2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 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"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 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)"};
90 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)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
171 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"};
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 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"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 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)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 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)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
590 "#ifdef USESHADOWMAP2D\n"
591 "# ifdef GL_EXT_gpu_shader4\n"
592 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "# ifdef GL_ARB_texture_gather\n"
595 "# extension GL_ARB_texture_gather : enable\n"
597 "# ifdef GL_AMD_texture_texture4\n"
598 "# extension GL_AMD_texture_texture4 : enable\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
627 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
639 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
644 "#ifdef FRAGMENT_SHADER\n"
647 " gl_FragColor = gl_Color;\n"
650 "#else // !MODE_SHOWDEPTH\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
659 "#ifdef VERTEX_SHADER\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
673 "uniform sampler2D Texture_Second;\n"
674 "uniform vec4 BloomColorSubtract;\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
694 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
698 "#ifdef USEVIEWTINT\n"
699 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// 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"
705 " float sobel = 1.0;\n"
706 " // vec2 ts = textureSize(Texture_First, 0);\n"
707 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 " vec2 px = PixelSize;\n"
709 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
711 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
714 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
717 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
720 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
738 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
739 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
743 "#ifdef USESATURATION\n"
744 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
750 "#ifdef USEGAMMARAMPS\n"
751 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
757 "#else // !MODE_POSTPROCESS\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
769 "#ifdef VERTEX_SHADER\n"
772 " gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
776 "#ifdef USESPECULAR\n"
777 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
779 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
793 " gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
798 "#ifdef USESPECULAR\n"
799 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 " gl_FragColor *= tex2;\n"
804 " gl_FragColor += tex2;\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
812 "#else // !MODE_GENERIC\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
822 " gl_FrontColor = gl_Color;\n"
823 " TexCoord = gl_MultiTexCoord0.xy;\n"
824 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
835 " vec2 tc = TexCoord;\n"
836 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 " tc += BloomBlur_Parameters.xy;\n"
838 " for (i = 1;i < SAMPLES;i++)\n"
840 " color += texture2D(Texture_First, tc).rgb;\n"
841 " tc += BloomBlur_Parameters.xy;\n"
843 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
855 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 " ModelViewProjectionPosition = gl_Position;\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
876 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 " // FIXME temporary hack to detect the case that the reflection\n"
881 " // gets blackened at edges due to leaving the area that contains actual\n"
883 " // Remove this 'ack once we have a better way to stop this thing from\n"
885 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
893 "#else // !MODE_REFRACTION\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
908 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
933 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
934 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
936 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
937 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
938 " // FIXME temporary hack to detect the case that the reflection\n"
939 " // gets blackened at edges due to leaving the area that contains actual\n"
941 " // Remove this 'ack once we have a better way to stop this thing from\n"
943 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
948 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
953 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
954 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
957 "#else // !MODE_WATER\n"
962 "// common definitions between vertex shader and fragment shader:\n"
964 "varying vec2 TexCoord;\n"
965 "#ifdef USEVERTEXTEXTUREBLEND\n"
966 "varying vec2 TexCoord2;\n"
968 "#ifdef USELIGHTMAP\n"
969 "varying vec2 TexCoordLightmap;\n"
972 "#ifdef MODE_LIGHTSOURCE\n"
973 "varying vec3 CubeVector;\n"
976 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
977 "varying vec3 LightVector;\n"
980 "#ifdef USEEYEVECTOR\n"
981 "varying vec3 EyeVector;\n"
984 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
988 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
989 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
990 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
993 "#ifdef USEREFLECTION\n"
994 "varying vec4 ModelViewProjectionPosition;\n"
996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "varying vec4 ModelViewPosition;\n"
1001 "#ifdef MODE_LIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1004 "uniform vec3 EyePosition;\n"
1005 "#ifdef MODE_LIGHTDIRECTION\n"
1006 "uniform vec3 LightDir;\n"
1008 "uniform vec4 FogPlane;\n"
1010 "#ifdef USESHADOWMAPORTHO\n"
1011 "varying vec3 ShadowMapTC;\n"
1018 "// 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"
1020 "// fragment shader specific:\n"
1021 "#ifdef FRAGMENT_SHADER\n"
1023 "uniform sampler2D Texture_Normal;\n"
1024 "uniform sampler2D Texture_Color;\n"
1025 "uniform sampler2D Texture_Gloss;\n"
1027 "uniform sampler2D Texture_Glow;\n"
1029 "#ifdef USEVERTEXTEXTUREBLEND\n"
1030 "uniform sampler2D Texture_SecondaryNormal;\n"
1031 "uniform sampler2D Texture_SecondaryColor;\n"
1032 "uniform sampler2D Texture_SecondaryGloss;\n"
1034 "uniform sampler2D Texture_SecondaryGlow;\n"
1037 "#ifdef USECOLORMAPPING\n"
1038 "uniform sampler2D Texture_Pants;\n"
1039 "uniform sampler2D Texture_Shirt;\n"
1042 "#ifdef USEFOGHEIGHTTEXTURE\n"
1043 "uniform sampler2D Texture_FogHeightTexture;\n"
1045 "uniform sampler2D Texture_FogMask;\n"
1047 "#ifdef USELIGHTMAP\n"
1048 "uniform sampler2D Texture_Lightmap;\n"
1050 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1051 "uniform sampler2D Texture_Deluxemap;\n"
1053 "#ifdef USEREFLECTION\n"
1054 "uniform sampler2D Texture_Reflection;\n"
1057 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1058 "uniform sampler2D Texture_ScreenDepth;\n"
1059 "uniform sampler2D Texture_ScreenNormalMap;\n"
1061 "#ifdef USEDEFERREDLIGHTMAP\n"
1062 "uniform sampler2D Texture_ScreenDiffuse;\n"
1063 "uniform sampler2D Texture_ScreenSpecular;\n"
1066 "uniform myhalf3 Color_Pants;\n"
1067 "uniform myhalf3 Color_Shirt;\n"
1068 "uniform myhalf3 FogColor;\n"
1071 "uniform float FogRangeRecip;\n"
1072 "uniform float FogPlaneViewDist;\n"
1073 "uniform float FogHeightFade;\n"
1074 "vec3 FogVertex(vec3 surfacecolor)\n"
1076 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1077 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1079 "#ifdef USEFOGHEIGHTTEXTURE\n"
1080 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1081 " fogfrac = fogheightpixel.a;\n"
1082 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "# ifdef USEFOGOUTSIDE\n"
1085 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1087 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1089 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 "uniform float OffsetMapping_Scale;\n"
1096 "vec2 OffsetMapping(vec2 TexCoord)\n"
1098 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1099 " // 14 sample relief mapping: linear search and then binary search\n"
1100 " // this basically steps forward a small amount repeatedly until it finds\n"
1101 " // itself inside solid, then jitters forward and back using decreasing\n"
1102 " // amounts to find the impact\n"
1103 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1104 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1106 " vec3 RT = vec3(TexCoord, 1);\n"
1107 " OffsetVector *= 0.1;\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1118 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1119 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1120 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1121 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1124 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1125 " // this basically moves forward the full distance, and then backs up based\n"
1126 " // on height of samples\n"
1127 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1128 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1130 " TexCoord += OffsetVector;\n"
1131 " OffsetVector *= 0.333;\n"
1132 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1135 " return TexCoord;\n"
1138 "#endif // USEOFFSETMAPPING\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1141 "uniform sampler2D Texture_Attenuation;\n"
1142 "uniform samplerCube Texture_Cube;\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#if defined(USESHADOWMAP2D)\n"
1160 "uniform vec2 ShadowMap_TextureScale;\n"
1161 "uniform vec4 ShadowMap_Parameters;\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "# ifdef USESHADOWMAPORTHO\n"
1166 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1168 "# ifdef USESHADOWMAPVSDCT\n"
1169 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1171 " vec3 adir = abs(dir);\n"
1172 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1173 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1174 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " float ma = adir.z;\n"
1181 " vec4 proj = vec4(dir, 2.5);\n"
1182 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1183 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1184 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1185 " 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"
1189 "#endif // defined(USESHADOWMAP2D)\n"
1191 "# ifdef USESHADOWMAP2D\n"
1192 "float ShadowMapCompare(vec3 dir)\n"
1194 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1197 "# ifdef USESHADOWSAMPLER\n"
1198 "# ifdef USESHADOWMAPPCF\n"
1199 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1200 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1201 " 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"
1203 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1206 "# ifdef USESHADOWMAPPCF\n"
1207 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1208 "# ifdef GL_ARB_texture_gather\n"
1209 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1211 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1213 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1214 "# if USESHADOWMAPPCF > 1\n"
1215 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1216 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1217 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1218 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1219 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1220 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1221 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1222 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1223 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1224 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1225 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1226 " locols.yz += group2.ab;\n"
1227 " hicols.yz += group8.rg;\n"
1228 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1229 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1230 " mix(locols, hicols, offset.y);\n"
1231 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1232 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1233 " f = dot(cols, vec4(1.0/25.0));\n"
1235 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1236 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1237 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1238 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1239 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1240 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1241 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1244 "# ifdef GL_EXT_gpu_shader4\n"
1245 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1247 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1251 " center *= ShadowMap_TextureScale;\n"
1252 " 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"
1253 " 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"
1254 " 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"
1255 " 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"
1256 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1257 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1259 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1260 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1261 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1262 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1263 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1264 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1268 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1271 "# ifdef USESHADOWMAPORTHO\n"
1272 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1278 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1279 "#endif // FRAGMENT_SHADER\n"
1284 "#ifdef MODE_DEFERREDGEOMETRY\n"
1285 "#ifdef VERTEX_SHADER\n"
1286 "uniform mat4 TexMatrix;\n"
1287 "#ifdef USEVERTEXTEXTUREBLEND\n"
1288 "uniform mat4 BackgroundTexMatrix;\n"
1290 "uniform mat4 ModelViewMatrix;\n"
1293 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1294 "#ifdef USEVERTEXTEXTUREBLEND\n"
1295 " gl_FrontColor = gl_Color;\n"
1296 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1299 " // transform unnormalized eye direction into tangent space\n"
1300 "#ifdef USEOFFSETMAPPING\n"
1301 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1302 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1303 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1304 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1307 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1308 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1309 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1310 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1312 "#endif // VERTEX_SHADER\n"
1314 "#ifdef FRAGMENT_SHADER\n"
1317 "#ifdef USEOFFSETMAPPING\n"
1318 " // apply offsetmapping\n"
1319 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1320 "#define TexCoord TexCoordOffset\n"
1323 "#ifdef USEALPHAKILL\n"
1324 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1330 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1331 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1332 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1337 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1339 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1340 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1343 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1345 "#endif // FRAGMENT_SHADER\n"
1346 "#else // !MODE_DEFERREDGEOMETRY\n"
1351 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1352 "#ifdef VERTEX_SHADER\n"
1353 "uniform mat4 ModelViewMatrix;\n"
1356 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1357 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1359 "#endif // VERTEX_SHADER\n"
1361 "#ifdef FRAGMENT_SHADER\n"
1362 "uniform mat4 ViewToLight;\n"
1363 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1364 "uniform vec2 ScreenToDepth;\n"
1365 "uniform myhalf3 DeferredColor_Ambient;\n"
1366 "uniform myhalf3 DeferredColor_Diffuse;\n"
1367 "#ifdef USESPECULAR\n"
1368 "uniform myhalf3 DeferredColor_Specular;\n"
1369 "uniform myhalf SpecularPower;\n"
1371 "uniform myhalf2 PixelToScreenTexCoord;\n"
1374 " // calculate viewspace pixel position\n"
1375 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1377 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1378 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1379 " // decode viewspace pixel normal\n"
1380 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1381 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1382 " // surfacenormal = pixel normal in viewspace\n"
1383 " // LightVector = pixel to light in viewspace\n"
1384 " // CubeVector = position in lightspace\n"
1385 " // eyevector = pixel to view in viewspace\n"
1386 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1387 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1388 "#ifdef USEDIFFUSE\n"
