCUBE\n" -" float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n" -" float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n" -" float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n" -" diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // light source\n" -"#ifdef USEDIFFUSE\n" -" half3 lightnormal = half3(normalize(LightVector));\n" -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" -"#ifdef USESPECULAR\n" -"#ifdef USEEXACTSPECULARMATH\n" -" half specular = 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" -"#endif\n" -" color.rgb += glosstex.rgb * (specular * Color_Specular);\n" -"#endif\n" -"#else\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"#endif\n" -" color.rgb *= LightColor;\n" -" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n" -"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" -" color.rgb *= ShadowMapCompare(CubeVector,\n" -"# if defined(USESHADOWMAP2D)\n" -"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" -"# endif\n" -"# if defined(USESHADOWMAPRECT)\n" -"Texture_ShadowMapRect, ShadowMap_Parameters\n" -"# endif\n" -"# if defined(USESHADOWMAPCUBE)\n" -"Texture_ShadowMapCube, ShadowMap_Parameters\n" -"# endif\n" -"\n" -"#ifdef USESHADOWMAPVSDCT\n" -", Texture_CubeProjection\n" -"#endif\n" -" );\n" -"\n" -"#endif\n" -"# ifdef USECUBEFILTER\n" -" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n" -"# endif\n" -"#endif // MODE_LIGHTSOURCE\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTDIRECTION\n" -"#define SHADING\n" -"#ifdef USEDIFFUSE\n" -" half3 lightnormal = half3(normalize(LightVector));\n" -"#endif\n" -"#define lightcolor LightColor\n" -"#endif // MODE_LIGHTDIRECTION\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"#define SHADING\n" -" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" -" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n" -" // convert modelspace light vector to tangentspace\n" -" half3 lightnormal;\n" -" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" -" lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n" -" lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n" -" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" -" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" -" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" -" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" -" // to map the luxels to coordinates on the draw surfaces), which also causes\n" -" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" -" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" -" // nudge is done here at expense of some additional fps. This is ONLY needed for\n" -" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" -" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" -"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" -"#define SHADING\n" -" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" -" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" -" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n" -"#endif\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef MODE_LIGHTMAP\n" -" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" -"#endif // MODE_LIGHTMAP\n" -"#ifdef MODE_VERTEXCOLOR\n" -" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n" -"#endif // MODE_VERTEXCOLOR\n" -"#ifdef MODE_FLATCOLOR\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"#endif // MODE_FLATCOLOR\n" -"\n" -"\n" -"\n" -"\n" -"#ifdef SHADING\n" -"# ifdef USEDIFFUSE\n" -" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" -"# ifdef USESPECULAR\n" -"# ifdef USEEXACTSPECULARMATH\n" -" half specular = 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" -"# endif\n" -" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n" -"# else\n" -" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" -"# endif\n" -"# else\n" -" color.rgb = diffusetex * Color_Ambient;\n" -"# endif\n" -"#endif\n" -"\n" -"#ifdef USESHADOWMAPORTHO\n" -" color.rgb *= ShadowMapCompare(ShadowMapTC,\n" -"# if defined(USESHADOWMAP2D)\n" -"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" -"# endif\n" -"# if defined(USESHADOWMAPRECT)\n" -"Texture_ShadowMapRect, ShadowMap_Parameters\n" -"# endif\n" -" );\n" -"#endif\n" -"\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" -"#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" -"#else\n" -" color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n" -"#endif\n" -"#endif\n" -"\n" -"#ifdef USEFOG\n" -"#ifdef MODE_LIGHTSOURCE\n" -" color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n" -"#else\n" -" color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n" -"#endif\n" -"#endif\n" -"\n" -" // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" -"#ifdef USEREFLECTION\n" -" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" -"#endif\n" -"\n" -" gl_FragColor = float4(color);\n" -"}\n" -"#endif // FRAGMENT_SHADER\n" -"\n" -"#endif // !MODE_DEFERREDLIGHTSOURCE\n" -"#endif // !MODE_DEFERREDGEOMETRY\n" -"#endif // !MODE_WATER\n" -"#endif // !MODE_REFRACTION\n" -"#endif // !MODE_BLOOMBLUR\n" -"#endif // !MODE_GENERIC\n" -"#endif // !MODE_POSTPROCESS\n" -"#endif // !MODE_SHOWDEPTH\n" -"#endif // !MODE_DEPTH_OR_SHADOW\n" +const char *builtinhlslshaderstring = +#include "shader_hlsl.h" ; char *glslshaderstring = NULL; -char *cgshaderstring = NULL; +char *hlslshaderstring = NULL; //======================================================================================================================================================= @@ -3229,41 +643,6 @@ typedef struct shadermodeinfo_s } shadermodeinfo_t; -typedef enum shaderpermutation_e -{ - SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading - SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp) - SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only) - SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin - SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only) - SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode - SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only) - SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter - SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture - SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only) - SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects - SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only) - SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation - SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface - SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface - SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) - SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter - SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter - SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter - SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results - SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test - SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection - SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping - SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 - SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe) - SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array - SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array -} -shaderpermutation_t; - // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = { @@ -3274,18 +653,17 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USESATURATION\n", " saturation"}, {"#define USEFOGINSIDE\n", " foginside"}, {"#define USEFOGOUTSIDE\n", " fogoutside"}, + {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"}, + {"#define USEFOGALPHAHACK\n", " fogalphahack"}, {"#define USEGAMMARAMPS\n", " gammaramps"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEGLOW\n", " glow"}, {"#define USEBLOOM\n", " bloom"}, {"#define USESPECULAR\n", " specular"}, {"#define USEPOSTPROCESSING\n", " postprocessing"}, - {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"}, {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, - {"#define USESHADOWMAPRECT\n", " shadowmaprect"}, - {"#define USESHADOWMAPCUBE\n", " shadowmapcube"}, {"#define USESHADOWMAP2D\n", " shadowmap2d"}, {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, @@ -3295,30 +673,11 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"}, {"#define USEALPHAKILL\n", " alphakill"}, {"#define USEREFLECTCUBE\n", " reflectcube"}, + {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"}, + {"#define USEBOUNCEGRID\n", " bouncegrid"}, + {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, }; -/// this enum is multiplied by SHADERPERMUTATION_MODEBASE -typedef enum shadermode_e -{ - SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture - SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess) - SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only - SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp) - SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp) - SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) - SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) - SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) - SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp) - SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight) - SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) - SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) - SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color - SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers - SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers - SHADERMODE_COUNT -} -shadermode_t; - // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { @@ -3328,6 +687,7 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, @@ -3339,26 +699,25 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; -#ifdef SUPPORTCG -shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] = -{ - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +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/shadow"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_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 @@ -3372,6 +731,37 @@ typedef struct r_glsl_permutation_s qboolean compiled; /// 0 if compilation failed int program; + // texture units assigned to each detected uniform + int tex_Texture_First; + int tex_Texture_Second; + int tex_Texture_GammaRamps; + int tex_Texture_Normal; + int tex_Texture_Color; + int tex_Texture_Gloss; + int tex_Texture_Glow; + int tex_Texture_SecondaryNormal; + int tex_Texture_SecondaryColor; + int tex_Texture_SecondaryGloss; + int tex_Texture_SecondaryGlow; + int tex_Texture_Pants; + int tex_Texture_Shirt; + int tex_Texture_FogHeightTexture; + int tex_Texture_FogMask; + int tex_Texture_Lightmap; + int tex_Texture_Deluxemap; + int tex_Texture_Attenuation; + int tex_Texture_Cube; + int tex_Texture_Refraction; + int tex_Texture_Reflection; + int tex_Texture_ShadowMap2D; + int tex_Texture_CubeProjection; + int tex_Texture_ScreenDepth; + int tex_Texture_ScreenNormalMap; + int tex_Texture_ScreenDiffuse; + int tex_Texture_ScreenSpecular; + int tex_Texture_ReflectMask; + int tex_Texture_ReflectCube; + int tex_Texture_BounceGrid; /// locations of detected uniforms in program object, or -1 if not found int loc_Texture_First; int loc_Texture_Second; @@ -3386,6 +776,7 @@ typedef struct r_glsl_permutation_s int loc_Texture_SecondaryGlow; int loc_Texture_Pants; int loc_Texture_Shirt; + int loc_Texture_FogHeightTexture; int loc_Texture_FogMask; int loc_Texture_Lightmap; int loc_Texture_Deluxemap; @@ -3393,8 +784,6 @@ typedef struct r_glsl_permutation_s int loc_Texture_Cube; int loc_Texture_Refraction; int loc_Texture_Reflection; - int loc_Texture_ShadowMapRect; - int loc_Texture_ShadowMapCube; int loc_Texture_ShadowMap2D; int loc_Texture_CubeProjection; int loc_Texture_ScreenDepth; @@ -3403,6 +792,7 @@ typedef struct r_glsl_permutation_s int loc_Texture_ScreenSpecular; int loc_Texture_ReflectMask; int loc_Texture_ReflectCube; + int loc_Texture_BounceGrid; int loc_Alpha; int loc_BloomBlur_Parameters; int loc_ClientTime; @@ -3427,7 +817,7 @@ typedef struct r_glsl_permutation_s int loc_LightColor; int loc_LightDir; int loc_LightPosition; - int loc_OffsetMapping_Scale; + int loc_OffsetMapping_ScaleSteps; int loc_PixelSize; int loc_ReflectColor; int loc_ReflectFactor; @@ -3453,12 +843,82 @@ typedef struct r_glsl_permutation_s int loc_ModelViewMatrix; int loc_PixelToScreenTexCoord; int loc_ModelToReflectCube; - int loc_ShadowMapMatrix; + int loc_ShadowMapMatrix; + int loc_BloomColorSubtract; + int loc_NormalmapScrollBlend; + int loc_BounceGridMatrix; + int loc_BounceGridIntensity; } r_glsl_permutation_t; #define SHADERPERMUTATION_HASHSIZE 256 + +// non-degradable "lightweight" shader parameters to keep the permutations simpler +// these can NOT degrade! only use for simple stuff +enum +{ + SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation + SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation + SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled + SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled + SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled + SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled + SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending +}; +#define SHADERSTATICPARMS_COUNT 7 + +static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT]; +static int shaderstaticparms_count = 0; + +static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0}; +#define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F)) +qboolean R_CompileShader_CheckStaticParms(void) +{ + static int r_compileshader_staticparms_save[1]; + memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms)); + memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms)); + + // detect all + if (r_glsl_saturation_redcompensate.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE); + if (r_glsl_vertextextureblend_usebothalphas.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS); + if (r_shadow_glossexact.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH); + if (r_glsl_postprocess.integer) + { + if (r_glsl_postprocess_uservec1_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1); + if (r_glsl_postprocess_uservec2_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2); + if (r_glsl_postprocess_uservec3_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3); + if (r_glsl_postprocess_uservec4_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4); + } + return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0; +} + +#define R_COMPILESHADER_STATICPARM_EMIT(p, n) \ + if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \ + shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ + else \ + shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" +void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) +{ + shaderstaticparms_count = 0; + + // emit all + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS"); +} + /// information about each possible shader permutation r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; /// currently selected permutation @@ -3523,15 +983,16 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; + int sampler; shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; + char *vertexstring, *geometrystring, *fragmentstring; + char permutationname[256]; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; - char *vertexstring, *geometrystring, *fragmentstring; - const char *vertstrings_list[32+3]; - const char *geomstrings_list[32+3]; - const char *fragstrings_list[32+3]; - char permutationname[256]; + const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; if (p->compiled) return; @@ -3545,6 +1006,17 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad) + if(vid.support.gl20shaders130) + { + vertstrings_list[vertstrings_count++] = "#version 130\n"; + geomstrings_list[geomstrings_count++] = "#version 130\n"; + fragstrings_list[fragstrings_count++] = "#version 130\n"; + vertstrings_list[vertstrings_count++] = "#define GLSL130\n"; + geomstrings_list[geomstrings_count++] = "#define GLSL130\n"; + fragstrings_list[fragstrings_count++] = "#define GLSL130\n"; + } + // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; @@ -3576,6 +1048,15 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode } } + // add static parms + R_CompileShader_AddStaticParms(mode, permutation); + memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + vertstrings_count += shaderstaticparms_count; + memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + geomstrings_count += shaderstaticparms_count; + memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + fragstrings_count += shaderstaticparms_count; + // now append the shader text itself vertstrings_list[vertstrings_count++] = vertexstring; geomstrings_list[geomstrings_count++] = geometrystring; @@ -3595,124 +1076,159 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->program) { CHECKGLERROR - qglUseProgramObjectARB(p->program);CHECKGLERROR + qglUseProgram(p->program);CHECKGLERROR // look up all the uniform variable names we care about, so we don't // have to look them up every time we set them - p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First"); - p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second"); - p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps"); - p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); - p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); - p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); - p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); - p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal"); - p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor"); - p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss"); - p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow"); - p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); - p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); - p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); - p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); - p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); - p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); - p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); - p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); - p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); - p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect"); - p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube"); - p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D"); - p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection"); - p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth"); - p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap"); - p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse"); - p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular"); - p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask"); - p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube"); - p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha"); - p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters"); - p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime"); - p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient"); - p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse"); - p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular"); - p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow"); - p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); - p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); - p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient"); - p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse"); - p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular"); - p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse"); - p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular"); - p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); - p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); - p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); - p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade"); - p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane"); - p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist"); - p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); - p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); - p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); - p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); - p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); - p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize"); - p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); - p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); - p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); - p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); - p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation"); - p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); - p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); - p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth"); - p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters"); - p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale"); - p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); - p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1"); - p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2"); - p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3"); - p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4"); - p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor"); - p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight"); - p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight"); - p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix"); - p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix"); - p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix"); - p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix"); - p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord"); - p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube"); - p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); + p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First"); + p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second"); + p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps"); + p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal"); + p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color"); + p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss"); + p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow"); + p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal"); + p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor"); + p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss"); + p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow"); + p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants"); + p