1389 " // calculate diffuse shading\n"
1390 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1391 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1393 "#ifdef USESPECULAR\n"
1394 " // calculate directional shading\n"
1395 " vec3 eyevector = position * -1.0;\n"
1396 "# ifdef USEEXACTSPECULARMATH\n"
1397 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1399 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1400 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1404 "#if defined(USESHADOWMAP2D)\n"
1405 " fade *= ShadowMapCompare(CubeVector);\n"
1408 "#ifdef USEDIFFUSE\n"
1409 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1411 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1413 "#ifdef USESPECULAR\n"
1414 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1416 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1419 "# ifdef USECUBEFILTER\n"
1420 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1421 " gl_FragData[0].rgb *= cubecolor;\n"
1422 " gl_FragData[1].rgb *= cubecolor;\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 TexMatrix;\n"
1433 "#ifdef USEVERTEXTEXTUREBLEND\n"
1434 "uniform mat4 BackgroundTexMatrix;\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "uniform mat4 ModelToLight;\n"
1439 "#ifdef USESHADOWMAPORTHO\n"
1440 "uniform mat4 ShadowMapMatrix;\n"
1444 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1445 " gl_FrontColor = gl_Color;\n"
1447 " // copy the surface texcoord\n"
1448 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1449 "#ifdef USEVERTEXTEXTUREBLEND\n"
1450 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1452 "#ifdef USELIGHTMAP\n"
1453 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1456 "#ifdef MODE_LIGHTSOURCE\n"
1457 " // transform vertex position into light attenuation/cubemap space\n"
1458 " // (-1 to +1 across the light box)\n"
1459 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1461 "# ifdef USEDIFFUSE\n"
1462 " // transform unnormalized light direction into tangent space\n"
1463 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1464 " // normalize it per pixel)\n"
1465 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1466 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1467 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1468 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1472 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1473 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1474 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1475 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1478 " // transform unnormalized eye direction into tangent space\n"
1479 "#ifdef USEEYEVECTOR\n"
1480 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1481 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1482 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1483 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1487 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1488 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1491 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1492 " VectorS = gl_MultiTexCoord1.xyz;\n"
1493 " VectorT = gl_MultiTexCoord2.xyz;\n"
1494 " VectorR = gl_MultiTexCoord3.xyz;\n"
1497 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1498 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1500 "#ifdef USESHADOWMAPORTHO\n"
1501 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1504 "#ifdef USEREFLECTION\n"
1505 " ModelViewProjectionPosition = gl_Position;\n"
1508 "#endif // VERTEX_SHADER\n"
1513 "#ifdef FRAGMENT_SHADER\n"
1514 "#ifdef USEDEFERREDLIGHTMAP\n"
1515 "uniform myhalf2 PixelToScreenTexCoord;\n"
1516 "uniform myhalf3 DeferredMod_Diffuse;\n"
1517 "uniform myhalf3 DeferredMod_Specular;\n"
1519 "uniform myhalf3 Color_Ambient;\n"
1520 "uniform myhalf3 Color_Diffuse;\n"
1521 "uniform myhalf3 Color_Specular;\n"
1522 "uniform myhalf SpecularPower;\n"
1524 "uniform myhalf3 Color_Glow;\n"
1526 "uniform myhalf Alpha;\n"
1527 "#ifdef USEREFLECTION\n"
1528 "uniform vec4 DistortScaleRefractReflect;\n"
1529 "uniform vec4 ScreenScaleRefractReflect;\n"
1530 "uniform vec4 ScreenCenterRefractReflect;\n"
1531 "uniform myhalf4 ReflectColor;\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 "uniform mat4 ModelToReflectCube;\n"
1535 "uniform sampler2D Texture_ReflectMask;\n"
1536 "uniform samplerCube Texture_ReflectCube;\n"
1538 "#ifdef MODE_LIGHTDIRECTION\n"
1539 "uniform myhalf3 LightColor;\n"
1541 "#ifdef MODE_LIGHTSOURCE\n"
1542 "uniform myhalf3 LightColor;\n"
1546 "#ifdef USEOFFSETMAPPING\n"
1547 " // apply offsetmapping\n"
1548 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1549 "#define TexCoord TexCoordOffset\n"
1552 " // combine the diffuse textures (base, pants, shirt)\n"
1553 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1554 "#ifdef USEALPHAKILL\n"
1555 " if (color.a < 0.5)\n"
1558 " color.a *= Alpha;\n"
1559 "#ifdef USECOLORMAPPING\n"
1560 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1562 "#ifdef USEVERTEXTEXTUREBLEND\n"
1563 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1564 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1565 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1566 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1568 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1571 " // get the surface normal\n"
1572 "#ifdef USEVERTEXTEXTUREBLEND\n"
1573 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1575 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1578 " // get the material colors\n"
1579 " myhalf3 diffusetex = color.rgb;\n"
1580 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1581 "# ifdef USEVERTEXTEXTUREBLEND\n"
1582 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1584 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1588 "#ifdef USEREFLECTCUBE\n"
1589 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1590 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1591 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1592 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1598 "#ifdef MODE_LIGHTSOURCE\n"
1599 " // light source\n"
1600 "#ifdef USEDIFFUSE\n"
1601 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1602 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1603 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1604 "#ifdef USESPECULAR\n"
1605 "#ifdef USEEXACTSPECULARMATH\n"
1606 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1608 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1609 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1611 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1614 " color.rgb = diffusetex * Color_Ambient;\n"
1616 " color.rgb *= LightColor;\n"
1617 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1618 "#if defined(USESHADOWMAP2D)\n"
1619 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1621 "# ifdef USECUBEFILTER\n"
1622 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1624 "#endif // MODE_LIGHTSOURCE\n"
1629 "#ifdef MODE_LIGHTDIRECTION\n"
1631 "#ifdef USEDIFFUSE\n"
1632 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1634 "#define lightcolor LightColor\n"
1635 "#endif // MODE_LIGHTDIRECTION\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1638 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1639 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 " // convert modelspace light vector to tangentspace\n"
1642 " myhalf3 lightnormal;\n"
1643 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1644 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1645 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1646 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1647 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1648 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1649 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1650 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1651 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1652 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1653 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1654 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1655 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1656 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1657 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1659 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1660 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1661 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1667 "#ifdef MODE_LIGHTMAP\n"
1668 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1669 "#endif // MODE_LIGHTMAP\n"
1670 "#ifdef MODE_VERTEXCOLOR\n"
1671 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1672 "#endif // MODE_VERTEXCOLOR\n"
1673 "#ifdef MODE_FLATCOLOR\n"
1674 " color.rgb = diffusetex * Color_Ambient;\n"
1675 "#endif // MODE_FLATCOLOR\n"
1681 "# ifdef USEDIFFUSE\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "# ifdef USESPECULAR\n"
1684 "# ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1692 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1699 "#ifdef USESHADOWMAPORTHO\n"
1700 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1703 "#ifdef USEDEFERREDLIGHTMAP\n"
1704 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1705 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1706 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1710 "#ifdef USEVERTEXTEXTUREBLEND\n"
1711 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1713 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1718 " color.rgb = FogVertex(color.rgb);\n"
1721 " // 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"
1722 "#ifdef USEREFLECTION\n"
1723 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1724 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1725 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1726 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1727 " // FIXME temporary hack to detect the case that the reflection\n"
1728 " // gets blackened at edges due to leaving the area that contains actual\n"
1730 " // Remove this 'ack once we have a better way to stop this thing from\n"
1732 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1733 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1734 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1735 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1736 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1737 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1740 " gl_FragColor = vec4(color);\n"
1742 "#endif // FRAGMENT_SHADER\n"
1744 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1745 "#endif // !MODE_DEFERREDGEOMETRY\n"
1746 "#endif // !MODE_WATER\n"
1747 "#endif // !MODE_REFRACTION\n"
1748 "#endif // !MODE_BLOOMBLUR\n"
1749 "#endif // !MODE_GENERIC\n"
1750 "#endif // !MODE_POSTPROCESS\n"
1751 "#endif // !MODE_SHOWDEPTH\n"
1752 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1764 =========================================================================================================================================================
1768 =========================================================================================================================================================
1772 =========================================================================================================================================================
1776 =========================================================================================================================================================
1780 =========================================================================================================================================================
1783 const char *builtincgshaderstring =
1784 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1785 "// written by Forest 'LordHavoc' Hale\n"
1786 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1788 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1789 "#if defined(USEREFLECTION)\n"
1790 "#undef USESHADOWMAPORTHO\n"
1793 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1796 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1797 "#define USELIGHTMAP\n"
1799 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1800 "#define USEEYEVECTOR\n"
1803 "#ifdef FRAGMENT_SHADER\n"
1805 "//#undef USESHADOWMAPPCF\n"
1806 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1807 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1809 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1813 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1814 "#ifdef VERTEX_SHADER\n"
1817 "float4 gl_Vertex : POSITION,\n"
1818 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1819 "out float4 gl_Position : POSITION,\n"
1820 "out float Depth : TEXCOORD0\n"
1823 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1824 " Depth = gl_Position.z;\n"
1828 "#ifdef FRAGMENT_SHADER\n"
1831 "float Depth : TEXCOORD0,\n"
1832 "out float4 gl_FragColor : COLOR\n"
1835 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1836 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1837 " temp.yz -= floor(temp.yz);\n"
1838 " gl_FragColor = temp;\n"
1839 "// gl_FragColor = float4(Depth,0,0,0);\n"
1842 "#else // !MODE_DEPTH_ORSHADOW\n"
1847 "#ifdef MODE_SHOWDEPTH\n"
1848 "#ifdef VERTEX_SHADER\n"
1851 "float4 gl_Vertex : POSITION,\n"
1852 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1853 "out float4 gl_Position : POSITION,\n"
1854 "out float4 gl_FrontColor : COLOR0\n"
1857 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1858 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1862 "#ifdef FRAGMENT_SHADER\n"
1865 "float4 gl_FrontColor : COLOR0,\n"
1866 "out float4 gl_FragColor : COLOR\n"
1869 " gl_FragColor = gl_FrontColor;\n"
1872 "#else // !MODE_SHOWDEPTH\n"
1877 "#ifdef MODE_POSTPROCESS\n"
1879 "#ifdef VERTEX_SHADER\n"
1882 "float4 gl_Vertex : POSITION,\n"
1883 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1884 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1885 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1886 "out float4 gl_Position : POSITION,\n"
1887 "out float2 TexCoord1 : TEXCOORD0,\n"
1888 "out float2 TexCoord2 : TEXCOORD1\n"
1891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1892 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1894 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1899 "#ifdef FRAGMENT_SHADER\n"
1902 "float2 TexCoord1 : TEXCOORD0,\n"
1903 "float2 TexCoord2 : TEXCOORD1,\n"
1904 "uniform sampler Texture_First : register(s0),\n"
1906 "uniform sampler Texture_Second : register(s1),\n"
1908 "#ifdef USEGAMMARAMPS\n"
1909 "uniform sampler Texture_GammaRamps : register(s2),\n"
1911 "#ifdef USESATURATION\n"
1912 "uniform float Saturation : register(c30),\n"
1914 "#ifdef USEVIEWTINT\n"
1915 "uniform float4 ViewTintColor : register(c41),\n"
1917 "uniform float4 UserVec1 : register(c37),\n"
1918 "uniform float4 UserVec2 : register(c38),\n"
1919 "uniform float4 UserVec3 : register(c39),\n"
1920 "uniform float4 UserVec4 : register(c40),\n"
1921 "uniform float ClientTime : register(c2),\n"
1922 "uniform float2 PixelSize : register(c25),\n"
1923 "uniform float4 BloomColorSubtract : register(c43),\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1929 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1931 "#ifdef USEVIEWTINT\n"
1932 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1935 "#ifdef USEPOSTPROCESSING\n"
1936 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1937 "// 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"
1938 " float sobel = 1.0;\n"
1939 " // float2 ts = textureSize(Texture_First, 0);\n"
1940 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1941 " float2 px = PixelSize;\n"
1942 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1943 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1944 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1945 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1946 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1947 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1948 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1949 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1950 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1951 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1952 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1953 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1954 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1955 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1956 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1957 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1958 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1959 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1960 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1961 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1962 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1963 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1964 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1965 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1966 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1967 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1968 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1969 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1970 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1971 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1972 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1973 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1976 "#ifdef USESATURATION\n"
1977 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1978 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1979 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1980 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1983 "#ifdef USEGAMMARAMPS\n"
1984 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1985 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1986 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1990 "#else // !MODE_POSTPROCESS\n"
1995 "#ifdef MODE_GENERIC\n"
1996 "#ifdef VERTEX_SHADER\n"
1999 "float4 gl_Vertex : POSITION,\n"
2000 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2001 "float4 gl_Color : COLOR0,\n"
2002 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2003 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2004 "out float4 gl_Position : POSITION,\n"
2005 "out float4 gl_FrontColor : COLOR,\n"
2006 "out float2 TexCoord1 : TEXCOORD0,\n"
2007 "out float2 TexCoord2 : TEXCOORD1\n"
2011 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2013 " gl_FrontColor = gl_Color; // Cg is forward\n"
2015 "#ifdef USEDIFFUSE\n"
2016 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2018 "#ifdef USESPECULAR\n"
2019 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2021 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2025 "#ifdef FRAGMENT_SHADER\n"
2029 "float4 gl_FrontColor : COLOR0,\n"
2030 "float2 TexCoord1 : TEXCOORD0,\n"
2031 "float2 TexCoord2 : TEXCOORD1,\n"
2032 "#ifdef USEDIFFUSE\n"
2033 "uniform sampler Texture_First : register(s0),\n"
2035 "#ifdef USESPECULAR\n"
2036 "uniform sampler Texture_Second : register(s1),\n"
2038 "out float4 gl_FragColor : COLOR\n"
2041 " gl_FragColor = gl_FrontColor;\n"
2042 "#ifdef USEDIFFUSE\n"
2043 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2046 "#ifdef USESPECULAR\n"
2047 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2048 "# ifdef USECOLORMAPPING\n"
2049 " gl_FragColor *= tex2;\n"
2052 " gl_FragColor += tex2;\n"
2054 "# ifdef USEVERTEXTEXTUREBLEND\n"
2055 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2060 "#else // !MODE_GENERIC\n"
2065 "#ifdef MODE_BLOOMBLUR\n"
2066 "#ifdef VERTEX_SHADER\n"
2069 "float4 gl_Vertex : POSITION,\n"
2070 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2071 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2072 "out float4 gl_Position : POSITION,\n"
2073 "out float2 TexCoord : TEXCOORD0\n"
2076 " TexCoord = gl_MultiTexCoord0.xy;\n"
2077 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2081 "#ifdef FRAGMENT_SHADER\n"
2085 "float2 TexCoord : TEXCOORD0,\n"
2086 "uniform sampler Texture_First : register(s0),\n"
2087 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2088 "out float4 gl_FragColor : COLOR\n"
2092 " float2 tc = TexCoord;\n"
2093 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2094 " tc += BloomBlur_Parameters.xy;\n"
2095 " for (i = 1;i < SAMPLES;i++)\n"
2097 " color += tex2D(Texture_First, tc).rgb;\n"
2098 " tc += BloomBlur_Parameters.xy;\n"
2100 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2103 "#else // !MODE_BLOOMBLUR\n"
2104 "#ifdef MODE_REFRACTION\n"
2105 "#ifdef VERTEX_SHADER\n"
2108 "float4 gl_Vertex : POSITION,\n"
2109 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2110 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2111 "uniform float4x4 TexMatrix : register(c0),\n"
2112 "uniform float3 EyePosition : register(c24),\n"
2113 "out float4 gl_Position : POSITION,\n"
2114 "out float2 TexCoord : TEXCOORD0,\n"
2115 "out float3 EyeVector : TEXCOORD1,\n"
2116 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2119 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2120 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2121 " ModelViewProjectionPosition = gl_Position;\n"
2125 "#ifdef FRAGMENT_SHADER\n"
2128 "float2 TexCoord : TEXCOORD0,\n"
2129 "float3 EyeVector : TEXCOORD1,\n"
2130 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2131 "uniform sampler Texture_Normal : register(s0),\n"
2132 "uniform sampler Texture_Refraction : register(s3),\n"
2133 "uniform sampler Texture_Reflection : register(s7),\n"
2134 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2135 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2136 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2137 "uniform float4 RefractColor : register(c29),\n"
2138 "out float4 gl_FragColor : COLOR\n"
2141 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2142 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2143 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2144 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2145 " // FIXME temporary hack to detect the case that the reflection\n"
2146 " // gets blackened at edges due to leaving the area that contains actual\n"
2148 " // Remove this 'ack once we have a better way to stop this thing from\n"
2150 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2151 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2152 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2153 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2154 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2155 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2158 "#else // !MODE_REFRACTION\n"
2163 "#ifdef MODE_WATER\n"
2164 "#ifdef VERTEX_SHADER\n"
2168 "float4 gl_Vertex : POSITION,\n"
2169 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2170 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2171 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2172 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2173 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2174 "uniform float4x4 TexMatrix : register(c0),\n"
2175 "uniform float3 EyePosition : register(c24),\n"
2176 "out float4 gl_Position : POSITION,\n"
2177 "out float2 TexCoord : TEXCOORD0,\n"
2178 "out float3 EyeVector : TEXCOORD1,\n"
2179 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2182 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2183 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2184 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2185 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2186 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2187 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2188 " ModelViewProjectionPosition = gl_Position;\n"
2192 "#ifdef FRAGMENT_SHADER\n"
2195 "float2 TexCoord : TEXCOORD0,\n"
2196 "float3 EyeVector : TEXCOORD1,\n"
2197 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2198 "uniform sampler Texture_Normal : register(s0),\n"
2199 "uniform sampler Texture_Refraction : register(s3),\n"
2200 "uniform sampler Texture_Reflection : register(s7),\n"
2201 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2202 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2203 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2204 "uniform float4 RefractColor : register(c29),\n"
2205 "uniform float4 ReflectColor : register(c26),\n"
2206 "uniform float ReflectFactor : register(c27),\n"
2207 "uniform float ReflectOffset : register(c28),\n"
2208 "out float4 gl_FragColor : COLOR\n"
2211 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2212 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2213 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2214 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2215 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2216 " // FIXME temporary hack to detect the case that the reflection\n"
2217 " // gets blackened at edges due to leaving the area that contains actual\n"
2219 " // Remove this 'ack once we have a better way to stop this thing from\n"
2221 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2222 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2223 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2224 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2225 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2226 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2227 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2228 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2229 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2230 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2231 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2232 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2235 "#else // !MODE_WATER\n"
2240 "// 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"
2242 "// fragment shader specific:\n"
2243 "#ifdef FRAGMENT_SHADER\n"
2246 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2249 "#ifdef USEFOGHEIGHTTEXTURE\n"
2250 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2251 " fogfrac = fogheightpixel.a;\n"
2252 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2254 "# ifdef USEFOGOUTSIDE\n"
2255 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2257 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2259 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2264 "#ifdef USEOFFSETMAPPING\n"
2265 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2267 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2268 " // 14 sample relief mapping: linear search and then binary search\n"
2269 " // this basically steps forward a small amount repeatedly until it finds\n"
2270 " // itself inside solid, then jitters forward and back using decreasing\n"
2271 " // amounts to find the impact\n"
2272 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2273 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2274 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2275 " float3 RT = float3(TexCoord, 1);\n"
2276 " OffsetVector *= 0.1;\n"
2277 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2278 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2279 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2280 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2281 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2282 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2283 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2284 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2285 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2286 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2287 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2288 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2289 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2290 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2293 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2294 " // this basically moves forward the full distance, and then backs up based\n"
2295 " // on height of samples\n"
2296 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2297 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2298 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2299 " TexCoord += OffsetVector;\n"
2300 " OffsetVector *= 0.333;\n"
2301 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2302 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2303 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2304 " return TexCoord;\n"
2307 "#endif // USEOFFSETMAPPING\n"
2309 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2310 "#if defined(USESHADOWMAP2D)\n"
2311 "# ifdef USESHADOWMAPORTHO\n"
2312 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2314 "# ifdef USESHADOWMAPVSDCT\n"
2315 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2317 " float3 adir = abs(dir);\n"
2318 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2319 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2320 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2323 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2325 " float3 adir = abs(dir);\n"
2326 " float ma = adir.z;\n"
2327 " float4 proj = float4(dir, 2.5);\n"
2328 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2329 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2331 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2333 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2334 " 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"
2339 "#endif // defined(USESHADOWMAP2D)\n"
2341 "# ifdef USESHADOWMAP2D\n"
2342 "#ifdef USESHADOWMAPVSDCT\n"
2343 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2345 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2348 "#ifdef USESHADOWMAPVSDCT\n"
2349 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2351 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2355 "# ifdef USESHADOWSAMPLER\n"
2356 "# ifdef USESHADOWMAPPCF\n"
2357 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2358 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2359 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2361 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2364 "# ifdef USESHADOWMAPPCF\n"
2365 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2366 "# ifdef GL_ARB_texture_gather\n"
2367 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2369 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2371 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2372 "# if USESHADOWMAPPCF > 1\n"
2373 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2374 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2375 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2376 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2377 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2378 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2379 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2380 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2381 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2382 " float4 locols = float4(group1.ab, group3.ab);\n"
2383 " float4 hicols = float4(group7.rg, group9.rg);\n"
2384 " locols.yz += group2.ab;\n"
2385 " hicols.yz += group8.rg;\n"
2386 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2387 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2388 " lerp(locols, hicols, offset.y);\n"
2389 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2390 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2391 " f = dot(cols, float4(1.0/25.0));\n"
2393 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2394 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2395 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2396 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2397 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2398 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2399 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2402 "# ifdef GL_EXT_gpu_shader4\n"
2403 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2405 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2407 "# if USESHADOWMAPPCF > 1\n"
2408 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2409 " center *= ShadowMap_TextureScale;\n"
2410 " 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"
2411 " 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"
2412 " 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"
2413 " 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"
2414 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2415 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2417 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2418 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2419 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2420 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2421 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2422 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2426 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2429 "# ifdef USESHADOWMAPORTHO\n"
2430 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2436 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2437 "#endif // FRAGMENT_SHADER\n"
2442 "#ifdef MODE_DEFERREDGEOMETRY\n"
2443 "#ifdef VERTEX_SHADER\n"
2446 "float4 gl_Vertex : POSITION,\n"
2447 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 "float4 gl_Color : COLOR0,\n"
2451 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2452 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2453 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2454 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2455 "uniform float4x4 TexMatrix : register(c0),\n"
2456 "#ifdef USEVERTEXTEXTUREBLEND\n"
2457 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2459 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2460 "#ifdef USEOFFSETMAPPING\n"
2461 "uniform float3 EyePosition : register(c24),\n"
2463 "out float4 gl_Position : POSITION,\n"
2464 "out float4 gl_FrontColor : COLOR,\n"
2465 "out float4 TexCoordBoth : TEXCOORD0,\n"
2466 "#ifdef USEOFFSETMAPPING\n"
2467 "out float3 EyeVector : TEXCOORD2,\n"
2469 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2470 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2471 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2474 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2479 " gl_FrontColor = gl_Color; // Cg is forward\n"