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt"); + p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture"); + p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask"); + p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap"); + p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap"); + p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation"); + p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube"); + p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection"); + p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D"); + p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection"); + p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth"); + p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap"); + p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse"); + p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular"); + p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask"); + p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube"); + p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid"); + p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha"); + p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters"); + p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime"); + p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient"); + p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse"); + p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular"); + p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow"); + p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants"); + p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt"); + p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient"); + p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse"); + p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular"); + p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse"); + p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular"); + p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect"); + p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition"); + p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor"); + p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade"); + p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane"); + p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist"); + p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip"); + p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor"); + p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir"); + p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition"); + p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps"); + p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize"); + p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset"); + p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor"); + p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation"); + p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth"); + p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters"); + p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale"); + p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower"); + p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1"); + p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2"); + p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3"); + p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4"); + p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor"); + p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight"); + p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight"); + p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix"); + p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix"); + p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix"); + p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix"); + p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord"); + p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube"); + p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix"); + p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract"); + p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend"); + p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix"); + p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity"); // initialize the samplers to refer to the texture units we use - if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST); - if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND); - if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS); - if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL); - if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR); - if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS); - if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW); - if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL); - if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR); - if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS); - if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW); - if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS); - if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT); - if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK); - if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP); - if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP); - if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION); - if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE); - if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION); - if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION); - if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT); - if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE); - if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D); - if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION); - if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH); - if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP); - if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE); - if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR); - if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK); - if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE); + p->tex_Texture_First = -1; + p->tex_Texture_Second = -1; + p->tex_Texture_GammaRamps = -1; + p->tex_Texture_Normal = -1; + p->tex_Texture_Color = -1; + p->tex_Texture_Gloss = -1; + p->tex_Texture_Glow = -1; + p->tex_Texture_SecondaryNormal = -1; + p->tex_Texture_SecondaryColor = -1; + p->tex_Texture_SecondaryGloss = -1; + p->tex_Texture_SecondaryGlow = -1; + p->tex_Texture_Pants = -1; + p->tex_Texture_Shirt = -1; + p->tex_Texture_FogHeightTexture = -1; + p->tex_Texture_FogMask = -1; + p->tex_Texture_Lightmap = -1; + p->tex_Texture_Deluxemap = -1; + p->tex_Texture_Attenuation = -1; + p->tex_Texture_Cube = -1; + p->tex_Texture_Refraction = -1; + p->tex_Texture_Reflection = -1; + p->tex_Texture_ShadowMap2D = -1; + p->tex_Texture_CubeProjection = -1; + p->tex_Texture_ScreenDepth = -1; + p->tex_Texture_ScreenNormalMap = -1; + p->tex_Texture_ScreenDiffuse = -1; + p->tex_Texture_ScreenSpecular = -1; + p->tex_Texture_ReflectMask = -1; + p->tex_Texture_ReflectCube = -1; + p->tex_Texture_BounceGrid = -1; + sampler = 0; + if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;} + if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;} + if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;} + if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;} + if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;} + if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;} + if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;} + if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;} + if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;} + if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;} + if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;} + if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;} + if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;} + if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;} + if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;} + if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;} + if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;} + if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;} + if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;} + if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;} + if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;} + if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;} + if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;} + if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;} + if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;} + if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;} + if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;} + if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;} + if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;} + if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;} CHECKGLERROR - Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname); + Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler); } else Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname); @@ -3757,175 +1273,160 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio { //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); - qglUseProgramObjectARB(0);CHECKGLERROR + qglUseProgram(0);CHECKGLERROR return; // no bit left to clear, entire mode is broken } } } CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + qglUseProgram(r_glsl_permutation->program);CHECKGLERROR } - if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); - if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); - if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time); + if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time); } -#ifdef SUPPORTCG -#include -struct r_cg_permutation_s; -typedef struct r_cg_permutation_s +#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 { /// hash lookup data - struct r_cg_permutation_s *hashnext; + struct r_hlsl_permutation_s *hashnext; unsigned int mode; unsigned int permutation; /// indicates if we have tried compiling this permutation already qboolean compiled; - /// 0 if compilation failed - CGprogram vprogram; - CGprogram fprogram; - /// locations of detected parameters in programs, or NULL if not found - CGparameter vp_EyePosition; - CGparameter vp_FogPlane; - CGparameter vp_LightDir; - CGparameter vp_LightPosition; - CGparameter vp_ModelToLight; - CGparameter vp_TexMatrix; - CGparameter vp_BackgroundTexMatrix; - CGparameter vp_ModelViewProjectionMatrix; - CGparameter vp_ModelViewMatrix; - CGparameter vp_ShadowMapMatrix; - - CGparameter fp_Texture_First; - CGparameter fp_Texture_Second; - CGparameter fp_Texture_GammaRamps; - CGparameter fp_Texture_Normal; - CGparameter fp_Texture_Color; - CGparameter fp_Texture_Gloss; - CGparameter fp_Texture_Glow; - CGparameter fp_Texture_SecondaryNormal; - CGparameter fp_Texture_SecondaryColor; - CGparameter fp_Texture_SecondaryGloss; - CGparameter fp_Texture_SecondaryGlow; - CGparameter fp_Texture_Pants; - CGparameter fp_Texture_Shirt; - CGparameter fp_Texture_FogMask; - CGparameter fp_Texture_Lightmap; - CGparameter fp_Texture_Deluxemap; - CGparameter fp_Texture_Attenuation; - CGparameter fp_Texture_Cube; - CGparameter fp_Texture_Refraction; - CGparameter fp_Texture_Reflection; - CGparameter fp_Texture_ShadowMapRect; - CGparameter fp_Texture_ShadowMapCube; - CGparameter fp_Texture_ShadowMap2D; - CGparameter fp_Texture_CubeProjection; - CGparameter fp_Texture_ScreenDepth; - CGparameter fp_Texture_ScreenNormalMap; - CGparameter fp_Texture_ScreenDiffuse; - CGparameter fp_Texture_ScreenSpecular; - CGparameter fp_Texture_ReflectMask; - CGparameter fp_Texture_ReflectCube; - CGparameter fp_Alpha; - CGparameter fp_BloomBlur_Parameters; - CGparameter fp_ClientTime; - CGparameter fp_Color_Ambient; - CGparameter fp_Color_Diffuse; - CGparameter fp_Color_Specular; - CGparameter fp_Color_Glow; - CGparameter fp_Color_Pants; - CGparameter fp_Color_Shirt; - CGparameter fp_DeferredColor_Ambient; - CGparameter fp_DeferredColor_Diffuse; - CGparameter fp_DeferredColor_Specular; - CGparameter fp_DeferredMod_Diffuse; - CGparameter fp_DeferredMod_Specular; - CGparameter fp_DistortScaleRefractReflect; - CGparameter fp_EyePosition; - CGparameter fp_FogColor; - CGparameter fp_FogHeightFade; - CGparameter fp_FogPlane; - CGparameter fp_FogPlaneViewDist; - CGparameter fp_FogRangeRecip; - CGparameter fp_LightColor; - CGparameter fp_LightDir; - CGparameter fp_LightPosition; - CGparameter fp_OffsetMapping_Scale; - CGparameter fp_PixelSize; - CGparameter fp_ReflectColor; - CGparameter fp_ReflectFactor; - CGparameter fp_ReflectOffset; - CGparameter fp_RefractColor; - CGparameter fp_Saturation; - CGparameter fp_ScreenCenterRefractReflect; - CGparameter fp_ScreenScaleRefractReflect; - CGparameter fp_ScreenToDepth; - CGparameter fp_ShadowMap_Parameters; - CGparameter fp_ShadowMap_TextureScale; - CGparameter fp_SpecularPower; - CGparameter fp_UserVec1; - CGparameter fp_UserVec2; - CGparameter fp_UserVec3; - CGparameter fp_UserVec4; - CGparameter fp_ViewTintColor; - CGparameter fp_ViewToLight; - CGparameter fp_PixelToScreenTexCoord; - CGparameter fp_ModelToReflectCube; -} -r_cg_permutation_t; + /// 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_ScaleSteps = 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 + D3DPSREGISTER_NormalmapScrollBlend = 52, + // next at 53 +} +D3DPSREGISTER_t; /// information about each possible shader permutation -r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; +r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; /// currently selected permutation -r_cg_permutation_t *r_cg_permutation; +r_hlsl_permutation_t *r_hlsl_permutation; /// storage for permutations linked in the hash table -memexpandablearray_t r_cg_permutationarray; +memexpandablearray_t r_hlsl_permutationarray; -#define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}} - -static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation) +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_cg_permutation_t *p; - for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext) + r_hlsl_permutation_t *p; + for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext) { if (p->mode == mode && p->permutation == permutation) { //if (hashdepth > 10) - // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); return p; } //hashdepth++; } - p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray); + p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray); p->mode = mode; p->permutation = permutation; - p->hashnext = r_cg_permutationhash[mode][hashindex]; - r_cg_permutationhash[mode][hashindex] = p; + p->hashnext = r_hlsl_permutationhash[mode][hashindex]; + r_hlsl_permutationhash[mode][hashindex] = p; //if (hashdepth > 10) - // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); return p; } -static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice) +static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice) { char *shaderstring; if (!filename || !filename[0]) return NULL; - if (!strcmp(filename, "cg/default.cg")) + if (!strcmp(filename, "hlsl/default.hlsl")) { - if (!cgshaderstring) + if (!hlslshaderstring) { - cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (cgshaderstring) + hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (hlslshaderstring) Con_DPrintf("Loading shaders from file %s...\n", filename); else - cgshaderstring = (char *)builtincgshaderstring; + hlslshaderstring = (char *)builtinhlslshaderstring; } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1); - memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1); + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); + memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); return shaderstring; } shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); @@ -3938,43 +1439,190 @@ static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice) return shaderstring; } -static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring) -{ - // TODO: load or create .fp and .vp shader files +#include +//#include +//#include + +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"; + qboolean debugshader = gl_paranoid.integer != 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";} + if (!debugshader) + { + vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); + psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize); + } + if ((!vsbin && vertstring) || (!psbin && fragstring)) + { + const char* dllnames_d3dx9 [] = + { + "d3dx9_43.dll", + "d3dx9_42.dll", + "d3dx9_41.dll", + "d3dx9_40.dll", + "d3dx9_39.dll", + "d3dx9_38.dll", + "d3dx9_37.dll", + "d3dx9_36.dll", + "d3dx9_35.dll", + "d3dx9_34.dll", + "d3dx9_33.dll", + "d3dx9_32.dll", + "d3dx9_31.dll", + "d3dx9_30.dll", + "d3dx9_29.dll", + "d3dx9_28.dll", + "d3dx9_27.dll", + "d3dx9_26.dll", + "d3dx9_25.dll", + "d3dx9_24.dll", + NULL + }; + dllhandle_t d3dx9_dll = NULL; + HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); + HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs); + HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); + dllfunction_t d3dx9_dllfuncs[] = + { + {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA}, + {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader}, + {"D3DXCompileShader", (void **) &qD3DXCompileShader}, + {NULL, NULL} + }; + if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs)) + { + DWORD shaderflags = 0; + if (debugshader) + shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION; + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); + if (vertstring && vertstring[0]) + { + if (debugshader) + { +// vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog); +// FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize()); + FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring)); + vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); + } + else + vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &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]) + { + if (debugshader) + { +// psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog); +// FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize()); + FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring)); + psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); + } + else + psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); + if (psbuffer) + { + psbinsize = psbuffer->GetBufferSize(); + psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); + memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize); + psbuffer->Release(); + } + if (pslog) + { + strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize())); + Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); + pslog->Release(); + } + } + Sys_UnloadLibrary(&d3dx9_dll); + } + else + Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n"); + } + if (vsbin && psbin) + { + vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader); + if (FAILED(vsresult)) + Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult); + psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader); + if (FAILED(psresult)) + Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult); + } + // free the shader data + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); } -static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation) +static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; - shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode; - int vertstrings_count = 0, vertstring_length = 0; - int geomstrings_count = 0, geomstring_length = 0; - int fragstrings_count = 0, fragstring_length = 0; + shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode; + int vertstring_length = 0; + int geomstring_length = 0; + int 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]; - CGprofile vertexProfile; - CGprofile fragmentProfile; + int vertstrings_count = 0; + int geomstrings_count = 0; + int fragstrings_count = 0; + const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; if (p->compiled) return; p->compiled = true; - p->vprogram = NULL; - p->fprogram = NULL; + p->vertexshader = NULL; + p->pixelshader = NULL; permutationname[0] = 0; cachename[0] = 0; - vertexstring = R_CG_GetText(modeinfo->vertexfilename, true); - geometrystring = R_CG_GetText(modeinfo->geometryfilename, false); - fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false); + 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, "cg/", sizeof(cachename)); + strlcat(cachename, "hlsl/", sizeof(cachename)); + + // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler + vertstrings_count = 0; + geomstrings_count = 0; + fragstrings_count = 0; + 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) @@ -4009,6 +1657,15 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un } } + // add static parms + R_CompileShader_AddStaticParms(mode, permutation); + memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + vertstrings_count += shaderstaticparms_count; + memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + geomstrings_count += shaderstaticparms_count; + memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + fragstrings_count += shaderstaticparms_count; + // replace spaces in the cachename with _ characters for (i = 0;cachename[i];i++) if (cachename[i] == ' ') @@ -4030,153 +1687,31 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un vertstring_length = 0; for (i = 0;i < vertstrings_count;i++) vertstring_length += strlen(vertstrings_list[i]); - vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1); + vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1); for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++) memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i])); geomstring_length = 0; for (i = 0;i < geomstrings_count;i++) geomstring_length += strlen(geomstrings_list[i]); - geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1); + geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1); for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++) memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i])); fragstring_length = 0; for (i = 0;i < fragstrings_count;i++) fragstring_length += strlen(fragstrings_list[i]); - fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1); + fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1); for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++) memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i])); - CHECKGLERROR - CHECKCGERROR - //vertexProfile = CG_PROFILE_ARBVP1; - //fragmentProfile = CG_PROFILE_ARBFP1; - vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR - fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR - //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR - //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR - //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR - CHECKGLERROR - // try to load the cached shader, or generate one - R_CG_CacheShader(p, cachename, vertstring, fragstring); - - // if caching failed, do a dynamic compile for now - CHECKCGERROR - if (vertstring[0] && !p->vprogram) - p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL); - CHECKCGERROR - if (fragstring[0] && !p->fprogram) - p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL); - CHECKCGERROR - - // look up all the uniform variable names we care about, so we don't - // have to look them up every time we set them - if (p->vprogram) - { - CHECKCGERROR - cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR - cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR - p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition"); - p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane"); - p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir"); - p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition"); - p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight"); - p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix"); - p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix"); - p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix"); - p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix"); - p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix"); - CHECKCGERROR - } - if (p->fprogram) - { - CHECKCGERROR - cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR - cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR - p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First"); - p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second"); - p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps"); - p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal"); - p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color"); - p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss"); - p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow"); - p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal"); - p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor"); - p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss"); - p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow"); - p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants"); - p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt"); - p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask"); - p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap"); - p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap"); - p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation"); - p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube"); - p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction"); - p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection"); - p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect"); - p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube"); - p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D"); - p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection"); - p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth"); - p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap"); - p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse"); - p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular"); - p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask"); - p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube"); - p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha"); - p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters"); - p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime"); - p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient"); - p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse"); - p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular"); - p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow"); - p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants"); - p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt"); - p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient"); - p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse"); - p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular"); - p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse"); - p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular"); - p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect"); - p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition"); - p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor"); - p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade"); - p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane"); - p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist"); - p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip"); - p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor"); - p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir"); - p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition"); - p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale"); - p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize"); - p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor"); - p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor"); - p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset"); - p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor"); - p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation"); - p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect"); - p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect"); - p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth"); - p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters"); - p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale"); - p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower"); - p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1"); - p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2"); - p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3"); - p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4"); - p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor"); - p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); - p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord"); - p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube"); - CHECKCGERROR - } - - if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0])) - Con_DPrintf("^5CG shader %s compiled.\n", permutationname); + R_HLSL_CacheShader(p, cachename, vertstring, fragstring); + + if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0])) + Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname); else - Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname); + Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname); // free the strings if (vertstring) @@ -4193,19 +1728,31 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un Mem_Free(fragmentstring); } -void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation) +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_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation); - CHECKGLERROR - CHECKCGERROR - if (r_cg_permutation != perm) + r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation); + if (r_hlsl_permutation != perm) { - r_cg_permutation = perm; - if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) + r_hlsl_permutation = perm; + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) { - if (!r_cg_permutation->compiled) - R_CG_CompilePermutation(perm, mode, permutation); - if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) + 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; @@ -4216,57 +1763,36 @@ void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation) if (!(permutation & j)) continue; permutation -= j; - r_cg_permutation = R_CG_FindPermutation(mode, permutation); - if (!r_cg_permutation->compiled) - R_CG_CompilePermutation(perm, mode, permutation); - if (r_cg_permutation->vprogram || r_cg_permutation->fprogram) + 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_cg_permutation = R_CG_FindPermutation(mode, permutation); + //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); return; // no bit left to clear, entire mode is broken } } } - CHECKGLERROR - CHECKCGERROR - if (r_cg_permutation->vprogram) - { - cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR - cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR - cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR - } - else - { - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR - cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR - } - if (r_cg_permutation->fprogram) - { - cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR - cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR - cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR - } - else - { - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR - cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR - } + IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader); + IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader); } - CHECKCGERROR - if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR - if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR - if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); + hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time); } +#endif -void CG_BindTexture(CGparameter param, rtexture_t *tex) +void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation) { - cgGLSetTextureParameter(param, R_GetTexture(tex)); - cgGLEnableTextureParameter(param); + DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time); } -#endif void R_GLSL_Restart_f(void) { @@ -4274,12 +1800,40 @@ void R_GLSL_Restart_f(void) if (glslshaderstring && glslshaderstring != builtinshaderstring) Mem_Free(glslshaderstring); glslshaderstring = NULL; - if (cgshaderstring && cgshaderstring != builtincgshaderstring) - Mem_Free(cgshaderstring); - cgshaderstring = NULL; + if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring) + Mem_Free(hlslshaderstring); + hlslshaderstring = NULL; switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + r_hlsl_permutation_t *p; + r_hlsl_permutation = NULL; + 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: + case RENDERPATH_GLES2: { r_glsl_permutation_t *p; r_glsl_permutation = NULL; @@ -4295,34 +1849,11 @@ void R_GLSL_Restart_f(void) 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)); - } - break; -#endif case RENDERPATH_GL13: case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + break; } } @@ -4348,24 +1879,22 @@ void R_GLSL_DumpShader_f(void) else Con_Printf("failed to write to glsl/default.glsl\n"); -#ifdef SUPPORTCG - file = FS_OpenRealFile("cg/default.cg", "w", false); + 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, cgshadermodeinfo[i].pretext); + 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_Print(file, builtinhlslshaderstring); FS_Close(file); - Con_Printf("cg/default.cg written\n"); + Con_Printf("hlsl/default.hlsl written\n"); } else - Con_Printf("failed to write to cg/default.cg\n"); -#endif + Con_Printf("failed to write to hlsl/default.hlsl\n"); } void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) @@ -4374,19 +1903,25 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod 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 + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); #endif 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: + case RENDERPATH_GLES2: + R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first ); + R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second); + break; case RENDERPATH_GL13: R_Mesh_TexBind(0, first ); R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); @@ -4397,6 +1932,11 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod case RENDERPATH_GL11: R_Mesh_TexBind(0, first ); break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); + break; } } @@ -4404,14 +1944,21 @@ 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: + case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0); -#endif - break; case RENDERPATH_GL13: R_Mesh_TexBind(0, 0); R_Mesh_TexBind(1, 0); @@ -4419,6 +1966,9 @@ void R_SetupShader_DepthOrShadow(void) case RENDERPATH_GL11: R_Mesh_TexBind(0, 0); break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0); + break; } } @@ -4426,18 +1976,28 @@ 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: + case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0); -#endif - break; case RENDERPATH_GL13: break; case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0); + break; } } @@ -4446,8 +2006,6 @@ extern cvar_t r_shadow_deferred_8bitrange; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; -extern qboolean r_shadow_usingshadowmaprect; -extern qboolean r_shadow_usingshadowmapcube; extern qboolean r_shadow_usingshadowmap2d; extern qboolean r_shadow_usingshadowmaportho; extern float r_shadow_shadowmap_texturescale[2]; @@ -4455,9 +2013,8 @@ extern float r_shadow_shadowmap_parameters[4]; extern qboolean r_shadow_shadowmapvsdct; extern qboolean r_shadow_shadowmapsampler; 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 @@ -4465,9 +2022,57 @@ extern int r_shadow_prepass_width; extern int r_shadow_prepass_height; extern rtexture_t *r_shadow_prepassgeometrydepthtexture; extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; +extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture; 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) + +#define BLENDFUNC_ALLOWS_COLORMOD 1 +#define BLENDFUNC_ALLOWS_FOG 2 +#define BLENDFUNC_ALLOWS_FOG_HACK0 4 +#define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8 +#define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA) +static int R_BlendFuncFlags(int src, int dst) +{ + int r = 0; + + // a blendfunc allows colormod if: + // a) it can never keep the destination pixel invariant, or + // b) it can keep the destination pixel invariant, and still can do so if colormodded + // this is to prevent unintended side effects from colormod + + // a blendfunc allows fog if: + // blend(fog(src), fog(dst)) == fog(blend(src, dst)) + // this is to prevent unintended side effects from fog + + // these checks are the output of fogeval.pl + + r |= BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0; + if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0; + if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA; + if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0; + if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0; + if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0; + if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG; + if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD; + + return r; +} + +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -4475,22 +2080,48 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // fragment shader on features that are not being used unsigned int permutation = 0; unsigned int mode = 0; + int blendfuncflags; + static float dummy_colormod[3] = {1, 1, 1}; + float *colormod = rsurface.colormod; float m16f[16]; + matrix4x4_t tempmatrix; + r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + permutation |= SHADERPERMUTATION_ALPHAKILL; + if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1]) + permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + { mode = SHADERMODE_WATER; - else + if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)) + { + // this is the right thing to do for wateralpha + GL_BlendFunc(GL_ONE, GL_ZERO); + blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO); + } + else + { + // this is the right thing to do for entity alpha + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION) + { mode = SHADERMODE_REFRACTION; - 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); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + else + { + mode = SHADERMODE_GENERIC; + permutation |= SHADERPERMUTATION_DIFFUSE; + GL_BlendFunc(GL_ONE, GL_ZERO); + blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO); + } } else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY) { @@ -4509,23 +2140,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - permutation |= SHADERPERMUTATION_ALPHAKILL; // normalmap (deferred prepass), may use alpha test on diffuse mode = SHADERMODE_DEFERREDGEOMETRY; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - 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); + blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO); } else if (rsurfacepass == RSURFPASS_RTLIGHT) { @@ -4553,24 +2173,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (diffusescale > 0) permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - { permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; - if (r_shadow_glossexact.integer) - permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; - } if (r_refdef.fogenabled) - permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; + permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube) - { - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_usingshadowmapcube) - permutation |= SHADERPERMUTATION_SHADOWMAPCUBE; - else if(r_shadow_shadowmapvsdct) + if (r_shadow_usingshadowmap2d) + { + permutation |= SHADERPERMUTATION_SHADOWMAP2D; + if(r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; if (r_shadow_shadowmapsampler) @@ -4582,26 +2193,8 @@ 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); + blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -4626,16 +2219,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) - permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; + permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4648,26 +2238,8 @@ 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); + blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { @@ -4692,22 +2264,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - { permutation |= SHADERPERMUTATION_SPECULAR; - if (r_shadow_glossexact.integer) - permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; - } if (r_refdef.fogenabled) - permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; + permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4722,23 +2287,14 @@ 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 + if (r_shadow_bouncegridtexture) { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + permutation |= SHADERPERMUTATION_BOUNCEGRID; + if (r_shadow_bouncegriddirectional) + permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } - 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); + blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { @@ -4762,16 +2318,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) - permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; + permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4786,23 +2339,14 @@ 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 + if (r_shadow_bouncegridtexture) { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + permutation |= SHADERPERMUTATION_BOUNCEGRID; + if (r_shadow_bouncegriddirectional) + permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } - 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); + blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else { @@ -4825,16 +2369,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) - permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; + permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) { permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; if (r_shadow_shadowmapsampler) permutation |= SHADERPERMUTATION_SHADOWSAMPLER; @@ -4849,7 +2390,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping) + if (FAKELIGHT_ENABLED) + { + // fake lightmapping (q1bsp, q3bsp, fullbright map) + mode = SHADERMODE_FAKELIGHT; + permutation |= SHADERPERMUTATION_DIFFUSE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + } + else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace) @@ -4858,347 +2407,475 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - { permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; - 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) + else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture) { // fake deluxemapping (uniform light direction in tangentspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - { permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; - 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 + if (r_shadow_bouncegridtexture) { - R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0); - R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0); + permutation |= SHADERPERMUTATION_BOUNCEGRID; + if (r_shadow_bouncegriddirectional) + permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } - GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); - } + blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + } + if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD)) + colormod = dummy_colormod; + if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG)) + permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE); + if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA) + permutation |= SHADERPERMUTATION_FOGALPHAHACK; switch(vid.renderpath) { - case RENDERPATH_GL20: - 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);} + 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) { - if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); - + Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + } + else + { + if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + } + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + + if (mode == SHADERMODE_LIGHTSOURCE) + { + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); } else { if (mode == SHADERMODE_FLATCOLOR) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]); } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); - if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); } // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0) - { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) - qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); - else - qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - } - if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); - if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); - if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); - if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); - } - if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - - if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]); - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (r_glsl_permutation->loc_Color_Pants >= 0) - { - if (rsurface.texture->pantstexture) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); else - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + 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]); + hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (mode == SHADERMODE_WATER) + hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); + } + 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] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + 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); + hlslPSSetParameter3f(D3DPSREGISTER_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer)); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); + if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); } - if (r_glsl_permutation->loc_Color_Shirt >= 0) + else { - if (rsurface.texture->shirttexture) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); - else - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); - } - if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); - if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); - if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); - if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale); - if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - - // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white ); - // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white ); - // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps ); - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); - if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); - if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); - if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); - if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); - if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); - if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); - if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); - if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); - if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); - if (r_glsl_permutation->loc_Texture_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_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 (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 (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))) { - if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture ); - if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture); if (rsurface.rtlight) { - if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - if (r_shadow_usingshadowmapcube) - if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); - if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); } } - CHECKGLERROR +#endif break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - R_SetupShader_SetPermutationCG(mode, permutation); - if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR - if (mode == SHADERMODE_LIGHTSOURCE) - { - if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR - if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR + 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: + case RENDERPATH_GLES2: + if (!vid.useinterleavedarrays) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); + R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); } else { - if (mode == SHADERMODE_LIGHTDIRECTION) - { - if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR - } + 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); } - if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR - if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR - if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR - if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR - if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR - CHECKGLERROR - + R_SetupShader_SetPermutationGLSL(mode, permutation); + if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);} if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR - if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR - if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR - if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR - + if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + // additive passes are only darkened by fog, not tinted - if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR - if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + if (r_glsl_permutation->loc_FogColor >= 0) + qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); } else { if (mode == SHADERMODE_FLATCOLOR) { - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]); } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_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]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR - if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR - if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR - if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR - if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); + if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR - if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, 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);CHECKCGERROR - if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); } // additive passes are only darkened by fog, not tinted - if (r_cg_permutation->fp_FogColor) + if (r_glsl_permutation->loc_FogColor >= 0) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) - cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0); + if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) + qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); else - cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - CHECKCGERROR + qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } - if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR - if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR - if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR - if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR - if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR - if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR - if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR - if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR - } - if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR - if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR - if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR - if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Pants) + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); + } + if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + + if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (r_glsl_permutation->loc_Color_Pants >= 0) { if (rsurface.texture->pantstexture) - cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else - cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0); - CHECKCGERROR + qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } - if (r_cg_permutation->fp_Color_Shirt) + if (r_glsl_permutation->loc_Color_Shirt >= 0) { if (rsurface.texture->shirttexture) - cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else - cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0); - CHECKCGERROR - } - if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR - if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR - if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR - if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR - if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR - if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR - if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR - - // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR - // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR - // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR - if (r_cg_permutation->fp_Texture_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_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 (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR + qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + } + if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); + if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); + if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform3f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer)); + if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale); + + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white ); + if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white ); + if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps ); + if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture ); + if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture ); + if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture ); + if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture ); + if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture ); + if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture ); + if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture ); + if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture ); + if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture ); + if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture ); + if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture ); + if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture ); + if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation ); + if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } + else + { + if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } + if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture ); + if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture ); + if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture ); + if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { - if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR + if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture ); if (rsurface.rtlight) { - if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR - if (r_shadow_usingshadowmapcube) - if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR - if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR + if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap ); + if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); } } - + if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture); CHECKGLERROR -#endif break; case RENDERPATH_GL13: case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f); + R_SetupShader_SetPermutationSoft(mode, permutation); + {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);} + if (mode == SHADERMODE_LIGHTSOURCE) + { + {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);} + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + + // additive passes are only darkened by fog, not tinted + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + } + // additive passes are only darkened by fog, not tinted + if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); + else + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]); + } + {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);} + {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);} + {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);} + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (DPSOFTRAST_UNIFORM_Color_Pants >= 0) + { + if (rsurface.texture->pantstexture) + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0); + } + if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0) + { + if (rsurface.texture->shirttexture) + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0); + } + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer)); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + + R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); + if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); + if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) + { + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, 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 ); + } + } + break; } } @@ -5227,21 +2904,12 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) permutation |= SHADERPERMUTATION_CUBEFILTER; if (diffusescale > 0) permutation |= SHADERPERMUTATION_DIFFUSE; - if (specularscale > 0) - { + if (specularscale > 0 && r_shadow_gloss.integer > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; - if (r_shadow_glossexact.integer) - permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; - } - if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube) + if (r_shadow_usingshadowmap2d) { - if (r_shadow_usingshadowmaprect) - permutation |= SHADERPERMUTATION_SHADOWMAPRECT; - if (r_shadow_usingshadowmap2d) - permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_usingshadowmapcube) - permutation |= SHADERPERMUTATION_SHADOWMAPCUBE; - else if(r_shadow_shadowmapvsdct) + permutation |= SHADERPERMUTATION_SHADOWMAP2D; + if (r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; if (r_shadow_shadowmapsampler) @@ -5257,57 +2925,78 @@ 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture ); + R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture ); + 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: + case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(mode, permutation); - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); - if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); - if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); - if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - - if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); - if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture ); - if (r_shadow_usingshadowmapcube) - if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); - if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); - if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - R_SetupShader_SetPermutationCG(mode, permutation); - if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR - if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR - if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR - if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR - if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR - if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR - if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR - if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR - if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR - if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR - - if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR - if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR - if (r_shadow_usingshadowmapcube) - if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR - if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR -#endif + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); + if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height); + + if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture ); + if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture ); + if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture ); + if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap ); + if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture ); + if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); break; case RENDERPATH_GL13: case RENDERPATH_GL11: break; + case RENDERPATH_SOFT: + R_SetupShader_SetPermutationGLSL(mode, permutation); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); + DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + + R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); + R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + break; } } @@ -5468,6 +3157,7 @@ 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; @@ -5481,6 +3171,9 @@ 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; @@ -5495,13 +3188,15 @@ 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); @@ -5526,14 +3221,14 @@ 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) @@ -5555,44 +3250,46 @@ 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); } } R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]); //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); if (r_savedds && qglGetCompressedTexImageARB && skinframe->base) - R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha); if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog) - R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true); } 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); } @@ -5600,55 +3297,60 @@ 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) - R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true); + R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true); } // _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); + R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, 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); + R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, 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); + R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false); 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); + R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false); 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); + R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true); Mem_Free(pixels); pixels = NULL; } @@ -5698,10 +3400,10 @@ 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) @@ -5718,7 +3420,7 @@ 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); } } @@ -5763,7 +3465,7 @@ 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); // FIXME LEAK memcpy(skinframe->qpixels, skindata, width*height); skinframe->qwidth = width; skinframe->qheight = height; @@ -5821,27 +3523,27 @@ 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) @@ -5883,7 +3585,7 @@ 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++) @@ -5895,7 +3597,7 @@ 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]); @@ -5935,7 +3637,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void) //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"}; typedef struct suffixinfo_s { - char *suffix; + const char *suffix; qboolean flipx, flipy, flipdiagonal; } suffixinfo_t; @@ -5988,7 +3690,7 @@ 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)) @@ -6017,7 +3719,7 @@ 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 @@ -6087,7 +3789,7 @@ 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) { @@ -6095,21 +3797,21 @@ 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); } } @@ -6124,16 +3826,20 @@ void gl_main_start(void) r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; r_texture_fogattenuation = NULL; + r_texture_fogheighttexture = NULL; r_texture_gammaramps = NULL; r_texture_numcubemaps = 0; - r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer; + r_loaddds = r_texture_dds_load.integer != 0; r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer; switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -6157,6 +3863,14 @@ void gl_main_start(void) r_loadgloss = false; r_loadfog = true; break; + case RENDERPATH_GLES2: + Cvar_SetValueQuick(&r_textureunits, 1); + Cvar_SetValueQuick(&gl_combine, 1); + Cvar_SetValueQuick(&r_glsl, 1); + r_loadnormalmap = true; + r_loadgloss = false; + r_loadfog = false; + break; } R_AnimCache_Free(); @@ -6169,6 +3883,9 @@ void gl_main_start(void) r_qwskincache = NULL; r_qwskincache_size = 0; + // due to caching of texture_t references, the collision cache must be reset + Collision_Cache_Reset(true); + // set up r_skinframe loading system for textures memset(&r_skinframe, 0, sizeof(r_skinframe)); r_skinframe.loadsequence = 1; @@ -6183,6 +3900,7 @@ void gl_main_start(void) R_BuildNormalizationCube(); } r_texture_fogattenuation = NULL; + r_texture_fogheighttexture = NULL; r_texture_gammaramps = NULL; //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); @@ -6191,12 +3909,12 @@ void gl_main_start(void) memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); glslshaderstring = NULL; -#ifdef SUPPORTCG - r_cg_permutation = NULL; - memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); - Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256); - cgshaderstring = NULL; +#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); #endif + hlslshaderstring = NULL; memset(&r_svbsp, 0, sizeof (r_svbsp)); r_refdef.fogmasktable_density = 0; @@ -6209,8 +3927,27 @@ 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_GLES2: + 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; + case RENDERPATH_SOFT: + break; + } r_numqueries = 0; r_maxqueries = 0; @@ -6235,27 +3972,30 @@ void gl_main_shutdown(void) r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; r_texture_fogattenuation = NULL; + r_texture_fogheighttexture = NULL; r_texture_gammaramps = NULL; r_texture_numcubemaps = 0; //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); + R_GLSL_Restart_f(); + r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray); glslshaderstring = NULL; -#ifdef SUPPORTCG - r_cg_permutation = NULL; - memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); - cgshaderstring = NULL; +#ifdef SUPPORTD3D + r_hlsl_permutation = NULL; + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray); #endif - R_GLSL_Restart_f(); + hlslshaderstring = NULL; } 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); @@ -6263,17 +4003,12 @@ 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); @@ -6330,16 +4065,21 @@ 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); Cvar_RegisterVariable(&r_cullentities_trace_enlarge); Cvar_RegisterVariable(&r_cullentities_trace_delay); Cvar_RegisterVariable(&r_drawviewmodel); + Cvar_RegisterVariable(&r_drawexteriormodel); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fakelight); + Cvar_RegisterVariable(&r_fakelight_intensity); Cvar_RegisterVariable(&r_fullbright); Cvar_RegisterVariable(&r_shadows); Cvar_RegisterVariable(&r_shadows_darken); @@ -6355,6 +4095,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_polygonoffset_decals_factor); Cvar_RegisterVariable(&r_polygonoffset_decals_offset); Cvar_RegisterVariable(&r_fog_exp2); + Cvar_RegisterVariable(&r_fog_clear); Cvar_RegisterVariable(&r_drawfog); Cvar_RegisterVariable(&r_transparentdepthmasking); Cvar_RegisterVariable(&r_texture_dds_load); @@ -6366,21 +4107,37 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_texture_convertsRGB_particles); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&gl_combine); + Cvar_RegisterVariable(&r_viewfbo); + Cvar_RegisterVariable(&r_viewscale); + Cvar_RegisterVariable(&r_viewscale_fpsscaling); + Cvar_RegisterVariable(&r_viewscale_fpsscaling_min); + Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply); + Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize); + Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax); + Cvar_RegisterVariable(&r_viewscale_fpsscaling_target); Cvar_RegisterVariable(&r_glsl); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_glsl_offsetmapping); + Cvar_RegisterVariable(&r_glsl_offsetmapping_steps); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); + Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); Cvar_RegisterVariable(&r_glsl_postprocess); Cvar_RegisterVariable(&r_glsl_postprocess_uservec1); Cvar_RegisterVariable(&r_glsl_postprocess_uservec2); Cvar_RegisterVariable(&r_glsl_postprocess_uservec3); Cvar_RegisterVariable(&r_glsl_postprocess_uservec4); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable); + Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); Cvar_RegisterVariable(&r_water_clippingplanebias); Cvar_RegisterVariable(&r_water_refractdistort); Cvar_RegisterVariable(&r_water_reflectdistort); + Cvar_RegisterVariable(&r_water_scissormode); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_lerplightstyles); @@ -6396,16 +4153,23 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_hdr_scenebrightness); Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_hdr_range); + Cvar_RegisterVariable(&r_hdr_irisadaptation); + Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier); + Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue); + Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue); + Cvar_RegisterVariable(&r_hdr_irisadaptation_value); + Cvar_RegisterVariable(&r_hdr_irisadaptation_fade); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); - Cvar_RegisterVariable(&r_batchmode); Cvar_RegisterVariable(&r_glsl_saturation); + Cvar_RegisterVariable(&r_glsl_saturation_redcompensate); + Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas); Cvar_RegisterVariable(&r_framedatasize); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); - 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); @@ -6413,6 +4177,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_track_sprites_scaleh); Cvar_RegisterVariable(&r_overheadsprites_perspective); Cvar_RegisterVariable(&r_overheadsprites_pushback); + Cvar_RegisterVariable(&r_overheadsprites_scalex); + Cvar_RegisterVariable(&r_overheadsprites_scaley); } extern void R_Textures_Init(void); @@ -6476,9 +4242,7 @@ 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) @@ -6582,67 +4346,112 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c // LordHavoc: this stores temporary data used within the same frame -qboolean r_framedata_failed; -static size_t r_framedata_size; -static size_t r_framedata_current; -static void *r_framedata_base; +typedef struct r_framedata_mem_s +{ + struct r_framedata_mem_s *purge; // older mem block to free on next frame + size_t size; // how much usable space + size_t current; // how much space in use + size_t mark; // last "mark" location, temporary memory can be freed by returning to this + size_t wantedsize; // how much space was allocated + unsigned char *data; // start of real data (16byte aligned) +} +r_framedata_mem_t; + +static r_framedata_mem_t *r_framedata_mem; void R_FrameData_Reset(void) { - if (r_framedata_base) - Mem_Free(r_framedata_base); - r_framedata_base = NULL; - r_framedata_size = 0; - r_framedata_current = 0; - r_framedata_failed = false; + while (r_framedata_mem) + { + r_framedata_mem_t *next = r_framedata_mem->purge; + Mem_Free(r_framedata_mem); + r_framedata_mem = next; + } } -void R_FrameData_NewFrame(void) +void R_FrameData_Resize(void) { size_t wantedsize; - if (r_framedata_failed) - Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f); wantedsize = (size_t)(r_framedatasize.value * 1024*1024); - wantedsize = bound(65536, wantedsize, 128*1024*1024); - if (r_framedata_size != wantedsize) + wantedsize = bound(65536, wantedsize, 1000*1024*1024); + if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize) + { + r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize); + newmem->wantedsize = wantedsize; + newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15); + newmem->size = (unsigned char *)newmem + wantedsize - newmem->data; + newmem->current = 0; + newmem->mark = 0; + newmem->purge = r_framedata_mem; + r_framedata_mem = newmem; + } +} + +void R_FrameData_NewFrame(void) +{ + R_FrameData_Resize(); + if (!r_framedata_mem) + return; + // if we ran out of space on the last frame, free the old memory now + while (r_framedata_mem->purge) { - r_framedata_size = wantedsize; - if (r_framedata_base) - Mem_Free(r_framedata_base); - r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size); + // repeatedly remove the second item in the list, leaving only head + r_framedata_mem_t *next = r_framedata_mem->purge->purge; + Mem_Free(r_framedata_mem->purge); + r_framedata_mem->purge = next; } - r_framedata_current = 0; - r_framedata_failed = false; + // reset the current mem pointer + r_framedata_mem->current = 0; + r_framedata_mem->mark = 0; } void *R_FrameData_Alloc(size_t size) { void *data; - // align to 16 byte boundary + // align to 16 byte boundary - the data pointer is already aligned, so we + // only need to ensure the size of every allocation is also aligned size = (size + 15) & ~15; - data = (void *)((unsigned char*)r_framedata_base + r_framedata_current); - r_framedata_current += size; - // check overflow - if (r_framedata_current > r_framedata_size) - r_framedata_failed = true; + while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size) + { + // emergency - we ran out of space, allocate more memory + Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f)); + R_FrameData_Resize(); + } - // return NULL on everything after a failure - if (r_framedata_failed) - return NULL; + data = r_framedata_mem->data + r_framedata_mem->current; + r_framedata_mem->current += size; + + // count the usage for stats + r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current); + r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size); - return data; + return (void *)data; } void *R_FrameData_Store(size_t size, void *data) { void *d = R_FrameData_Alloc(size); - if (d) + if (d && data) memcpy(d, data, size); return d; } +void R_FrameData_SetMark(void) +{ + if (!r_framedata_mem) + return; + r_framedata_mem->mark = r_framedata_mem->current; +} + +void R_FrameData_ReturnToMark(void) +{ + if (!r_framedata_mem) + return; + r_framedata_mem->current = r_framedata_mem->mark; +} + //================================================================================== // LordHavoc: animcache originally written by Echon, rewritten since then @@ -6668,6 +4477,38 @@ void R_AnimCache_ClearCache(void) ent->animcache_normal3f = NULL; ent->animcache_svector3f = NULL; ent->animcache_tvector3f = NULL; + ent->animcache_vertexmesh = NULL; + ent->animcache_vertex3fbuffer = NULL; + ent->animcache_vertexmeshbuffer = NULL; + } +} + +void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) +{ + int i; + + // check if we need the meshbuffers + if (!vid.useinterleavedarrays) + return; + + if (!ent->animcache_vertexmesh && ent->animcache_normal3f) + ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices); + // TODO: upload vertex3f buffer? + if (ent->animcache_vertexmesh) + { + memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices); + for (i = 0;i < numvertices;i++) + memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3])); + if (ent->animcache_svector3f) + for (i = 0;i < numvertices;i++) + memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3])); + if (ent->animcache_tvector3f) + for (i = 0;i < numvertices;i++) + memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3])); + if (ent->animcache_normal3f) + for (i = 0;i < numvertices;i++) + memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3])); + // TODO: upload vertexmeshbuffer? } } @@ -6678,7 +4519,7 @@ 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) @@ -6689,14 +4530,14 @@ 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); + 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); } } } @@ -6707,37 +4548,45 @@ 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); + model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f); + R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices); } - return !r_framedata_failed; + return true; } void R_AnimCache_CacheVisibleEntities(void) { 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: + case RENDERPATH_GLES2: break; case RENDERPATH_GL13: case RENDERPATH_GL11: wanttangents = false; break; + case RENDERPATH_SOFT: + break; } + if (r_shownormals.integer) + wanttangents = wantnormals = true; + // TODO: thread this // NOTE: R_PrepareRTLights() also caches entities @@ -6754,7 +4603,7 @@ 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++) { @@ -6782,7 +4631,18 @@ static void R_View_UpdateEntityLighting (void) { vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); - r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + + // complete lightning for lit sprites + // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)? + if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) + { + if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites + org[2] = org[2] + r_overheadsprites_pushback.value; + R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); + } + else + R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP); + if(ent->flags & RENDER_EQUALIZE) { // first fix up ambient lighting... @@ -6814,13 +4674,16 @@ static void R_View_UpdateEntityLighting (void) if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0) { - VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg); - f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2]; + fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]; + fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; + f = fa + 0.25 * fd; if(f > 0) { - f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value); - VectorScale(ent->modellight_ambient, f, ent->modellight_ambient); - VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse); + // adjust brightness and saturation to target + avg[0] = avg[1] = avg[2] = fa / f; + VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient); + avg[0] = avg[1] = avg[2] = fd / f; + VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse); } } } @@ -6892,6 +4755,8 @@ static void R_View_UpdateEntityVisible (void) : RENDER_EXTERIORMODEL; if (!r_drawviewmodel.integer) renderimask |= RENDER_VIEWMODEL; + if (!r_drawexteriormodel.integer) + renderimask |= RENDER_EXTERIORMODEL; if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility @@ -6900,11 +4765,12 @@ static void R_View_UpdateEntityVisible (void) { ent = r_refdef.scene.entities[i]; if (!(ent->flags & renderimask)) - if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE))) + if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE))) if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs)) r_refdef.viewcache.entityvisible[i] = true; } - if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight) + if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane) + // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling { for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -7017,11 +4883,68 @@ static void R_DrawModelsAddWaterPlanes(void) } } -static void R_View_SetFrustum(void) +void R_HDR_UpdateIrisAdaptation(const vec3_t point) +{ + if (r_hdr_irisadaptation.integer) + { + vec3_t ambient; + vec3_t diffuse; + vec3_t diffusenormal; + vec_t brightness; + vec_t goal; + vec_t adjust; + vec_t current; + R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); + brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f); + brightness = max(0.0000001f, brightness); + goal = r_hdr_irisadaptation_multiplier.value / brightness; + goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value); + adjust = r_hdr_irisadaptation_fade.value * cl.realframetime; + current = r_hdr_irisadaptation_value.value; + if (current < goal) + current = min(current + adjust, goal); + else if (current > goal) + current = max(current - adjust, goal); + if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f) + Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current); + } + else if (r_hdr_irisadaptation_value.value != 1.0f) + Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f); +} + +static void R_View_SetFrustum(const int *scissor) { int i; - double slopex, slopey; - vec3_t forward, left, up, origin; + double fpx = +1, fnx = -1, fpy = +1, fny = -1; + vec3_t forward, left, up, origin, v; + + if(scissor) + { + // flipped x coordinates (because x points left here) + fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width); + fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width); + + // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one + switch(vid.renderpath) + { + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + // non-flipped y coordinates + fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); + fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); + break; + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + // non-flipped y coordinates + fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); + fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); + break; + } + } // we can't trust r_refdef.view.forward and friends in reflected scenes Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin); @@ -7090,13 +5013,29 @@ static void R_View_SetFrustum(void) if (r_refdef.view.useperspective) { - slopex = 1.0 / r_refdef.view.frustum_x; - slopey = 1.0 / r_refdef.view.frustum_y; - VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal); - VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal); - VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal); - VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal); - VectorCopy(forward, r_refdef.view.frustum[4].normal); + // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling + VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]); + VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]); + VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]); + VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]); + + // then the normals from the corners relative to origin + CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal); + CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal); + CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal); + CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal); + + // in a NORMAL view, forward cross left == up + // in a REFLECTED view, forward cross left == down + // so our cross products above need to be adjusted for a left handed coordinate system + CrossProduct(forward, left, v); + if(DotProduct(v, up) < 0) + { + VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal); + VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal); + VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal); + VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal); + } // Leaving those out was a mistake, those were in the old code, and they // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix @@ -7106,11 +5045,14 @@ static void R_View_SetFrustum(void) VectorNormalize(r_refdef.view.frustum[2].normal); VectorNormalize(r_refdef.view.frustum[3].normal); - // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling - VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]); - VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]); - VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]); - VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]); + // make the corners absolute + VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]); + VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]); + VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]); + VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]); + + // one more normal + VectorCopy(forward, r_refdef.view.frustum[4].normal); r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal); r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal); @@ -7172,19 +5114,47 @@ static void R_View_SetFrustum(void) //PlaneClassify(&frustum[4]); } +void R_View_UpdateWithScissor(const int *myscissor) +{ + R_Main_ResizeViewCache(); + R_View_SetFrustum(myscissor); + R_View_WorldVisibility(r_refdef.view.useclipplane); + R_View_UpdateEntityVisible(); + R_View_UpdateEntityLighting(); +} + void R_View_Update(void) { R_Main_ResizeViewCache(); - R_View_SetFrustum(); + R_View_SetFrustum(NULL); R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); R_View_UpdateEntityLighting(); } +float viewscalefpsadjusted = 1.0f; + +void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight) +{ + float scale = r_viewscale.value * sqrt(viewscalefpsadjusted); + scale = bound(0.03125f, scale, 1.0f); + *outwidth = (int)ceil(width * scale); + *outheight = (int)ceil(height * scale); +} + +void R_Mesh_SetMainRenderTargets(void) +{ + if (r_bloomstate.fbo_framebuffer) + R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); + else + R_Mesh_ResetRenderTargets(); +} + void R_SetupView(qboolean allowwaterclippingplane) { const float *customclipplane = NULL; float plane[4]; + int scaledwidth, scaledheight; if (r_refdef.view.useclipplane && allowwaterclippingplane) { // LordHavoc: couldn't figure out how to make this approach the @@ -7199,12 +5169,14 @@ void R_SetupView(qboolean allowwaterclippingplane) customclipplane = plane; } + R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight); if (!r_refdef.view.useperspective) - R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane); + R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane); else if (vid.stencil && r_useinfinitefarclip.integer) - R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); + R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); else - R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); + R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); + R_Mesh_SetMainRenderTargets(); R_SetViewport(&r_refdef.view.viewport); } @@ -7221,23 +5193,31 @@ void R_EntityMatrix(const matrix4x4_t *matrix) CHECKGLERROR switch(vid.renderpath) { - case RENDERPATH_GL20: - if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); - if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); - qglLoadMatrixf(gl_modelview16f);CHECKGLERROR - break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - CHECKCGERROR - if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR - if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR - qglLoadMatrixf(gl_modelview16f);CHECKGLERROR + 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_GL13: case RENDERPATH_GL11: qglLoadMatrixf(gl_modelview16f);CHECKGLERROR break; + case RENDERPATH_SOFT: + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); + DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); + break; + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + break; } } } @@ -7249,26 +5229,36 @@ void R_ResetViewRendering2D(void) // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL); + R_Mesh_ResetRenderTargets(); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_AlphaTest(false); GL_ScissorTest(false); GL_DepthMask(false); GL_DepthRange(0, 1); 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_GLES2: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + } + GL_CullFace(GL_NONE); } void R_ResetViewRendering3D(void) @@ -7280,30 +5270,55 @@ void R_ResetViewRendering3D(void) GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); - GL_AlphaTest(false); GL_ScissorTest(true); GL_DepthMask(true); GL_DepthRange(0, 1); 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_GLES2: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + break; + } GL_CullFace(r_refdef.view.cullface_back); } +/* +================ +R_RenderView_UpdateViewVectors +================ +*/ +static void R_RenderView_UpdateViewVectors(void) +{ + // break apart the view matrix into vectors for various purposes + // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong + // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc + Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); + VectorNegate(r_refdef.view.left, r_refdef.view.right); + // make an inverted copy of the view matrix for tracking sprites + Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); +} + void R_RenderScene(void); void R_RenderWaterPlanes(void); static void R_Water_StartFrame(void) { int i; - int waterwidth, waterheight, texturewidth, textureheight; + int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight; r_waterstate_waterplane_t *p; if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) @@ -7312,7 +5327,11 @@ static void R_Water_StartFrame(void) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7327,20 +5346,24 @@ static void R_Water_StartFrame(void) // calculate desired texture sizes // can't use water if the card does not support the texture size if (!r_water.integer || r_showsurfaces.integer) - texturewidth = textureheight = waterwidth = waterheight = 0; + texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0; else if (vid.support.arb_texture_non_power_of_two) { texturewidth = waterwidth; textureheight = waterheight; + camerawidth = waterwidth; + cameraheight = waterheight; } else { for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); for (textureheight = 1;textureheight < waterheight;textureheight *= 2); + for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2; + for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2; } // allocate textures as needed - if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) + if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight) { r_waterstate.maxwaterplanes = MAX_WATERPLANES; for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) @@ -7351,10 +5374,15 @@ static void R_Water_StartFrame(void) if (p->texture_reflection) R_FreeTexture(p->texture_reflection); p->texture_reflection = NULL; + if (p->texture_camera) + R_FreeTexture(p->texture_camera); + p->texture_camera = NULL; } memset(&r_waterstate, 0, sizeof(r_waterstate)); r_waterstate.texturewidth = texturewidth; r_waterstate.textureheight = textureheight; + r_waterstate.camerawidth = camerawidth; + r_waterstate.cameraheight = cameraheight; } if (r_waterstate.texturewidth) @@ -7376,7 +5404,7 @@ 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; @@ -7386,6 +5414,7 @@ void R_Water_AddWaterPlane(msurface_t *surface) mplane_t plane; r_waterstate_waterplane_t *p; texture_t *t = R_GetCurrentTexture(surface->texture); + // just use the first triangle with a valid normal for any decisions VectorClear(normal); for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) @@ -7415,8 +5444,9 @@ void R_Water_AddWaterPlane(msurface_t *surface) // find a matching plane if there is one for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) - if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) - break; + if(p->camera_entity == t->camera_entity) + if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) + break; if (planeindex >= r_waterstate.maxwaterplanes) return; // nothing we can do, out of planes @@ -7429,25 +5459,43 @@ void R_Water_AddWaterPlane(msurface_t *surface) // clear materialflags and pvs p->materialflags = 0; p->pvsvalid = false; + p->camera_entity = t->camera_entity; + VectorCopy(surface->mins, p->mins); + VectorCopy(surface->maxs, p->maxs); + } + else + { + // merge mins/maxs + p->mins[0] = min(p->mins[0], surface->mins[0]); + p->mins[1] = min(p->mins[1], surface->mins[1]); + p->mins[2] = min(p->mins[2], surface->mins[2]); + p->maxs[0] = max(p->maxs[0], surface->maxs[0]); + p->maxs[1] = max(p->maxs[1], surface->maxs[1]); + p->maxs[2] = max(p->maxs[2], surface->maxs[2]); } // merge this surface's materialflags into the waterplane p->materialflags |= t->currentmaterialflags; - // merge this surface's PVS into the waterplane - VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center); - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS - && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0) + if(!