2481 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2484 " // transform unnormalized eye direction into tangent space\n"
2485 "#ifdef USEOFFSETMAPPING\n"
2486 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2487 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2488 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2489 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2492 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2493 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2494 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2495 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2496 " VectorR.w = gl_Position.z;\n"
2498 "#endif // VERTEX_SHADER\n"
2500 "#ifdef FRAGMENT_SHADER\n"
2503 "float4 TexCoordBoth : TEXCOORD0,\n"
2504 "float3 EyeVector : TEXCOORD2,\n"
2505 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2506 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2507 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2508 "uniform sampler Texture_Normal : register(s0),\n"
2509 "#ifdef USEALPHAKILL\n"
2510 "uniform sampler Texture_Color : register(s1),\n"
2512 "uniform sampler Texture_Gloss : register(s2),\n"
2513 "#ifdef USEVERTEXTEXTUREBLEND\n"
2514 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2515 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2517 "#ifdef USEOFFSETMAPPING\n"
2518 "uniform float OffsetMapping_Scale : register(c24),\n"
2520 "uniform half SpecularPower : register(c36),\n"
2522 "out float4 gl_FragData0 : COLOR0,\n"
2523 "out float4 gl_FragData1 : COLOR1\n"
2525 "out float4 gl_FragColor : COLOR\n"
2529 " float2 TexCoord = TexCoordBoth.xy;\n"
2530 "#ifdef USEOFFSETMAPPING\n"
2531 " // apply offsetmapping\n"
2532 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2533 "#define TexCoord TexCoordOffset\n"
2536 "#ifdef USEALPHAKILL\n"
2537 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2541 "#ifdef USEVERTEXTEXTUREBLEND\n"
2542 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2543 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2544 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2545 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2548 "#ifdef USEVERTEXTEXTUREBLEND\n"
2549 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2550 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2552 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2553 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2557 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2558 " float Depth = VectorR.w / 256.0;\n"
2559 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2560 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2561 " depthcolor.yz -= floor(depthcolor.yz);\n"
2562 " gl_FragData1 = depthcolor;\n"
2564 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2567 "#endif // FRAGMENT_SHADER\n"
2568 "#else // !MODE_DEFERREDGEOMETRY\n"
2573 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2574 "#ifdef VERTEX_SHADER\n"
2577 "float4 gl_Vertex : POSITION,\n"
2578 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2579 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2580 "out float4 gl_Position : POSITION,\n"
2581 "out float4 ModelViewPosition : TEXCOORD0\n"
2584 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2585 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2587 "#endif // VERTEX_SHADER\n"
2589 "#ifdef FRAGMENT_SHADER\n"
2593 "float2 Pixel : VPOS,\n"
2595 "float2 Pixel : WPOS,\n"
2597 "float4 ModelViewPosition : TEXCOORD0,\n"
2598 "uniform float4x4 ViewToLight : register(c44),\n"
2599 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2600 "uniform float3 LightPosition : register(c23),\n"
2601 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2602 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2603 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2604 "#ifdef USESPECULAR\n"
2605 "uniform half3 DeferredColor_Specular : register(c11),\n"
2606 "uniform half SpecularPower : register(c36),\n"
2608 "uniform sampler Texture_Attenuation : register(s9),\n"
2609 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2610 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2612 "#ifdef USECUBEFILTER\n"
2613 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2616 "#ifdef USESHADOWMAP2D\n"
2617 "# ifdef USESHADOWSAMPLER\n"
2618 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2620 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2624 "#ifdef USESHADOWMAPVSDCT\n"
2625 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2628 "#if defined(USESHADOWMAP2D)\n"
2629 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2630 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2633 "out float4 gl_FragData0 : COLOR0,\n"
2634 "out float4 gl_FragData1 : COLOR1\n"
2637 " // calculate viewspace pixel position\n"
2638 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2639 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2640 " float3 position;\n"
2642 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2644 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2646 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2647 " // decode viewspace pixel normal\n"
2648 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2649 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2650 " // surfacenormal = pixel normal in viewspace\n"
2651 " // LightVector = pixel to light in viewspace\n"
2652 " // CubeVector = position in lightspace\n"
2653 " // eyevector = pixel to view in viewspace\n"
2654 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2655 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2656 "#ifdef USEDIFFUSE\n"
2657 " // calculate diffuse shading\n"
2658 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2659 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2661 "#ifdef USESPECULAR\n"
2662 " // calculate directional shading\n"
2663 " float3 eyevector = position * -1.0;\n"
2664 "# ifdef USEEXACTSPECULARMATH\n"
2665 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2667 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2668 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2672 "#if defined(USESHADOWMAP2D)\n"
2673 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2674 "#ifdef USESHADOWMAPVSDCT\n"
2675 ", Texture_CubeProjection\n"
2680 "#ifdef USEDIFFUSE\n"
2681 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2683 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2685 "#ifdef USESPECULAR\n"
2686 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2688 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2691 "# ifdef USECUBEFILTER\n"
2692 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2693 " gl_FragData0.rgb *= cubecolor;\n"
2694 " gl_FragData1.rgb *= cubecolor;\n"
2697 "#endif // FRAGMENT_SHADER\n"
2698 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2703 "#ifdef VERTEX_SHADER\n"
2706 "float4 gl_Vertex : POSITION,\n"
2707 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2708 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2709 "float4 gl_Color : COLOR0,\n"
2711 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2712 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2713 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2714 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2715 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2717 "uniform float3 EyePosition : register(c24),\n"
2718 "uniform float4x4 TexMatrix : register(c0),\n"
2719 "#ifdef USEVERTEXTEXTUREBLEND\n"
2720 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2722 "#ifdef MODE_LIGHTSOURCE\n"
2723 "uniform float4x4 ModelToLight : register(c20),\n"
2725 "#ifdef MODE_LIGHTSOURCE\n"
2726 "uniform float3 LightPosition : register(c27),\n"
2728 "#ifdef MODE_LIGHTDIRECTION\n"
2729 "uniform float3 LightDir : register(c26),\n"
2731 "uniform float4 FogPlane : register(c25),\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "uniform float3 LightPosition : register(c27),\n"
2735 "#ifdef USESHADOWMAPORTHO\n"
2736 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2739 "out float4 gl_FrontColor : COLOR,\n"
2740 "out float4 TexCoordBoth : TEXCOORD0,\n"
2741 "#ifdef USELIGHTMAP\n"
2742 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2744 "#ifdef USEEYEVECTOR\n"
2745 "out float3 EyeVector : TEXCOORD2,\n"
2747 "#ifdef USEREFLECTION\n"
2748 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2751 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2753 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2754 "out float3 LightVector : TEXCOORD1,\n"
2756 "#ifdef MODE_LIGHTSOURCE\n"
2757 "out float3 CubeVector : TEXCOORD3,\n"
2759 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2760 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2761 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2762 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2764 "#ifdef USESHADOWMAPORTHO\n"
2765 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2767 "out float4 gl_Position : POSITION\n"
2770 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2772 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2774 " gl_FrontColor = gl_Color; // Cg is forward\n"
2777 " // copy the surface texcoord\n"
2778 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2779 "#ifdef USEVERTEXTEXTUREBLEND\n"
2780 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2782 "#ifdef USELIGHTMAP\n"
2783 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2786 "#ifdef MODE_LIGHTSOURCE\n"
2787 " // transform vertex position into light attenuation/cubemap space\n"
2788 " // (-1 to +1 across the light box)\n"
2789 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2791 "# ifdef USEDIFFUSE\n"
2792 " // transform unnormalized light direction into tangent space\n"
2793 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2794 " // normalize it per pixel)\n"
2795 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2796 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2797 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2798 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2802 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2803 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2804 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2805 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2808 " // transform unnormalized eye direction into tangent space\n"
2809 "#ifdef USEEYEVECTOR\n"
2810 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2811 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2812 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2813 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2817 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2818 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2821 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2822 " VectorS = gl_MultiTexCoord1.xyz;\n"
2823 " VectorT = gl_MultiTexCoord2.xyz;\n"
2824 " VectorR = gl_MultiTexCoord3.xyz;\n"
2827 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2828 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2834 "#ifdef USEREFLECTION\n"
2835 " ModelViewProjectionPosition = gl_Position;\n"
2838 "#endif // VERTEX_SHADER\n"
2843 "#ifdef FRAGMENT_SHADER\n"
2846 "#ifdef USEDEFERREDLIGHTMAP\n"
2848 "float2 Pixel : VPOS,\n"
2850 "float2 Pixel : WPOS,\n"
2853 "float4 gl_FrontColor : COLOR,\n"
2854 "float4 TexCoordBoth : TEXCOORD0,\n"
2855 "#ifdef USELIGHTMAP\n"
2856 "float2 TexCoordLightmap : TEXCOORD1,\n"
2858 "#ifdef USEEYEVECTOR\n"
2859 "float3 EyeVector : TEXCOORD2,\n"
2861 "#ifdef USEREFLECTION\n"
2862 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2865 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2867 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2868 "float3 LightVector : TEXCOORD1,\n"
2870 "#ifdef MODE_LIGHTSOURCE\n"
2871 "float3 CubeVector : TEXCOORD3,\n"
2873 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2874 "float4 ModelViewPosition : TEXCOORD0,\n"
2876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2877 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2878 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2879 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2881 "#ifdef USESHADOWMAPORTHO\n"
2882 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2885 "uniform sampler Texture_Normal : register(s0),\n"
2886 "uniform sampler Texture_Color : register(s1),\n"
2887 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2888 "uniform sampler Texture_Gloss : register(s2),\n"
2891 "uniform sampler Texture_Glow : register(s3),\n"
2893 "#ifdef USEVERTEXTEXTUREBLEND\n"
2894 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2895 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2896 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2897 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2900 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2903 "#ifdef USECOLORMAPPING\n"
2904 "uniform sampler Texture_Pants : register(s4),\n"
2905 "uniform sampler Texture_Shirt : register(s7),\n"
2908 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2909 "uniform sampler Texture_FogMask : register(s8),\n"
2911 "#ifdef USELIGHTMAP\n"
2912 "uniform sampler Texture_Lightmap : register(s9),\n"
2914 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2915 "uniform sampler Texture_Deluxemap : register(s10),\n"
2917 "#ifdef USEREFLECTION\n"
2918 "uniform sampler Texture_Reflection : register(s7),\n"
2921 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2922 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2923 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2925 "#ifdef USEDEFERREDLIGHTMAP\n"
2926 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2927 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2928 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2929 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2932 "#ifdef USECOLORMAPPING\n"
2933 "uniform half3 Color_Pants : register(c7),\n"
2934 "uniform half3 Color_Shirt : register(c8),\n"
2937 "uniform float3 FogColor : register(c16),\n"
2938 "uniform float FogRangeRecip : register(c20),\n"
2939 "uniform float FogPlaneViewDist : register(c19),\n"
2940 "uniform float FogHeightFade : register(c17),\n"
2943 "#ifdef USEOFFSETMAPPING\n"
2944 "uniform float OffsetMapping_Scale : register(c24),\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2949 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2950 "uniform half3 DeferredMod_Specular : register(c13),\n"
2952 "uniform half3 Color_Ambient : register(c3),\n"
2953 "uniform half3 Color_Diffuse : register(c4),\n"
2954 "uniform half3 Color_Specular : register(c5),\n"
2955 "uniform half SpecularPower : register(c36),\n"
2957 "uniform half3 Color_Glow : register(c6),\n"
2959 "uniform half Alpha : register(c0),\n"
2960 "#ifdef USEREFLECTION\n"
2961 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2962 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2963 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2964 "uniform half4 ReflectColor : register(c26),\n"
2966 "#ifdef USEREFLECTCUBE\n"
2967 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2968 "uniform sampler Texture_ReflectMask : register(s5),\n"
2969 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2971 "#ifdef MODE_LIGHTDIRECTION\n"
2972 "uniform half3 LightColor : register(c21),\n"
2974 "#ifdef MODE_LIGHTSOURCE\n"
2975 "uniform half3 LightColor : register(c21),\n"
2978 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2979 "uniform sampler Texture_Attenuation : register(s9),\n"
2980 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2983 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2985 "#ifdef USESHADOWMAP2D\n"
2986 "# ifdef USESHADOWSAMPLER\n"
2987 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2989 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2993 "#ifdef USESHADOWMAPVSDCT\n"
2994 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2997 "#if defined(USESHADOWMAP2D)\n"
2998 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2999 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3001 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3003 "out float4 gl_FragColor : COLOR\n"
3006 " float2 TexCoord = TexCoordBoth.xy;\n"
3007 "#ifdef USEVERTEXTEXTUREBLEND\n"
3008 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3010 "#ifdef USEOFFSETMAPPING\n"
3011 " // apply offsetmapping\n"
3012 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3013 "#define TexCoord TexCoordOffset\n"
3016 " // combine the diffuse textures (base, pants, shirt)\n"
3017 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3018 "#ifdef USEALPHAKILL\n"
3019 " if (color.a < 0.5)\n"
3022 " color.a *= Alpha;\n"
3023 "#ifdef USECOLORMAPPING\n"
3024 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3026 "#ifdef USEVERTEXTEXTUREBLEND\n"
3027 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3028 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3029 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3030 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3032 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3035 " // get the surface normal\n"
3036 "#ifdef USEVERTEXTEXTUREBLEND\n"
3037 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3039 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3042 " // get the material colors\n"
3043 " half3 diffusetex = color.rgb;\n"
3044 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3045 "# ifdef USEVERTEXTEXTUREBLEND\n"
3046 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3048 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3052 "#ifdef USEREFLECTCUBE\n"
3053 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3054 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3055 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3056 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3062 "#ifdef MODE_LIGHTSOURCE\n"
3063 " // light source\n"
3064 "#ifdef USEDIFFUSE\n"
3065 " half3 lightnormal = half3(normalize(LightVector));\n"
3066 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3067 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3068 "#ifdef USESPECULAR\n"
3069 "#ifdef USEEXACTSPECULARMATH\n"
3070 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3072 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3073 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3075 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3078 " color.rgb = diffusetex * Color_Ambient;\n"
3080 " color.rgb *= LightColor;\n"
3081 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3082 "#if defined(USESHADOWMAP2D)\n"
3083 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3084 "#ifdef USESHADOWMAPVSDCT\n"
3085 ", Texture_CubeProjection\n"
3090 "# ifdef USECUBEFILTER\n"
3091 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3094 "#ifdef USESHADOWMAP2D\n"
3095 "#ifdef USESHADOWMAPVSDCT\n"
3096 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3098 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3100 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3101 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3102 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3103 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3104 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3105 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3106 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3107 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3108 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3109 "// color.r = half(shadowmaptc.z);\n"
3110 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3111 "// color.r = half(shadowmaptc.z);\n"
3113 "// color.rgb = abs(CubeVector);\n"
3115 "// color.rgb = half3(1,1,1);\n"
3116 "#endif // MODE_LIGHTSOURCE\n"
3121 "#ifdef MODE_LIGHTDIRECTION\n"
3123 "#ifdef USEDIFFUSE\n"
3124 " half3 lightnormal = half3(normalize(LightVector));\n"
3126 "#define lightcolor LightColor\n"
3127 "#endif // MODE_LIGHTDIRECTION\n"
3128 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3130 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3131 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3132 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3133 " // convert modelspace light vector to tangentspace\n"
3134 " half3 lightnormal;\n"
3135 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3136 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3137 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3138 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3139 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3140 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3141 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3142 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3143 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3144 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3145 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3146 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3147 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3148 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3149 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3151 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3152 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3153 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3159 "#ifdef MODE_LIGHTMAP\n"
3160 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3161 "#endif // MODE_LIGHTMAP\n"
3162 "#ifdef MODE_VERTEXCOLOR\n"
3163 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3164 "#endif // MODE_VERTEXCOLOR\n"
3165 "#ifdef MODE_FLATCOLOR\n"
3166 " color.rgb = diffusetex * Color_Ambient;\n"
3167 "#endif // MODE_FLATCOLOR\n"
3173 "# ifdef USEDIFFUSE\n"
3174 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3175 "# ifdef USESPECULAR\n"
3176 "# ifdef USEEXACTSPECULARMATH\n"
3177 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3179 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3180 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3182 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3184 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3187 " color.rgb = diffusetex * Color_Ambient;\n"
3191 "#ifdef USESHADOWMAPORTHO\n"
3192 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3195 "#ifdef USEDEFERREDLIGHTMAP\n"
3196 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3197 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3198 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3199 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3200 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3204 "#ifdef USEVERTEXTEXTUREBLEND\n"
3205 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3207 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3212 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3215 " // 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"
3216 "#ifdef USEREFLECTION\n"
3217 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3218 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3219 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3220 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3221 " // FIXME temporary hack to detect the case that the reflection\n"
3222 " // gets blackened at edges due to leaving the area that contains actual\n"
3224 " // Remove this 'ack once we have a better way to stop this thing from\n"
3226 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3227 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3228 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3229 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3230 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3231 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3234 " gl_FragColor = float4(color);\n"
3236 "#endif // FRAGMENT_SHADER\n"
3238 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3239 "#endif // !MODE_DEFERREDGEOMETRY\n"
3240 "#endif // !MODE_WATER\n"
3241 "#endif // !MODE_REFRACTION\n"
3242 "#endif // !MODE_BLOOMBLUR\n"
3243 "#endif // !MODE_GENERIC\n"
3244 "#endif // !MODE_POSTPROCESS\n"
3245 "#endif // !MODE_SHOWDEPTH\n"
3246 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3249 char *glslshaderstring = NULL;
3250 char *cgshaderstring = NULL;
3251 char *hlslshaderstring = NULL;
3253 //=======================================================================================================================================================
3255 typedef struct shaderpermutationinfo_s
3257 const char *pretext;
3260 shaderpermutationinfo_t;
3262 typedef struct shadermodeinfo_s
3264 const char *vertexfilename;
3265 const char *geometryfilename;
3266 const char *fragmentfilename;
3267 const char *pretext;
3272 typedef enum shaderpermutation_e
3274 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3275 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3276 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3277 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3278 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3279 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3280 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3281 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3282 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3283 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3284 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3285 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3286 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3287 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3288 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3289 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3290 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3291 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3292 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3293 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3294 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3295 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3296 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3297 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3298 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3299 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3300 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3301 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3302 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3304 shaderpermutation_t;
3306 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3307 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3309 {"#define USEDIFFUSE\n", " diffuse"},
3310 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3311 {"#define USEVIEWTINT\n", " viewtint"},
3312 {"#define USECOLORMAPPING\n", " colormapping"},
3313 {"#define USESATURATION\n", " saturation"},
3314 {"#define USEFOGINSIDE\n", " foginside"},
3315 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3316 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3317 {"#define USEGAMMARAMPS\n", " gammaramps"},
3318 {"#define USECUBEFILTER\n", " cubefilter"},
3319 {"#define USEGLOW\n", " glow"},
3320 {"#define USEBLOOM\n", " bloom"},
3321 {"#define USESPECULAR\n", " specular"},
3322 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3323 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3324 {"#define USEREFLECTION\n", " reflection"},
3325 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3326 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3327 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3328 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3329 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3330 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3331 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3332 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3333 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3334 {"#define USEALPHAKILL\n", " alphakill"},
3335 {"#define USEREFLECTCUBE\n", " reflectcube"},
3338 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3339 typedef enum shadermode_e
3341 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3342 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3343 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3344 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3345 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3346 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3347 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3348 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3349 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3350 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3351 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3352 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3353 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3354 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3355 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3360 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3361 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3363 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3364 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3365 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3366 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3367 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3368 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3369 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3370 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3371 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3372 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3373 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3374 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3375 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3376 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3377 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3381 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3383 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3384 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3385 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3386 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3387 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3388 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3389 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3390 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3391 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3392 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3393 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3394 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3395 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3396 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3397 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3402 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3404 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3405 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3406 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3407 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3408 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3409 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3410 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3411 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3412 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3413 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3414 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3415 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3416 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3417 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3418 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3422 struct r_glsl_permutation_s;
3423 typedef struct r_glsl_permutation_s
3425 /// hash lookup data
3426 struct r_glsl_permutation_s *hashnext;
3428 unsigned int permutation;
3430 /// indicates if we have tried compiling this permutation already
3432 /// 0 if compilation failed
3434 /// locations of detected uniforms in program object, or -1 if not found
3435 int loc_Texture_First;
3436 int loc_Texture_Second;
3437 int loc_Texture_GammaRamps;
3438 int loc_Texture_Normal;
3439 int loc_Texture_Color;
3440 int loc_Texture_Gloss;
3441 int loc_Texture_Glow;
3442 int loc_Texture_SecondaryNormal;
3443 int loc_Texture_SecondaryColor;
3444 int loc_Texture_SecondaryGloss;
3445 int loc_Texture_SecondaryGlow;
3446 int loc_Texture_Pants;
3447 int loc_Texture_Shirt;
3448 int loc_Texture_FogHeightTexture;
3449 int loc_Texture_FogMask;
3450 int loc_Texture_Lightmap;
3451 int loc_Texture_Deluxemap;
3452 int loc_Texture_Attenuation;
3453 int loc_Texture_Cube;
3454 int loc_Texture_Refraction;
3455 int loc_Texture_Reflection;
3456 int loc_Texture_ShadowMap2D;
3457 int loc_Texture_CubeProjection;
3458 int loc_Texture_ScreenDepth;
3459 int loc_Texture_ScreenNormalMap;
3460 int loc_Texture_ScreenDiffuse;
3461 int loc_Texture_ScreenSpecular;
3462 int loc_Texture_ReflectMask;
3463 int loc_Texture_ReflectCube;
3465 int loc_BloomBlur_Parameters;
3467 int loc_Color_Ambient;
3468 int loc_Color_Diffuse;
3469 int loc_Color_Specular;
3471 int loc_Color_Pants;
3472 int loc_Color_Shirt;
3473 int loc_DeferredColor_Ambient;
3474 int loc_DeferredColor_Diffuse;
3475 int loc_DeferredColor_Specular;
3476 int loc_DeferredMod_Diffuse;
3477 int loc_DeferredMod_Specular;
3478 int loc_DistortScaleRefractReflect;
3479 int loc_EyePosition;
3481 int loc_FogHeightFade;
3483 int loc_FogPlaneViewDist;
3484 int loc_FogRangeRecip;
3487 int loc_LightPosition;
3488 int loc_OffsetMapping_Scale;
3490 int loc_ReflectColor;
3491 int loc_ReflectFactor;
3492 int loc_ReflectOffset;
3493 int loc_RefractColor;
3495 int loc_ScreenCenterRefractReflect;
3496 int loc_ScreenScaleRefractReflect;
3497 int loc_ScreenToDepth;
3498 int loc_ShadowMap_Parameters;
3499 int loc_ShadowMap_TextureScale;
3500 int loc_SpecularPower;
3505 int loc_ViewTintColor;
3506 int loc_ViewToLight;
3507 int loc_ModelToLight;
3509 int loc_BackgroundTexMatrix;
3510 int loc_ModelViewProjectionMatrix;
3511 int loc_ModelViewMatrix;
3512 int loc_PixelToScreenTexCoord;
3513 int loc_ModelToReflectCube;
3514 int loc_ShadowMapMatrix;
3515 int loc_BloomColorSubtract;
3517 r_glsl_permutation_t;
3519 #define SHADERPERMUTATION_HASHSIZE 256
3521 /// information about each possible shader permutation