(p->materialflags & MATERIALFLAG_CAMERA)) { - r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); - p->pvsvalid = true; + // merge this surface's PVS into the waterplane + VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center); + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS + && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0) + { + r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); + p->pvsvalid = true; + } } } static void R_Water_ProcessPlanes(void) { + int myscissor[4]; r_refdef_view_t originalview; r_refdef_view_t myview; int planeindex; r_waterstate_waterplane_t *p; + vec3_t visorigin; originalview = r_refdef.view; @@ -7457,15 +5505,22 @@ 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_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); + if (!p->texture_camera) + goto error; + } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_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; } @@ -7484,11 +5539,19 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { r_refdef.view = myview; + if(r_water_scissormode.integer) + { + R_SetupView(true); + if(R_ScissorForBBox(p->mins, p->maxs, myscissor)) + continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible + } + // render reflected scene and copy into texture Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems) Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); r_refdef.view.clipplane = p->plane; + // reverse the cullface settings for this render r_refdef.view.cullface_front = GL_FRONT; r_refdef.view.cullface_back = GL_BACK; @@ -7503,7 +5566,12 @@ static void R_Water_ProcessPlanes(void) R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); - R_View_Update(); + if(r_water_scissormode.integer & 2) + R_View_UpdateWithScissor(myscissor); + else + R_View_Update(); + if(r_water_scissormode.integer & 1) + GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); R_RenderScene(); R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); @@ -7513,21 +5581,95 @@ static void R_Water_ProcessPlanes(void) // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { - r_waterstate.renderingrefraction = true; r_refdef.view = myview; + if(r_water_scissormode.integer) + { + R_SetupView(true); + if(R_ScissorForBBox(p->mins, p->maxs, myscissor)) + continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible + } + + r_waterstate.renderingrefraction = true; + r_refdef.view.clipplane = p->plane; VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; + + if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity) + { + // we need to perform a matrix transform to render the view... so let's get the transformation matrix + r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones + CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin); + R_RenderView_UpdateViewVectors(); + if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS) + { + r_refdef.view.usecustompvs = true; + 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); + } + } + PlaneClassify(&r_refdef.view.clipplane); R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); - R_View_Update(); + if(r_water_scissormode.integer & 2) + R_View_UpdateWithScissor(myscissor); + else + R_View_Update(); + if(r_water_scissormode.integer & 1) + GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); R_RenderScene(); R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_waterstate.renderingrefraction = false; } + else if (p->materialflags & MATERIALFLAG_CAMERA) + { + r_refdef.view = myview; + + r_refdef.view.clipplane = p->plane; + VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); + r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; + + r_refdef.view.width = r_waterstate.camerawidth; + r_refdef.view.height = r_waterstate.cameraheight; + r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0); + r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0); + + if(p->camera_entity) + { + // we need to perform a matrix transform to render the view... so let's get the transformation matrix + CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin); + } + + // note: all of the view is used for displaying... so + // there is no use in scissoring + + // reverse the cullface settings for this render + 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); // 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 && r_refdef.scene.worldmodel->brush.FatPVS) + { + r_refdef.view.usecustompvs = true; + 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); + } + + // camera needs no clipplane + r_refdef.view.useclipplane = false; + + PlaneClassify(&r_refdef.view.clipplane); + + R_ResetViewRendering3D(); + R_ClearScreen(r_refdef.fogenabled); + R_View_Update(); + R_RenderScene(); + + R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); + r_waterstate.renderingrefraction = false; + } } r_waterstate.renderingscene = false; @@ -7547,11 +5689,36 @@ error: void R_Bloom_StartFrame(void) { int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; + int viewwidth, viewheight; + textype_t textype; + + if (r_viewscale_fpsscaling.integer) + { + double actualframetime; + double targetframetime; + double adjust; + actualframetime = r_refdef.lastdrawscreentime; + targetframetime = (1.0 / r_viewscale_fpsscaling_target.value); + adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value; + adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value); + if (r_viewscale_fpsscaling_stepsize.value > 0) + adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value; + viewscalefpsadjusted += adjust; + viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f); + } + else + viewscalefpsadjusted = 1.0f; + + R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight); switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7569,8 +5736,8 @@ void R_Bloom_StartFrame(void) // calculate desired texture sizes if (vid.support.arb_texture_non_power_of_two) { - screentexturewidth = r_refdef.view.width; - screentextureheight = r_refdef.view.height; + screentexturewidth = vid.width; + screentextureheight = vid.height; bloomtexturewidth = r_bloomstate.bloomwidth; bloomtextureheight = r_bloomstate.bloomheight; } @@ -7590,31 +5757,82 @@ void R_Bloom_StartFrame(void) Cvar_SetValueQuick(&r_damageblur, 0); } - if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))) + if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer) screentexturewidth = screentextureheight = 0; if (!r_hdr.integer && !r_bloom.integer) bloomtexturewidth = bloomtextureheight = 0; + textype = TEXTYPE_COLORBUFFER; + switch (vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (vid.support.ext_framebuffer_object) + { + if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F; + if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F; + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + } + // allocate textures as needed - if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) + if (r_bloomstate.screentexturewidth != screentexturewidth + || r_bloomstate.screentextureheight != screentextureheight + || r_bloomstate.bloomtexturewidth != bloomtexturewidth + || r_bloomstate.bloomtextureheight != bloomtextureheight + || r_bloomstate.texturetype != textype + || r_bloomstate.viewfbo != r_viewfbo.integer) { + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + r_bloomstate.texture_bloom = NULL; if (r_bloomstate.texture_screen) R_FreeTexture(r_bloomstate.texture_screen); r_bloomstate.texture_screen = NULL; + if (r_bloomstate.fbo_framebuffer) + R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer); + r_bloomstate.fbo_framebuffer = 0; + if (r_bloomstate.texture_framebuffercolor) + R_FreeTexture(r_bloomstate.texture_framebuffercolor); + r_bloomstate.texture_framebuffercolor = NULL; + if (r_bloomstate.texture_framebufferdepth) + R_FreeTexture(r_bloomstate.texture_framebufferdepth); + r_bloomstate.texture_framebufferdepth = NULL; 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); - } - if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) - { - if (r_bloomstate.texture_bloom) - R_FreeTexture(r_bloomstate.texture_bloom); - r_bloomstate.texture_bloom = NULL; + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object) + { + // FIXME: choose depth bits based on a cvar + r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false); + r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); + // render depth into one texture and normalmap into the other + if (qglDrawBuffer) + { + int status; + qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR + qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status); + } + } 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, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + r_bloomstate.viewfbo = r_viewfbo.integer; + r_bloomstate.texturetype = textype; } // when doing a reduced render (HDR) we want to use a smaller area @@ -7627,10 +5845,10 @@ void R_Bloom_StartFrame(void) // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) r_bloomstate.screentexcoord2f[0] = 0; - r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; - r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[5] = 0; r_bloomstate.screentexcoord2f[6] = 0; r_bloomstate.screentexcoord2f[7] = 0; @@ -7646,6 +5864,30 @@ 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_SOFT: + case RENDERPATH_GLES2: + 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; @@ -7653,6 +5895,9 @@ void R_Bloom_StartFrame(void) } R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL); + + if (r_bloomstate.fbo_framebuffer) + r_refdef.view.clear = true; } void R_Bloom_CopyBloomTexture(float colorscale) @@ -7661,13 +5906,29 @@ void R_Bloom_CopyBloomTexture(float colorscale) // scale down screen texture to the bloom texture size CHECKGLERROR + R_Mesh_SetMainRenderTargets(); 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_SOFT: + case RENDERPATH_GLES2: + 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 @@ -7690,8 +5951,6 @@ 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 @@ -7702,10 +5961,10 @@ 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 @@ -7721,7 +5980,6 @@ 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++) { @@ -7753,7 +6011,8 @@ 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); } @@ -7762,44 +6021,24 @@ 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) { int oldwidth, oldheight; float oldcolorscale; + qboolean oldwaterstate; + oldwaterstate = r_waterstate.enabled; oldcolorscale = r_refdef.view.colorscale; oldwidth = r_refdef.view.width; oldheight = r_refdef.view.height; r_refdef.view.width = r_bloomstate.bloomwidth; r_refdef.view.height = r_bloomstate.bloomheight; + if(r_hdr.integer < 2) + r_waterstate.enabled = false; + // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. // TODO: add exposure compensation features // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object) @@ -7819,7 +6058,7 @@ void R_HDR_RenderBloomTexture(void) // only do secondary renders with HDR if r_hdr is 2 or higher r_waterstate.numwaterplanes = 0; - if (r_waterstate.enabled && r_hdr.integer >= 2) + if (r_waterstate.enabled) R_RenderWaterPlanes(); r_refdef.view.showdebug = true; @@ -7832,6 +6071,7 @@ void R_HDR_RenderBloomTexture(void) R_Bloom_MakeTexture(); // restore the view settings + r_waterstate.enabled = oldwaterstate; r_refdef.view.width = oldwidth; r_refdef.view.height = oldheight; r_refdef.view.colorscale = oldcolorscale; @@ -7851,7 +6091,11 @@ static void R_BlendView(void) switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -7865,8 +6109,7 @@ 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); + R_Mesh_SetMainRenderTargets(); if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0)) { @@ -7901,9 +6144,23 @@ 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_SOFT: + case RENDERPATH_GLES2: + 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; } } @@ -7919,12 +6176,11 @@ 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 } @@ -7942,56 +6198,84 @@ static void R_BlendView(void) #define sscanf sscanf_s #endif memset(uservecs, 0, sizeof(uservecs)); - sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); - sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); - sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); - sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + if (r_glsl_postprocess_uservec1_enable.integer) + sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); + if (r_glsl_postprocess_uservec2_enable.integer) + sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); + if (r_glsl_postprocess_uservec3_enable.integer) + sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); + if (r_glsl_postprocess_uservec4_enable.integer) + sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); R_ResetViewRendering2D(); - 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: + case RENDERPATH_GLES2: + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); - if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); - if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); - if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); - if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); - if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen); + if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom ); + if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps ); + if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); break; - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation); - if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR - if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR - if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR - if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR - if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR - if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR - if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR - if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR - if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR - if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR - if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR + 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; + case RENDERPATH_SOFT: + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation); + R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); + break; default: break; } - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); - r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7999,12 +6283,11 @@ 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; } @@ -8057,9 +6340,13 @@ void R_UpdateVariables(void) r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0; r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil; - r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer; + r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer; r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil; r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + if (FAKELIGHT_ENABLED) + { + r_refdef.lightmapintensity *= r_fakelight_intensity.value; + } if (r_showsurfaces.integer) { r_refdef.scene.rtworld = false; @@ -8118,10 +6405,14 @@ void R_UpdateVariables(void) r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end); r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; + if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename)) + R_BuildFogHeightTexture(); // fog color was already set // update the fog texture if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange) R_BuildFogTexture(); + r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth); + r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale; } else r_refdef.fogenabled = false; @@ -8129,7 +6420,11 @@ void R_UpdateVariables(void) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -8152,11 +6447,11 @@ void R_UpdateVariables(void) } if (r_texture_gammaramps) { - R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1); + R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1); } else { - r_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, -1, NULL); } } } @@ -8208,23 +6503,38 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) R_RenderView ================ */ +int dpsoftrast_test; void R_RenderView(void) { + matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix; + + dpsoftrast_test = r_test.integer; + if (r_timereport_active) R_TimeReport("start"); r_textureframe++; // used only by R_GetCurrentTexture rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + if(R_CompileShader_CheckStaticParms()) + R_GLSL_Restart_f(); + if (!r_drawentities.integer) r_refdef.scene.numentities = 0; R_AnimCache_ClearCache(); R_FrameData_NewFrame(); + /* adjust for stereo display */ + if(R_Stereo_Active()) + { + Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1); + Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix); + } + if (r_refdef.view.isoverlay) { // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas] - GL_Clear( GL_DEPTH_BUFFER_BIT ); + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); R_TimeReport("depthclear"); r_refdef.view.showdebug = false; @@ -8234,22 +6544,21 @@ void R_RenderView(void) R_RenderScene(); + r_refdef.view.matrix = originalmatrix; + CHECKGLERROR return; } - if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !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*/) + { + r_refdef.view.matrix = originalmatrix; return; //Host_Error ("R_RenderView: NULL worldmodel"); + } - r_refdef.view.colorscale = r_hdr_scenebrightness.value; + r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value; - // break apart the view matrix into vectors for various purposes - // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong - // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc - Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); - VectorNegate(r_refdef.view.left, r_refdef.view.right); - // make an inverted copy of the view matrix for tracking sprites - Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); + R_RenderView_UpdateViewVectors(); R_Shadow_UpdateWorldLightSelection(); @@ -8297,6 +6606,9 @@ void R_RenderView(void) GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); + + r_refdef.view.matrix = originalmatrix; + CHECKGLERROR } @@ -8416,7 +6728,7 @@ 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(); @@ -8444,7 +6756,7 @@ 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(); @@ -8464,7 +6776,7 @@ 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(); @@ -8548,6 +6860,27 @@ void R_RenderScene(void) R_TimeReport("coronas"); } +#if 0 + { + GL_DepthTest(false); + qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + GL_Color(1, 1, 1, 1); + qglBegin(GL_POLYGON); + qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]); + qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]); + qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]); + qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]); + qglEnd(); + qglBegin(GL_POLYGON); + qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]); + qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]); + qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]); + qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]); + qglEnd(); + qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } +#endif + // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); @@ -8576,7 +6909,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; // vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; @@ -8598,11 +6931,10 @@ 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) @@ -8747,10 +7079,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset); GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST)); GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - 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]; @@ -8762,15 +7091,17 @@ 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); c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2); } } - R_Mesh_ResetTextureState(); - R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0); +// R_Mesh_ResetTextureState(); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL); + R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0); } void R_DrawNoModel(entity_render_t *ent) @@ -8943,12 +7274,22 @@ 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: @@ -8973,7 +7314,10 @@ 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) @@ -9074,6 +7418,11 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->update_lastrenderframe = r_textureframe; t->update_lastrenderentity = (void *)ent; + if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS) + t->camera_entity = ent->entitynumber; + else + t->camera_entity = 0; + // switch to an alternate material if this is a q1bsp animated material { texture_t *texture = t; @@ -9110,29 +7459,33 @@ 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); t->currentskinframe = r_qwskincache[i].skinframe; if (t->currentskinframe == NULL) - t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; } else if (t->numskinframes >= 2) - t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; if (t->backgroundnumskinframes >= 2) - t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; + t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = rsurface.colormod[3]; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) t->currentalpha *= r_wateralpha.value; if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) - t->currentalpha *= t->r_water_wateralpha; + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later if(!r_waterstate.enabled || r_refdef.view.isoverlay) - t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); + t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA); if (!