3522 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3523 /// currently selected permutation
3524 r_glsl_permutation_t *r_glsl_permutation;
3525 /// storage for permutations linked in the hash table
3526 memexpandablearray_t r_glsl_permutationarray;
3528 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3530 //unsigned int hashdepth = 0;
3531 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3532 r_glsl_permutation_t *p;
3533 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3535 if (p->mode == mode && p->permutation == permutation)
3537 //if (hashdepth > 10)
3538 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3543 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3545 p->permutation = permutation;
3546 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3547 r_glsl_permutationhash[mode][hashindex] = p;
3548 //if (hashdepth > 10)
3549 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3553 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3556 if (!filename || !filename[0])
3558 if (!strcmp(filename, "glsl/default.glsl"))
3560 if (!glslshaderstring)
3562 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3563 if (glslshaderstring)
3564 Con_DPrintf("Loading shaders from file %s...\n", filename);
3566 glslshaderstring = (char *)builtinshaderstring;
3568 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3569 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3570 return shaderstring;
3572 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3575 if (printfromdisknotice)
3576 Con_DPrintf("from disk %s... ", filename);
3577 return shaderstring;
3579 return shaderstring;
3582 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3585 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3586 int vertstrings_count = 0;
3587 int geomstrings_count = 0;
3588 int fragstrings_count = 0;
3589 char *vertexstring, *geometrystring, *fragmentstring;
3590 const char *vertstrings_list[32+3];
3591 const char *geomstrings_list[32+3];
3592 const char *fragstrings_list[32+3];
3593 char permutationname[256];
3600 permutationname[0] = 0;
3601 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3602 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3603 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3605 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3607 // the first pretext is which type of shader to compile as
3608 // (later these will all be bound together as a program object)
3609 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3610 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3611 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3613 // the second pretext is the mode (for example a light source)
3614 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3615 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3616 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3617 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3619 // now add all the permutation pretexts
3620 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3622 if (permutation & (1<<i))
3624 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3625 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3626 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3627 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3631 // keep line numbers correct
3632 vertstrings_list[vertstrings_count++] = "\n";
3633 geomstrings_list[geomstrings_count++] = "\n";
3634 fragstrings_list[fragstrings_count++] = "\n";
3638 // now append the shader text itself
3639 vertstrings_list[vertstrings_count++] = vertexstring;
3640 geomstrings_list[geomstrings_count++] = geometrystring;
3641 fragstrings_list[fragstrings_count++] = fragmentstring;
3643 // if any sources were NULL, clear the respective list
3645 vertstrings_count = 0;
3646 if (!geometrystring)
3647 geomstrings_count = 0;
3648 if (!fragmentstring)
3649 fragstrings_count = 0;
3651 // compile the shader program
3652 if (vertstrings_count + geomstrings_count + fragstrings_count)
3653 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3657 qglUseProgramObjectARB(p->program);CHECKGLERROR
3658 // look up all the uniform variable names we care about, so we don't
3659 // have to look them up every time we set them
3661 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3662 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3663 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3664 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3665 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3666 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3667 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3668 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3669 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3670 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3671 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3672 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3673 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3674 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3675 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3676 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3677 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3678 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3679 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3680 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3681 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3682 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3683 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3684 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3685 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3686 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3687 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3688 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3689 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3690 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3691 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3692 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3693 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3694 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3695 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3696 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3697 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3698 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3699 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3700 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3701 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3702 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3703 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3704 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3705 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3706 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3707 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3708 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3709 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3710 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3711 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3712 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3713 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3714 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3715 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3716 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3717 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3718 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3719 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3720 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3721 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3722 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3723 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3724 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3725 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3726 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3727 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3728 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3729 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3730 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3731 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3732 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3733 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3734 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3735 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3736 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3737 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3738 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3739 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3740 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3741 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3742 // initialize the samplers to refer to the texture units we use
3743 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3744 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3745 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3746 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3747 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3748 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3749 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3750 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3751 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3752 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3753 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3754 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3755 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3756 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3757 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3758 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3759 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3760 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3761 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3762 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3763 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3764 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3765 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3766 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3767 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3768 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3769 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3770 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3771 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3773 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3776 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3780 Mem_Free(vertexstring);
3782 Mem_Free(geometrystring);
3784 Mem_Free(fragmentstring);
3787 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3789 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3790 if (r_glsl_permutation != perm)
3792 r_glsl_permutation = perm;
3793 if (!r_glsl_permutation->program)
3795 if (!r_glsl_permutation->compiled)
3796 R_GLSL_CompilePermutation(perm, mode, permutation);
3797 if (!r_glsl_permutation->program)
3799 // remove features until we find a valid permutation
3801 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3803 // reduce i more quickly whenever it would not remove any bits
3804 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3805 if (!(permutation & j))
3808 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3809 if (!r_glsl_permutation->compiled)
3810 R_GLSL_CompilePermutation(perm, mode, permutation);
3811 if (r_glsl_permutation->program)
3814 if (i >= SHADERPERMUTATION_COUNT)
3816 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3817 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3818 qglUseProgramObjectARB(0);CHECKGLERROR
3819 return; // no bit left to clear, entire mode is broken
3824 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3826 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3827 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3828 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3832 #include <Cg/cgGL.h>
3833 struct r_cg_permutation_s;
3834 typedef struct r_cg_permutation_s
3836 /// hash lookup data
3837 struct r_cg_permutation_s *hashnext;
3839 unsigned int permutation;
3841 /// indicates if we have tried compiling this permutation already
3843 /// 0 if compilation failed
3846 /// locations of detected parameters in programs, or NULL if not found
3847 CGparameter vp_EyePosition;
3848 CGparameter vp_FogPlane;
3849 CGparameter vp_LightDir;
3850 CGparameter vp_LightPosition;
3851 CGparameter vp_ModelToLight;
3852 CGparameter vp_TexMatrix;
3853 CGparameter vp_BackgroundTexMatrix;
3854 CGparameter vp_ModelViewProjectionMatrix;
3855 CGparameter vp_ModelViewMatrix;
3856 CGparameter vp_ShadowMapMatrix;
3858 CGparameter fp_Texture_First;
3859 CGparameter fp_Texture_Second;
3860 CGparameter fp_Texture_GammaRamps;
3861 CGparameter fp_Texture_Normal;
3862 CGparameter fp_Texture_Color;
3863 CGparameter fp_Texture_Gloss;
3864 CGparameter fp_Texture_Glow;
3865 CGparameter fp_Texture_SecondaryNormal;
3866 CGparameter fp_Texture_SecondaryColor;
3867 CGparameter fp_Texture_SecondaryGloss;
3868 CGparameter fp_Texture_SecondaryGlow;
3869 CGparameter fp_Texture_Pants;
3870 CGparameter fp_Texture_Shirt;
3871 CGparameter fp_Texture_FogHeightTexture;
3872 CGparameter fp_Texture_FogMask;
3873 CGparameter fp_Texture_Lightmap;
3874 CGparameter fp_Texture_Deluxemap;
3875 CGparameter fp_Texture_Attenuation;
3876 CGparameter fp_Texture_Cube;
3877 CGparameter fp_Texture_Refraction;
3878 CGparameter fp_Texture_Reflection;
3879 CGparameter fp_Texture_ShadowMap2D;
3880 CGparameter fp_Texture_CubeProjection;
3881 CGparameter fp_Texture_ScreenDepth;
3882 CGparameter fp_Texture_ScreenNormalMap;
3883 CGparameter fp_Texture_ScreenDiffuse;
3884 CGparameter fp_Texture_ScreenSpecular;
3885 CGparameter fp_Texture_ReflectMask;
3886 CGparameter fp_Texture_ReflectCube;
3887 CGparameter fp_Alpha;
3888 CGparameter fp_BloomBlur_Parameters;
3889 CGparameter fp_ClientTime;
3890 CGparameter fp_Color_Ambient;
3891 CGparameter fp_Color_Diffuse;
3892 CGparameter fp_Color_Specular;
3893 CGparameter fp_Color_Glow;
3894 CGparameter fp_Color_Pants;
3895 CGparameter fp_Color_Shirt;
3896 CGparameter fp_DeferredColor_Ambient;
3897 CGparameter fp_DeferredColor_Diffuse;
3898 CGparameter fp_DeferredColor_Specular;
3899 CGparameter fp_DeferredMod_Diffuse;
3900 CGparameter fp_DeferredMod_Specular;
3901 CGparameter fp_DistortScaleRefractReflect;
3902 CGparameter fp_EyePosition;
3903 CGparameter fp_FogColor;
3904 CGparameter fp_FogHeightFade;
3905 CGparameter fp_FogPlane;
3906 CGparameter fp_FogPlaneViewDist;
3907 CGparameter fp_FogRangeRecip;
3908 CGparameter fp_LightColor;
3909 CGparameter fp_LightDir;
3910 CGparameter fp_LightPosition;
3911 CGparameter fp_OffsetMapping_Scale;
3912 CGparameter fp_PixelSize;
3913 CGparameter fp_ReflectColor;
3914 CGparameter fp_ReflectFactor;
3915 CGparameter fp_ReflectOffset;
3916 CGparameter fp_RefractColor;
3917 CGparameter fp_Saturation;
3918 CGparameter fp_ScreenCenterRefractReflect;
3919 CGparameter fp_ScreenScaleRefractReflect;
3920 CGparameter fp_ScreenToDepth;
3921 CGparameter fp_ShadowMap_Parameters;
3922 CGparameter fp_ShadowMap_TextureScale;
3923 CGparameter fp_SpecularPower;
3924 CGparameter fp_UserVec1;
3925 CGparameter fp_UserVec2;
3926 CGparameter fp_UserVec3;
3927 CGparameter fp_UserVec4;
3928 CGparameter fp_ViewTintColor;
3929 CGparameter fp_ViewToLight;
3930 CGparameter fp_PixelToScreenTexCoord;
3931 CGparameter fp_ModelToReflectCube;
3932 CGparameter fp_BloomColorSubtract;
3936 /// information about each possible shader permutation
3937 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3938 /// currently selected permutation
3939 r_cg_permutation_t *r_cg_permutation;
3940 /// storage for permutations linked in the hash table
3941 memexpandablearray_t r_cg_permutationarray;
3943 #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));}}
3945 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3947 //unsigned int hashdepth = 0;
3948 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3949 r_cg_permutation_t *p;
3950 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3952 if (p->mode == mode && p->permutation == permutation)
3954 //if (hashdepth > 10)
3955 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3960 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3962 p->permutation = permutation;
3963 p->hashnext = r_cg_permutationhash[mode][hashindex];
3964 r_cg_permutationhash[mode][hashindex] = p;
3965 //if (hashdepth > 10)
3966 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3970 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3973 if (!filename || !filename[0])
3975 if (!strcmp(filename, "cg/default.cg"))
3977 if (!cgshaderstring)
3979 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3981 Con_DPrintf("Loading shaders from file %s...\n", filename);
3983 cgshaderstring = (char *)builtincgshaderstring;
3985 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3986 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3987 return shaderstring;
3989 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3992 if (printfromdisknotice)
3993 Con_DPrintf("from disk %s... ", filename);
3994 return shaderstring;
3996 return shaderstring;
3999 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4001 // TODO: load or create .fp and .vp shader files
4004 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4007 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4008 int vertstrings_count = 0, vertstring_length = 0;
4009 int geomstrings_count = 0, geomstring_length = 0;
4010 int fragstrings_count = 0, fragstring_length = 0;
4012 char *vertexstring, *geometrystring, *fragmentstring;
4013 char *vertstring, *geomstring, *fragstring;
4014 const char *vertstrings_list[32+3];
4015 const char *geomstrings_list[32+3];
4016 const char *fragstrings_list[32+3];
4017 char permutationname[256];
4018 char cachename[256];
4019 CGprofile vertexProfile;
4020 CGprofile fragmentProfile;
4028 permutationname[0] = 0;
4030 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4031 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4032 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4034 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4035 strlcat(cachename, "cg/", sizeof(cachename));
4037 // the first pretext is which type of shader to compile as
4038 // (later these will all be bound together as a program object)
4039 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4040 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4041 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4043 // the second pretext is the mode (for example a light source)
4044 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4045 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4046 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4047 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4048 strlcat(cachename, modeinfo->name, sizeof(cachename));
4050 // now add all the permutation pretexts
4051 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4053 if (permutation & (1<<i))
4055 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4056 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4057 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4058 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4059 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4063 // keep line numbers correct
4064 vertstrings_list[vertstrings_count++] = "\n";
4065 geomstrings_list[geomstrings_count++] = "\n";
4066 fragstrings_list[fragstrings_count++] = "\n";
4070 // replace spaces in the cachename with _ characters
4071 for (i = 0;cachename[i];i++)
4072 if (cachename[i] == ' ')
4075 // now append the shader text itself
4076 vertstrings_list[vertstrings_count++] = vertexstring;
4077 geomstrings_list[geomstrings_count++] = geometrystring;
4078 fragstrings_list[fragstrings_count++] = fragmentstring;
4080 // if any sources were NULL, clear the respective list
4082 vertstrings_count = 0;
4083 if (!geometrystring)
4084 geomstrings_count = 0;
4085 if (!fragmentstring)
4086 fragstrings_count = 0;
4088 vertstring_length = 0;
4089 for (i = 0;i < vertstrings_count;i++)
4090 vertstring_length += strlen(vertstrings_list[i]);
4091 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4092 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4093 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4095 geomstring_length = 0;
4096 for (i = 0;i < geomstrings_count;i++)
4097 geomstring_length += strlen(geomstrings_list[i]);
4098 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4099 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4100 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4102 fragstring_length = 0;
4103 for (i = 0;i < fragstrings_count;i++)
4104 fragstring_length += strlen(fragstrings_list[i]);
4105 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4106 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4107 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4111 //vertexProfile = CG_PROFILE_ARBVP1;
4112 //fragmentProfile = CG_PROFILE_ARBFP1;
4113 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4114 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4115 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4116 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4117 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4120 // try to load the cached shader, or generate one
4121 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4123 // if caching failed, do a dynamic compile for now
4125 if (vertstring[0] && !p->vprogram)
4126 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4128 if (fragstring[0] && !p->fprogram)
4129 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4132 // look up all the uniform variable names we care about, so we don't
4133 // have to look them up every time we set them
4137 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4138 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4139 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4140 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4141 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4142 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4143 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4144 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4145 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4146 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4147 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4148 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4154 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4155 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4156 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4157 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4158 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4159 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4160 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4161 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4162 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4163 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4164 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4165 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4166 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4167 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4168 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4169 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4170 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4171 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4172 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4173 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4174 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4175 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4176 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4177 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4178 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4179 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4180 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4181 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4182 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4183 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4184 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4185 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4186 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4187 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4188 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4189 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4190 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4191 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4192 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4193 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4194 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4195 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4196 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4197 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4198 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4199 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4200 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4201 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4202 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4203 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4204 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4205 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4206 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4207 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4208 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4209 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4210 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4211 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4212 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4213 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4214 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4215 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4216 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4217 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4218 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4219 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4220 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4221 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4222 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4223 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4224 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4225 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4226 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4227 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4228 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4229 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4230 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4234 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4235 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4237 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4241 Mem_Free(vertstring);
4243 Mem_Free(geomstring);
4245 Mem_Free(fragstring);
4247 Mem_Free(vertexstring);
4249 Mem_Free(geometrystring);
4251 Mem_Free(fragmentstring);
4254 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4256 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4259 if (r_cg_permutation != perm)
4261 r_cg_permutation = perm;
4262 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4264 if (!r_cg_permutation->compiled)
4265 R_CG_CompilePermutation(perm, mode, permutation);
4266 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4268 // remove features until we find a valid permutation
4270 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4272 // reduce i more quickly whenever it would not remove any bits
4273 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4274 if (!(permutation & j))
4277 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4278 if (!r_cg_permutation->compiled)
4279 R_CG_CompilePermutation(perm, mode, permutation);
4280 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4283 if (i >= SHADERPERMUTATION_COUNT)
4285 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4286 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4287 return; // no bit left to clear, entire mode is broken
4293 if (r_cg_permutation->vprogram)
4295 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4296 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4297 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4301 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4302 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4304 if (r_cg_permutation->fprogram)
4306 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4307 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4308 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4312 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4313 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4317 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4318 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4319 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4322 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4324 cgGLSetTextureParameter(param, R_GetTexture(tex));
4325 cgGLEnableTextureParameter(param);
4333 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4334 extern D3DCAPS9 vid_d3d9caps;
4337 struct r_hlsl_permutation_s;
4338 typedef struct r_hlsl_permutation_s
4340 /// hash lookup data
4341 struct r_hlsl_permutation_s *hashnext;
4343 unsigned int permutation;
4345 /// indicates if we have tried compiling this permutation already
4347 /// NULL if compilation failed
4348 IDirect3DVertexShader9 *vertexshader;
4349 IDirect3DPixelShader9 *pixelshader;
4351 r_hlsl_permutation_t;
4353 typedef enum D3DVSREGISTER_e
4355 D3DVSREGISTER_TexMatrix = 0, // float4x4
4356 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4357 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4358 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4359 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4360 D3DVSREGISTER_ModelToLight = 20, // float4x4
4361 D3DVSREGISTER_EyePosition = 24,
4362 D3DVSREGISTER_FogPlane = 25,
4363 D3DVSREGISTER_LightDir = 26,
4364 D3DVSREGISTER_LightPosition = 27,
4368 typedef enum D3DPSREGISTER_e
4370 D3DPSREGISTER_Alpha = 0,
4371 D3DPSREGISTER_BloomBlur_Parameters = 1,
4372 D3DPSREGISTER_ClientTime = 2,
4373 D3DPSREGISTER_Color_Ambient = 3,
4374 D3DPSREGISTER_Color_Diffuse = 4,
4375 D3DPSREGISTER_Color_Specular = 5,
4376 D3DPSREGISTER_Color_Glow = 6,
4377 D3DPSREGISTER_Color_Pants = 7,
4378 D3DPSREGISTER_Color_Shirt = 8,
4379 D3DPSREGISTER_DeferredColor_Ambient = 9,
4380 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4381 D3DPSREGISTER_DeferredColor_Specular = 11,
4382 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4383 D3DPSREGISTER_DeferredMod_Specular = 13,
4384 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4385 D3DPSREGISTER_EyePosition = 15, // unused
4386 D3DPSREGISTER_FogColor = 16,
4387 D3DPSREGISTER_FogHeightFade = 17,
4388 D3DPSREGISTER_FogPlane = 18,
4389 D3DPSREGISTER_FogPlaneViewDist = 19,
4390 D3DPSREGISTER_FogRangeRecip = 20,
4391 D3DPSREGISTER_LightColor = 21,
4392 D3DPSREGISTER_LightDir = 22, // unused
4393 D3DPSREGISTER_LightPosition = 23,
4394 D3DPSREGISTER_OffsetMapping_Scale = 24,
4395 D3DPSREGISTER_PixelSize = 25,
4396 D3DPSREGISTER_ReflectColor = 26,
4397 D3DPSREGISTER_ReflectFactor = 27,
4398 D3DPSREGISTER_ReflectOffset = 28,
4399 D3DPSREGISTER_RefractColor = 29,
4400 D3DPSREGISTER_Saturation = 30,
4401 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4402 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4403 D3DPSREGISTER_ScreenToDepth = 33,
4404 D3DPSREGISTER_ShadowMap_Parameters = 34,
4405 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4406 D3DPSREGISTER_SpecularPower = 36,
4407 D3DPSREGISTER_UserVec1 = 37,
4408 D3DPSREGISTER_UserVec2 = 38,
4409 D3DPSREGISTER_UserVec3 = 39,
4410 D3DPSREGISTER_UserVec4 = 40,
4411 D3DPSREGISTER_ViewTintColor = 41,
4412 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4413 D3DPSREGISTER_BloomColorSubtract = 43,
4414 D3DPSREGISTER_ViewToLight = 44, // float4x4
4415 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4420 /// information about each possible shader permutation
4421 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4422 /// currently selected permutation
4423 r_hlsl_permutation_t *r_hlsl_permutation;
4424 /// storage for permutations linked in the hash table
4425 memexpandablearray_t r_hlsl_permutationarray;
4427 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4429 //unsigned int hashdepth = 0;
4430 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4431 r_hlsl_permutation_t *p;
4432 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4434 if (p->mode == mode && p->permutation == permutation)
4436 //if (hashdepth > 10)
4437 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4442 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4444 p->permutation = permutation;
4445 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4446 r_hlsl_permutationhash[mode][hashindex] = p;
4447 //if (hashdepth > 10)
4448 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4452 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4455 if (!filename || !filename[0])
4457 if (!strcmp(filename, "hlsl/default.hlsl"))
4459 if (!hlslshaderstring)
4461 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4462 if (hlslshaderstring)
4463 Con_DPrintf("Loading shaders from file %s...\n", filename);
4465 hlslshaderstring = (char *)builtincgshaderstring;
4467 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4468 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4469 return shaderstring;
4471 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4474 if (printfromdisknotice)
4475 Con_DPrintf("from disk %s... ", filename);
4476 return shaderstring;
4478 return shaderstring;
4482 //#include <d3dx9shader.h>
4483 //#include <d3dx9mesh.h>
4485 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4487 DWORD *vsbin = NULL;