(rsurface.ent_flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + else if (FAKELIGHT_ENABLED) + { + // no modellight if using fakelight for the map + } else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { // pick a model lighting mode @@ -9153,11 +7506,11 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; if (t->currentmaterialflags & MATERIALFLAG_BLENDED) { - if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)) + if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA)) t->currentmaterialflags &= ~MATERIALFLAG_BLENDED; } else - t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER); + t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA); if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED)) t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH; @@ -9204,7 +7557,7 @@ 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; @@ -9282,6 +7635,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; } + // don't colormod evilblend textures + if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD) + VectorSet(t->lightmapcolor, 1, 1, 1); depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -9349,28 +7705,6 @@ texture_t *R_GetCurrentTexture(texture_t *t) rsurfacestate_t rsurface; -void R_Mesh_ResizeArrays(int newvertices) -{ - float *base; - if (rsurface.array_size >= newvertices) - return; - if (rsurface.array_modelvertex3f) - Mem_Free(rsurface.array_modelvertex3f); - 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; -} - void RSurf_ActiveWorldEntity(void) { dp_model_t *model = r_refdef.scene.worldmodel; @@ -9378,12 +7712,11 @@ 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; rsurface.ent_flags = r_refdef.scene.worldentity->flags; - if (rsurface.array_size < model->surfmesh.num_vertices) - R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; rsurface.matrixscale = 1; @@ -9409,48 +7742,78 @@ 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.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer; + 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.batchvertex3fbuffer = 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) @@ -9460,12 +7823,11 @@ 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; rsurface.ent_flags = ent->flags; - if (rsurface.array_size < model->surfmesh.num_vertices) - R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -9496,93 +7858,135 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q } if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0)) { - if (ent->animcache_vertex3f && !r_framedata_failed) + if (ent->animcache_vertex3f) { rsurface.modelvertex3f = ent->animcache_vertex3f; rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL; rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL; rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL; + rsurface.modelvertexmesh = ent->animcache_vertexmesh; + rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer; + rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer; } else if (wanttangents) { - rsurface.modelvertex3f = rsurface.array_modelvertex3f; - rsurface.modelsvector3f = rsurface.array_modelsvector3f; - rsurface.modeltvector3f = rsurface.array_modeltvector3f; - rsurface.modelnormal3f = rsurface.array_modelnormal3f; - model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); + rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f); + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertex3fbuffer = NULL; } else if (wantnormals) { - rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; - rsurface.modelnormal3f = rsurface.array_modelnormal3f; - model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); + rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL); + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertex3fbuffer = NULL; } else { - rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3])); rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; - model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL); + model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL); + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertex3fbuffer = 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.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer; + 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.batchvertex3fbuffer = 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) @@ -9593,10 +7997,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve 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; rsurface.matrix = *matrix; rsurface.inversematrix = *inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -9622,69 +8024,106 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.basepolygonoffset = r_refdef.polygonoffset; if (wanttangents) { - rsurface.modelvertex3f = vertex3f; - rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f; - rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f; - rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f; + rsurface.modelvertex3f = (float *)vertex3f; + rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); } else if (wantnormals) { - rsurface.modelvertex3f = vertex3f; + rsurface.modelvertex3f = (float *)vertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; - rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f; + rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); } else { - rsurface.modelvertex3f = vertex3f; + rsurface.modelvertex3f = (float *)vertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; } - rsurface.modelvertex3f_bufferobject = 0; + rsurface.modelvertexmesh = NULL; + rsurface.modelvertexmeshbuffer = NULL; + rsurface.modelvertex3fbuffer = 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.modellightmapcolor4f = color4f; - rsurface.modellightmapcolor4f_bufferobject = 0; + rsurface.modelgeneratedvertex = true; + rsurface.modellightmapcolor4f = (float *)color4f; + rsurface.modellightmapcolor4f_vertexbuffer = 0; rsurface.modellightmapcolor4f_bufferoffset = 0; - rsurface.modeltexcoordtexture2f = texcoord2f; - rsurface.modeltexcoordtexture2f_bufferobject = 0; + rsurface.modeltexcoordtexture2f = (float *)texcoord2f; + 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.modelelement3s = element3s; - rsurface.modelelement3i_bufferobject = 0; - rsurface.modelelement3s_bufferobject = 0; + rsurface.modelelement3i = (int *)element3i; + rsurface.modelelement3i_indexbuffer = NULL; + rsurface.modelelement3i_bufferoffset = 0; + rsurface.modelelement3s = (unsigned short *)element3s; + 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.batchvertex3fbuffer = 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); + { + rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0); + } if (wanttangents && !svector3f) - Mod_BuildTextureVectorsFromNormals(0, rsurface.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.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3])); + Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0); + } } } @@ -9720,70 +8159,89 @@ float RSurf_FogVertex(const float *v) 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}}; -void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist) +extern cvar_t gl_vbo; +void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist) { int deformindex; - int texturesurfaceindex; + int firsttriangle; + int numtriangles; + int firstvertex; + int endvertex; + int numvertices; + int surfacefirsttriangle; + int surfacenumtriangles; + int surfacefirstvertex; + int surfaceendvertex; + int surfacenumvertices; + int batchnumvertices; + int batchnumtriangles; + int needsupdate; int i, j; + qboolean gaps; + qboolean dynamicvertex; 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) + const msurface_t *surface, *firstsurface; + r_vertexmesh_t *vertexmesh; + if (!texturenumsurfaces) + return; + // find vertex range of this surface batch + gaps = false; + firstsurface = texturesurfacelist[0]; + firsttriangle = firstsurface->num_firsttriangle; + batchnumvertices = 0; + batchnumtriangles = 0; + firstvertex = endvertex = firstsurface->num_firstvertex; + for (i = 0;i < texturenumsurfaces;i++) { - if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) - generatenormals = true; - for (i = 0;i < Q3MAXDEFORMS;i++) - { - if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE) - { - generatetangents = true; - generatenormals = true; - } - 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) + surface = texturesurfacelist[i]; + if (surface != firstsurface + i) + gaps = true; + surfacefirstvertex = surface->num_firstvertex; + surfaceendvertex = surfacefirstvertex + surface->num_vertices; + surfacenumvertices = surface->num_vertices; + surfacenumtriangles = surface->num_triangles; + if (firstvertex > surfacefirstvertex) + firstvertex = surfacefirstvertex; + if (endvertex < surfaceendvertex) + endvertex = surfaceendvertex; + batchnumvertices += surfacenumvertices; + batchnumtriangles += surfacenumtriangles; + } + + // 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 = batchnumtriangles; + + // this variable holds flags for which properties have been updated that + // may require regenerating vertexmesh array... + needsupdate = 0; + + // check if any dynamic vertex processing must occur + dynamicvertex = false; + + // if there is a chance of animated vertex colors, it's a dynamic batch + if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo) + { + dynamicvertex = true; + batchneed |= BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR; + } + for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) { switch (deform->deform) @@ -9801,90 +8259,447 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); - 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]; - // 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.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); - } - } - 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; + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR; break; case Q3DEFORM_AUTOSPRITE2: - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); - 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++) + dynamicvertex = true; + batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS; + needsupdate |= 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_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_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_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_ARRAY_TEXCOORD | 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 (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 (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer) + 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; + + // if gaps are unacceptable, and there are gaps, it's a dynamic batch... + // also some drivers strongly dislike firstvertex + if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex)) + dynamicvertex = true; + + 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.batchvertex3fbuffer = rsurface.modelvertex3fbuffer; + 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) + { + // build a new triangle elements array for this batch + rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); + rsurface.batchfirsttriangle = 0; + numtriangles = 0; + for (i = 0;i < texturenumsurfaces;i++) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - const float *v1, *v2; - vec3_t start, end; - float f, l; - struct + surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle; + surfacenumtriangles = texturesurfacelist[i]->num_triangles; + memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3])); + numtriangles += surfacenumtriangles; + } + rsurface.batchelement3i_indexbuffer = NULL; + rsurface.batchelement3i_bufferoffset = 0; + rsurface.batchelement3s = NULL; + rsurface.batchelement3s_indexbuffer = NULL; + rsurface.batchelement3s_bufferoffset = 0; + if (endvertex <= 65536) + { + // make a 16bit (unsigned short) index array if possible + rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3])); + for (i = 0;i < numtriangles*3;i++) + rsurface.batchelement3s[i] = rsurface.batchelement3i[i]; + } + } + return; + } + + // something needs software processing, do it for real... + // we only directly handle separate array data in this case and then + // generate interleaved data if needed... + rsurface.batchgeneratedvertex = true; + + // now copy the vertex data into a combined array and make an index array + // (this is what Quake3 does all the time) + //if (gaps || rsurface.batchfirstvertex) + { + rsurface.batchvertex3fbuffer = 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 = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3])); + rsurface.batchelement3i_indexbuffer = NULL; + rsurface.batchelement3i_bufferoffset = 0; + rsurface.batchelement3s = NULL; + rsurface.batchelement3s_indexbuffer = NULL; + rsurface.batchelement3s_bufferoffset = 0; + // we'll only be setting up certain arrays as needed + if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) + rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t)); + if (batchneed & BATCHNEED_ARRAY_VERTEX) + rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); + if (batchneed & BATCHNEED_ARRAY_NORMAL) + rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); + if (batchneed & BATCHNEED_ARRAY_VECTOR) + { + rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); + rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); + } + if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) + rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4])); + if (batchneed & BATCHNEED_ARRAY_TEXCOORD) + rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + if (batchneed & BATCHNEED_ARRAY_LIGHTMAP) + rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + 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; + surfacenumtriangles = texturesurfacelist[i]->num_triangles; + // copy only the data requested + if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh) + memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0])); + if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP)) + { + if (batchneed & BATCHNEED_ARRAY_VERTEX) + memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f) + memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f) { - float length2; - const float *v1; - const float *v2; + memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); + memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3])); } - 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) + if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f) + memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4])); + if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f) + memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); + if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f) + memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2])); + } + RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.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 = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3])); + for (i = 0;i < numtriangles*3;i++) + rsurface.batchelement3s[i] = rsurface.batchelement3i[i]; + } + + // since we've copied everything, the batch now starts at 0 + rsurface.batchfirstvertex = 0; + rsurface.batchnumvertices = batchnumvertices; + rsurface.batchfirsttriangle = 0; + rsurface.batchnumtriangles = batchnumtriangles; + } + + // 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) + { + // generate color arrays for the surfaces in this list + int c[4]; + int scale; + int size3; + const int *offsets; + const unsigned char *lm; + rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4])); + rsurface.batchlightmapcolor4f_vertexbuffer = NULL; + rsurface.batchlightmapcolor4f_bufferoffset = 0; + numvertices = 0; + for (i = 0;i < texturenumsurfaces;i++) + { + surface = texturesurfacelist[i]; + 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] >>= 7; + c[1] >>= 7; + c[2] >>= 7; + Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1); + numvertices++; + } + } + else + { + for (j = 0;j < surfacenumvertices;j++) + { + Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1); + numvertices++; + } + } + } + } + + // if vertices are deformed (sprite flares and things in maps, possibly + // 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) + { + 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: + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); + VectorNormalize(newforward); + VectorNormalize(newright); + VectorNormalize(newup); +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < batchnumvertices - 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++) + { + VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v); + VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i)); + } + } + // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); + break; + case Q3DEFORM_AUTOSPRITE2: + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); + VectorNormalize(newforward); + VectorNormalize(newright); + VectorNormalize(newup); +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; + { + const float *v1, *v2; + vec3_t start, end; + float f, l; + struct + { + float length2; + const float *v1; + const float *v2; + } + shortest[2]; + memset(shortest, 0, sizeof(shortest)); + // a single autosprite surface can contain multiple sprites... + for (j = 0;j < 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]) @@ -9905,13 +8720,6 @@ 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); @@ -9926,20 +8734,6 @@ 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 @@ -9953,54 +8747,55 @@ 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.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; + if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL + { +// rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); + } + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); + } break; case Q3DEFORM_NORMAL: // deform the normals to make reflections wavey - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); + rsurface.batchnormal3f_vertexbuffer = NULL; + rsurface.batchnormal3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { - 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.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); + } + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } - 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; break; case Q3DEFORM_WAVE: // deform vertex array to make wavey water and flags and such @@ -10008,125 +8803,134 @@ 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++) +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { - 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.batchvertex3f + 3*j); + } + // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_bufferoffset = 0; break; case Q3DEFORM_BULGE: // deform vertex array to make the surface have moving bulges - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; +// rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f); +// rsurface.batchnormal3f_vertexbuffer = NULL; +// rsurface.batchnormal3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) { - 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.batchvertex3f + 3*j); + } + // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check + Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0); + if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL + { +// rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchsvector3f_vertexbuffer = NULL; +// rsurface.batchsvector3f_bufferoffset = 0; +// rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3])); +// rsurface.batchtvector3f_vertexbuffer = NULL; +// rsurface.batchtvector3f_bufferoffset = 0; + Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0); } - rsurface.vertex3f = rsurface.array_deformedvertex3f; - rsurface.vertex3f_bufferobject = 0; - rsurface.vertex3f_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; +// rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f); +// rsurface.batchvertex3f_vertexbuffer = NULL; +// rsurface.batchvertex3f_bufferoffset = 0; + for (j = 0;j < batchnumvertices;j++) + VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j); break; } } + // 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; +// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); +// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; +// rsurface.batchtexcoordtexture2f_bufferoffset = 0; + if (rsurface.batchtexcoordlightmap2f) + memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2])); break; case Q3TCGEN_VECTOR: - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) +// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); +// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; +// rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < 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.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms); + rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3); } - rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = 0; - rsurface.texcoordtexture2f_bufferoffset = 0; break; case Q3TCGEN_ENVIRONMENT: // make environment reflections using a spheremap - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); + rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; + rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < 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.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1]; + rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2]; } - rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = 0; - rsurface.texcoordtexture2f_bufferoffset = 0; break; } // the only tcmod that needs software vertex processing is turbulent, so @@ -10138,527 +8942,326 @@ 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++) +// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); +// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; +// rsurface.batchtexcoordtexture2f_bufferoffset = 0; + for (j = 0;j < 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.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); + rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); } - rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; - rsurface.texcoordtexture2f_bufferobject = 0; - rsurface.texcoordtexture2f_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 = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t)); +// rsurface.batchvertexmeshbuffer = NULL; + if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f); + if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < 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.batchvertexmesh;j < 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); - } - } - else - { - 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); } + if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f); + if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f); + if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f) + for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++) + Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f); } } -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; + // sometimes a zero triangle surface (usually a degenerate patch) makes it + // through the pipeline, killing it earlier in the pipeline would have + // per-surface overhead rather than per-batch overhead, so it's best to + // reject it here, before it hits glDraw. + if (rsurface.batchnumtriangles == 0) + return; +#if 0 + // batch debugging code + if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f) + { + int i; + int j; + int c; + const int *e; + e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3; + for (i = 0;i < rsurface.batchnumtriangles*3;i++) + { + c = e[i]; + for (j = 0;j < rsurface.entity->model->num_surfaces;j++) + { + if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices)) + { + if (rsurface.modelsurfaces[j].texture != rsurface.texture) + Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name); + break; + } + } + } } +#endif + R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); } -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; + qboolean prepared = false; 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) + if(!prepared) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface); + prepared = true; + if(rsurface.batchnumvertices == 0) + break; + } + for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3) { Matrix4x4_Transform(&rsurface.matrix, v, vert); d += fabs(PlaneDiff(vert, &p->plane)); } - if (bestd > d || !bestp) + if (bestd > d || bestplaneindex < 0) { bestd = d; - bestp = p; + bestplaneindex = planeindex; } } - 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 - 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); - 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; - } + return bestplaneindex; + // NOTE: this MAY return a totally unrelated water plane; we can ignore + // this situation though, as it might be better to render single larger + // batches with useless stuff (backface culled for example) than to + // render multiple smaller batches } -static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void) { 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); - } + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0;i < rsurface.batchnumvertices;i++) + Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f); } -static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_GL11_ApplyFog(void) { - 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); - } - } -} - -static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - 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; -} - -static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist) -{ - 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 + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) { - 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++) + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4) { - 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; } -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++) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) { - 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]; - } + 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; } -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++) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) { - 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; } -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++) + c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) { - 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; } -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) + 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.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4) { - // 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; + 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); } - else +} + +static void RSurf_DrawBatch_GL11_ApplyFakeLight(void) +{ + int i; + float f; + const float *v; + const float *n; + float *c; + //vec3_t eyedir; + + // fake shading + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) { - rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; - rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; - rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; + f = -DotProduct(r_refdef.view.forward, n); + f = max(0, f); + f = f * 0.85 + 0.15; // work around so stuff won't get black + f *= r_refdef.lightmapintensity; + Vector4Set(c, f, f, f, 1); } - 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); +} + +static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + RSurf_DrawBatch_GL11_ApplyFakeLight(); + 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_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; @@ -10679,33 +9282,24 @@ 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 + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) { - 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; *applycolor = false; } else @@ -10713,20 +9307,42 @@ 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; + + // fake shading + rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); + rsurface.passcolor4f_vertexbuffer = 0; + rsurface.passcolor4f_bufferoffset = 0; + + for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4) + { + f = 1 - RSurf_FogVertex(v); + c[0] = r; + c[1] = g; + c[2] = b; + c[3] = f * a; + } } void RSurf_SetupDepthAndCulling(void) @@ -10757,8 +9373,6 @@ 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) { @@ -10768,15 +9382,22 @@ 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_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); } else { R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 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); } @@ -10788,52 +9409,73 @@ extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass) { - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + 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)) && !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))) { - // 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]); + if(startplaneindex < 0) + { + // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this. + // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags); + end = start + 1; + continue; + } + for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++) + ; + // now that we have a batch using the same planeindex, render it + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA))) + { + // 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)) + { + // 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++) { @@ -10846,7 +9488,7 @@ 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); @@ -10868,7 +9510,7 @@ 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) { @@ -10877,27 +9519,29 @@ 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 (FAKELIGHT_ENABLED) + RSurf_DrawBatch_GL11_FakeLight(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 @@ -10906,43 +9550,27 @@ 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.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); } } @@ -10950,11 +9578,11 @@ 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++) { @@ -10965,12 +9593,12 @@ 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) { @@ -10982,20 +9610,22 @@ 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 (FAKELIGHT_ENABLED) + RSurf_DrawBatch_GL11_FakeLight(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 { @@ -11003,11 +9633,11 @@ 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: @@ -11015,8 +9645,8 @@ 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 @@ -11025,52 +9655,37 @@ 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.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_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); if(rsurface.texture && rsurface.texture->currentskinframe) @@ -11127,61 +9742,145 @@ 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 if (FAKELIGHT_ENABLED) + { + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - if(!rsurface.lightmapcolor4f) - RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist); + r_refdef.lightmapintensity = r_fakelight_intensity.value; + RSurf_DrawBatch_GL11_ApplyFakeLight(); + 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.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].color4f, 0, 0, 0, 1); + } + 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) * (1.0f / 256.0f); + VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); + Vector4Set(batchvertex[vi].color4f, c, c, c, 1); + } + 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) * (1.0f / 256.0f); + VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f); + VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f); + VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f); + Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1); + Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1); + Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1); + } + R_Mesh_PrepareVertices_Generic_Unlock(); + R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0); + } + else + { + int texturesurfaceindex; + int k; + const msurface_t *surface; + float surfacecolor4f[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(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1); + for (j = 0;j < surface->num_vertices;j++) + { + VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); + Vector4Copy(surfacecolor4f, batchvertex[vi].color4f); + 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: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11198,15 +9897,19 @@ 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: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11240,7 +9943,11 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -11259,7 +9966,9 @@ 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; @@ -11267,7 +9976,7 @@ 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; } @@ -11282,14 +9991,16 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); - GL_AlphaTest(false); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); R_SetupShader_DepthOrShadow(); } RSurf_SetupDepthAndCulling(); - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_DrawBatch(); } if (setup) GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); @@ -11301,17 +10012,35 @@ 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; // scan ahead until we find a different texture endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces); texturenumsurfaces = 0; texturesurfacelist[texturenumsurfaces++] = surface; - for (;j < endsurface;j++) + if(FAKELIGHT_ENABLED) { - surface = rsurface.modelsurfaces + surfacelist[j]; - if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) - break; - texturesurfacelist[texturenumsurfaces++] = surface; + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; + rsurface.uselightmaptexture = false; + for (;j < endsurface;j++) + { + surface = rsurface.modelsurfaces + surfacelist[j]; + if (texture != surface->texture) + break; + texturesurfacelist[texturenumsurfaces++] = surface; + } + } + else + { + rsurface.lightmaptexture = surface->lightmaptexture; + rsurface.deluxemaptexture = surface->deluxemaptexture; + rsurface.uselightmaptexture = surface->lightmaptexture != NULL; + for (;j < endsurface;j++) + { + surface = rsurface.modelsurfaces + surfacelist[j]; + if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture) + break; + texturesurfacelist[texturenumsurfaces++] = surface; + } } // render the range of surfaces if (ent == r_refdef.scene.worldentity) @@ -11320,7 +10049,6 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false); } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity - GL_AlphaTest(false); } static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity) @@ -11346,20 +10074,27 @@ 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_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); + if (rsurface.batchvertex3fbuffer) + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer); + else + R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer); + RSurf_DrawBatch(); +} + 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) @@ -11369,34 +10104,7 @@ 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; @@ -11418,6 +10126,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in { int i, j; texture_t *texture; + R_FrameData_SetMark(); // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { @@ -11428,7 +10137,6 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); - rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one @@ -11436,27 +10144,35 @@ 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++) - ; + if(FAKELIGHT_ENABLED || depthonly || prepass) + { + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; + rsurface.uselightmaptexture = false; + // simply scan ahead until we find a different texture or lightmap state + for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) + ; + } + else + { + rsurface.lightmaptexture = surfacelist[i]->lightmaptexture; + rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture; + rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + // simply scan ahead until we find a different texture or lightmap state + 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); } + R_FrameData_ReturnToMark(); } static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass) { 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) @@ -11466,34 +10182,7 @@ 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; @@ -11515,6 +10204,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa { int i, j; texture_t *texture; + R_FrameData_SetMark(); // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { @@ -11525,7 +10215,6 @@ 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.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one @@ -11533,12 +10222,28 @@ 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++) - ; + if(FAKELIGHT_ENABLED || depthonly || prepass) + { + rsurface.lightmaptexture = NULL; + rsurface.deluxemaptexture = NULL; + rsurface.uselightmaptexture = false; + // simply scan ahead until we find a different texture or lightmap state + for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) + ; + } + else + { + rsurface.lightmaptexture = surfacelist[i]->lightmaptexture; + rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture; + rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + // simply scan ahead until we find a different texture or lightmap state + 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); } + R_FrameData_ReturnToMark(); } float locboxvertex3f[6*4*3] = @@ -11576,10 +10281,7 @@ 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); +// R_Mesh_ResetTextureState(); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, @@ -11602,7 +10304,9 @@ 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) @@ -11638,7 +10342,7 @@ 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); @@ -11658,7 +10362,7 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float // grab a decal and search for another free slot for the next one decals = decalsystem->decals; decal = decalsystem->decals + (i = decalsystem->freedecal++); - for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++) + for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++) ; decalsystem->freedecal = i; if (decalsystem->numdecals <= i) @@ -11669,18 +10373,18 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float decal->triangleindex = triangleindex; decal->surfaceindex = surfaceindex; decal->decalsequence = decalsequence; - decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f); - decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f); - decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f); - decal->color4ub[0][3] = 255; - decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f); - decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f); - decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f); - decal->color4ub[1][3] = 255; - decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f); - decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f); - decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f); - decal->color4ub[2][3] = 255; + decal->color4f[0][0] = c0[0]; + decal->color4f[0][1] = c0[1]; + decal->color4f[0][2] = c0[2]; + decal->color4f[0][3] = 1; + decal->color4f[1][0] = c1[0]; + decal->color4f[1][1] = c1[1]; + decal->color4f[1][2] = c1[2]; + decal->color4f[1][3] = 1; + decal->color4f[2][0] = c2[0]; + decal->color4f[2][1] = c2[1]; + decal->color4f[2][2] = c2[2]; + decal->color4f[2][3] = 1; decal->vertex3f[0][0] = v0[0]; decal->vertex3f[0][1] = v0[1]; decal->vertex3f[0][2] = v0[2]; @@ -11701,13 +10405,106 @@ 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; + const float *normal3f; + 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; + normal3f = rsurface.modelnormal3f; + + if (normal3f) + { + for (cornerindex = 0;cornerindex < 3;cornerindex++) + { + index = 3*e[cornerindex]; + VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]); + } + } + else + { + 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; @@ -11717,24 +10514,18 @@ 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; @@ -11744,7 +10535,7 @@ 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); @@ -11755,7 +10546,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor R_DecalSystem_Reset(decalsystem); decalsystem->model = model; - RSurf_ActiveModelEntity(ent, false, false, false); + RSurf_ActiveModelEntity(ent, true, false, false); Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin); Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal); @@ -11813,86 +10604,57 @@ 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); } } } @@ -12003,7 +10765,7 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++) { - if (decal->color4ub[0][3]) + if (decal->color4f[0][3]) { decal->lived += frametime; if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime) @@ -12015,13 +10777,13 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) } } decal = decalsystem->decals; - while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3]) + while (numdecals > 0 && !decal[numdecals-1].color4f[0][3]) numdecals--; // collapse the array by shuffling the tail decals into the gaps for (;;) { - while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3]) + while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3]) decalsystem->freedecal++; if (decalsystem->freedecal == numdecals) break; @@ -12085,7 +10847,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) t2f = decalsystem->texcoord2f; for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++) { - if (!decal->color4ub[0][3]) + if (!decal->color4f[0][3]) continue; if (surfacevisible && !surfacevisible[decal->surfaceindex]) @@ -12093,24 +10855,21 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) // update color values for fading decals if (decal->lived >= cl_decals_time.value) - { alpha = 1 - faderate * (decal->lived - cl_decals_time.value); - alpha *= (1.0f/255.0f); - } else - alpha = 1.0f/255.0f; + alpha = 1.0f; - c4f[ 0] = decal->color4ub[0][0] * alpha; - c4f[ 1] = decal->color4ub[0][1] * alpha; - c4f[ 2] = decal->color4ub[0][2] * alpha; + c4f[ 0] = decal->color4f[0][0] * alpha; + c4f[ 1] = decal->color4f[0][1] * alpha; + c4f[ 2] = decal->color4f[0][2] * alpha; c4f[ 3] = 1; - c4f[ 4] = decal->color4ub[1][0] * alpha; - c4f[ 5] = decal->color4ub[1][1] * alpha; - c4f[ 6] = decal->color4ub[1][2] * alpha; + c4f[ 4] = decal->color4f[1][0] * alpha; + c4f[ 5] = decal->color4f[1][1] * alpha; + c4f[ 6] = decal->color4f[1][2] * alpha; c4f[ 7] = 1; - c4f[ 8] = decal->color4ub[2][0] * alpha; - c4f[ 9] = decal->color4ub[2][1] * alpha; - c4f[10] = decal->color4ub[2][2] * alpha; + c4f[ 8] = decal->color4f[2][0] * alpha; + c4f[ 9] = decal->color4f[2][1] * alpha; + c4f[10] = decal->color4f[2][2] * alpha; c4f[11] = 1; t2f[0] = decal->texcoord2f[0][0]; @@ -12121,12 +10880,12 @@ 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.modelvertex3f + 3*e[0], v3f); + VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3); + VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6); } else { @@ -12158,10 +10917,8 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) // now render the decals all at once // (this assumes they all use one particle font texture!) RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); - R_Mesh_ResetTextureState(); - R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0); - R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0); - R_Mesh_ColorPointer(decalsystem->color4f, 0, 0); +// R_Mesh_ResetTextureState(); + 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); @@ -12169,7 +10926,7 @@ 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); } } @@ -12218,10 +10975,32 @@ 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: + 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; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_GLES2: + //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + } + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); @@ -12249,9 +11028,9 @@ 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: @@ -12259,18 +11038,18 @@ 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; } } @@ -12278,7 +11057,7 @@ void R_DrawDebugModel(void) GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - if (r_showtris.integer || r_shownormals.integer) + if (r_showtris.integer || (r_shownormals.value != 0)) { if (r_showdisabledepthtest.integer) { @@ -12297,7 +11076,7 @@ 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) @@ -12306,64 +11085,61 @@ 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 } if (r_shownormals.value < 0) { qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { - VectorCopy(rsurface.vertex3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 0, 0, 1); + 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.svector3f + l * 3, v); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); 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++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;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); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { - VectorCopy(rsurface.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); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++) { - VectorCopy(rsurface.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); - GL_Color(r_refdef.view.colorscale, 1, 1, 1); + VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -12426,6 +11202,8 @@ 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; @@ -12459,7 +11237,6 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep return; } R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass); - GL_AlphaTest(false); // add to stats if desired if (r_speeds.integer && !skysurfaces && !depthonly) @@ -12504,7 +11281,11 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); break; case RENDERPATH_GL13: @@ -12518,7 +11299,11 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + case RENDERPATH_SOFT: + case RENDERPATH_GLES2: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -12556,6 +11341,8 @@ 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; @@ -12587,7 +11374,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr if (update[j]) R_BuildLightMap(ent, surfaces + j); R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass); - GL_AlphaTest(false); // add to stats if desired if (r_speeds.integer && !skysurfaces && !depthonly) @@ -12625,6 +11411,8 @@ 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); } @@ -12635,7 +11423,6 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri const msurface_t *surfacelist = &surface; // fake enough texture and surface state to render this geometry - surface.texture = texture; surface.num_triangles = numtriangles; surface.num_firsttriangle = firsttriangle; @@ -12644,6 +11431,8 @@ 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); }