4488 DWORD *psbin = NULL;
4489 fs_offset_t vsbinsize;
4490 fs_offset_t psbinsize;
4491 // IDirect3DVertexShader9 *vs = NULL;
4492 // IDirect3DPixelShader9 *ps = NULL;
4493 ID3DXBuffer *vslog = NULL;
4494 ID3DXBuffer *vsbuffer = NULL;
4495 ID3DXConstantTable *vsconstanttable = NULL;
4496 ID3DXBuffer *pslog = NULL;
4497 ID3DXBuffer *psbuffer = NULL;
4498 ID3DXConstantTable *psconstanttable = NULL;
4501 char temp[MAX_INPUTLINE];
4502 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4503 qboolean debugshader = 1;//gl_paranoid.integer != 0;
4504 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4505 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4508 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4509 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4511 if ((!vsbin && vertstring) || (!psbin && fragstring))
4513 const char* dllnames_d3dx9 [] =
4537 dllhandle_t d3dx9_dll = NULL;
4538 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4539 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4540 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4541 dllfunction_t d3dx9_dllfuncs[] =
4543 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4544 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4545 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4548 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4550 DWORD shaderflags = 0;
4552 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4553 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4554 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4555 if (vertstring && vertstring[0])
4559 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4560 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4561 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4562 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4565 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4568 vsbinsize = vsbuffer->GetBufferSize();
4569 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4570 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4571 vsbuffer->Release();
4575 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4576 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4580 if (fragstring && fragstring[0])
4584 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4585 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4586 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4587 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4590 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4593 psbinsize = psbuffer->GetBufferSize();
4594 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4595 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4596 psbuffer->Release();
4600 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4601 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4605 Sys_UnloadLibrary(&d3dx9_dll);
4608 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4612 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4613 if (FAILED(vsresult))
4614 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4615 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4616 if (FAILED(psresult))
4617 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4619 // free the shader data
4620 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4621 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4624 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4627 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4628 int vertstrings_count = 0, vertstring_length = 0;
4629 int geomstrings_count = 0, geomstring_length = 0;
4630 int fragstrings_count = 0, fragstring_length = 0;
4632 char *vertexstring, *geometrystring, *fragmentstring;
4633 char *vertstring, *geomstring, *fragstring;
4634 const char *vertstrings_list[32+3];
4635 const char *geomstrings_list[32+3];
4636 const char *fragstrings_list[32+3];
4637 char permutationname[256];
4638 char cachename[256];
4643 p->vertexshader = NULL;
4644 p->pixelshader = NULL;
4646 permutationname[0] = 0;
4648 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4649 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4650 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4652 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4653 strlcat(cachename, "hlsl/", sizeof(cachename));
4655 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4656 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4657 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4658 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4660 // the first pretext is which type of shader to compile as
4661 // (later these will all be bound together as a program object)
4662 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4663 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4664 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4666 // the second pretext is the mode (for example a light source)
4667 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4668 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4669 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4670 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4671 strlcat(cachename, modeinfo->name, sizeof(cachename));
4673 // now add all the permutation pretexts
4674 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4676 if (permutation & (1<<i))
4678 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4679 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4680 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4681 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4682 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4686 // keep line numbers correct
4687 vertstrings_list[vertstrings_count++] = "\n";
4688 geomstrings_list[geomstrings_count++] = "\n";
4689 fragstrings_list[fragstrings_count++] = "\n";
4693 // replace spaces in the cachename with _ characters
4694 for (i = 0;cachename[i];i++)
4695 if (cachename[i] == ' ')
4698 // now append the shader text itself
4699 vertstrings_list[vertstrings_count++] = vertexstring;
4700 geomstrings_list[geomstrings_count++] = geometrystring;
4701 fragstrings_list[fragstrings_count++] = fragmentstring;
4703 // if any sources were NULL, clear the respective list
4705 vertstrings_count = 0;
4706 if (!geometrystring)
4707 geomstrings_count = 0;
4708 if (!fragmentstring)
4709 fragstrings_count = 0;
4711 vertstring_length = 0;
4712 for (i = 0;i < vertstrings_count;i++)
4713 vertstring_length += strlen(vertstrings_list[i]);
4714 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4715 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4716 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4718 geomstring_length = 0;
4719 for (i = 0;i < geomstrings_count;i++)
4720 geomstring_length += strlen(geomstrings_list[i]);
4721 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4722 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4723 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4725 fragstring_length = 0;
4726 for (i = 0;i < fragstrings_count;i++)
4727 fragstring_length += strlen(fragstrings_list[i]);
4728 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4729 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4730 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4732 // try to load the cached shader, or generate one
4733 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4735 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4736 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4738 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4742 Mem_Free(vertstring);
4744 Mem_Free(geomstring);
4746 Mem_Free(fragstring);
4748 Mem_Free(vertexstring);
4750 Mem_Free(geometrystring);
4752 Mem_Free(fragmentstring);
4755 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4756 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4757 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);}
4758 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);}
4759 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);}
4760 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);}
4762 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4763 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4764 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);}
4765 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);}
4766 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);}
4767 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);}
4769 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4771 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4772 if (r_hlsl_permutation != perm)
4774 r_hlsl_permutation = perm;
4775 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4777 if (!r_hlsl_permutation->compiled)
4778 R_HLSL_CompilePermutation(perm, mode, permutation);
4779 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4781 // remove features until we find a valid permutation
4783 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4785 // reduce i more quickly whenever it would not remove any bits
4786 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4787 if (!(permutation & j))
4790 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4791 if (!r_hlsl_permutation->compiled)
4792 R_HLSL_CompilePermutation(perm, mode, permutation);
4793 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4796 if (i >= SHADERPERMUTATION_COUNT)
4798 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4799 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4800 return; // no bit left to clear, entire mode is broken
4804 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4805 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4807 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4808 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4809 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4813 void R_GLSL_Restart_f(void)
4815 unsigned int i, limit;
4816 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4817 Mem_Free(glslshaderstring);
4818 glslshaderstring = NULL;
4819 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4820 Mem_Free(cgshaderstring);
4821 cgshaderstring = NULL;
4822 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4823 Mem_Free(hlslshaderstring);
4824 hlslshaderstring = NULL;
4825 switch(vid.renderpath)
4827 case RENDERPATH_D3D9:
4830 r_hlsl_permutation_t *p;
4831 r_hlsl_permutation = NULL;
4832 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4833 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4834 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4835 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4836 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4837 for (i = 0;i < limit;i++)
4839 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4841 if (p->vertexshader)
4842 IDirect3DVertexShader9_Release(p->vertexshader);
4844 IDirect3DPixelShader9_Release(p->pixelshader);
4845 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4848 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4852 case RENDERPATH_D3D10:
4853 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4855 case RENDERPATH_D3D11:
4856 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4858 case RENDERPATH_GL20:
4860 r_glsl_permutation_t *p;
4861 r_glsl_permutation = NULL;
4862 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4863 for (i = 0;i < limit;i++)
4865 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4867 GL_Backend_FreeProgram(p->program);
4868 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4871 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4874 case RENDERPATH_CGGL:
4877 r_cg_permutation_t *p;
4878 r_cg_permutation = NULL;
4879 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4880 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4881 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4882 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4883 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4884 for (i = 0;i < limit;i++)
4886 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4889 cgDestroyProgram(p->vprogram);
4891 cgDestroyProgram(p->fprogram);
4892 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4895 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4899 case RENDERPATH_GL13:
4900 case RENDERPATH_GL11:
4905 void R_GLSL_DumpShader_f(void)
4910 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4913 FS_Print(file, "/* The engine may define the following macros:\n");
4914 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4915 for (i = 0;i < SHADERMODE_COUNT;i++)
4916 FS_Print(file, glslshadermodeinfo[i].pretext);
4917 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4918 FS_Print(file, shaderpermutationinfo[i].pretext);
4919 FS_Print(file, "*/\n");
4920 FS_Print(file, builtinshaderstring);
4922 Con_Printf("glsl/default.glsl written\n");
4925 Con_Printf("failed to write to glsl/default.glsl\n");
4928 file = FS_OpenRealFile("cg/default.cg", "w", false);
4931 FS_Print(file, "/* The engine may define the following macros:\n");
4932 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4933 for (i = 0;i < SHADERMODE_COUNT;i++)
4934 FS_Print(file, cgshadermodeinfo[i].pretext);
4935 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4936 FS_Print(file, shaderpermutationinfo[i].pretext);
4937 FS_Print(file, "*/\n");
4938 FS_Print(file, builtincgshaderstring);
4940 Con_Printf("cg/default.cg written\n");
4943 Con_Printf("failed to write to cg/default.cg\n");
4947 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4950 FS_Print(file, "/* The engine may define the following macros:\n");
4951 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4952 for (i = 0;i < SHADERMODE_COUNT;i++)
4953 FS_Print(file, hlslshadermodeinfo[i].pretext);
4954 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4955 FS_Print(file, shaderpermutationinfo[i].pretext);
4956 FS_Print(file, "*/\n");
4957 FS_Print(file, builtincgshaderstring);
4959 Con_Printf("hlsl/default.hlsl written\n");
4962 Con_Printf("failed to write to hlsl/default.hlsl\n");
4966 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4969 texturemode = GL_MODULATE;
4970 switch (vid.renderpath)
4972 case RENDERPATH_D3D9:
4974 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4975 R_Mesh_TexBind(GL20TU_FIRST , first );
4976 R_Mesh_TexBind(GL20TU_SECOND, second);
4979 case RENDERPATH_D3D10:
4980 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4982 case RENDERPATH_D3D11:
4983 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4985 case RENDERPATH_GL20:
4986 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))));
4987 R_Mesh_TexBind(GL20TU_FIRST , first );
4988 R_Mesh_TexBind(GL20TU_SECOND, second);
4990 case RENDERPATH_CGGL:
4993 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))));
4994 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4995 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4998 case RENDERPATH_GL13:
4999 R_Mesh_TexBind(0, first );
5000 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5001 R_Mesh_TexBind(1, second);
5003 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5005 case RENDERPATH_GL11:
5006 R_Mesh_TexBind(0, first );
5011 void R_SetupShader_DepthOrShadow(void)
5013 switch (vid.renderpath)
5015 case RENDERPATH_D3D9:
5017 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5020 case RENDERPATH_D3D10:
5021 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5023 case RENDERPATH_D3D11:
5024 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5026 case RENDERPATH_GL20:
5027 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5029 case RENDERPATH_CGGL:
5031 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5034 case RENDERPATH_GL13:
5035 R_Mesh_TexBind(0, 0);
5036 R_Mesh_TexBind(1, 0);
5038 case RENDERPATH_GL11:
5039 R_Mesh_TexBind(0, 0);
5044 void R_SetupShader_ShowDepth(void)
5046 switch (vid.renderpath)
5048 case RENDERPATH_D3D9:
5050 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5053 case RENDERPATH_D3D10:
5054 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5056 case RENDERPATH_D3D11:
5057 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5059 case RENDERPATH_GL20:
5060 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5062 case RENDERPATH_CGGL:
5064 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5067 case RENDERPATH_GL13:
5069 case RENDERPATH_GL11:
5074 extern qboolean r_shadow_usingdeferredprepass;
5075 extern cvar_t r_shadow_deferred_8bitrange;
5076 extern rtexture_t *r_shadow_attenuationgradienttexture;
5077 extern rtexture_t *r_shadow_attenuation2dtexture;
5078 extern rtexture_t *r_shadow_attenuation3dtexture;
5079 extern qboolean r_shadow_usingshadowmap2d;
5080 extern qboolean r_shadow_usingshadowmaportho;
5081 extern float r_shadow_shadowmap_texturescale[2];
5082 extern float r_shadow_shadowmap_parameters[4];
5083 extern qboolean r_shadow_shadowmapvsdct;
5084 extern qboolean r_shadow_shadowmapsampler;
5085 extern int r_shadow_shadowmappcf;
5086 extern rtexture_t *r_shadow_shadowmap2dtexture;
5087 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5088 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5089 extern matrix4x4_t r_shadow_shadowmapmatrix;
5090 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5091 extern int r_shadow_prepass_width;
5092 extern int r_shadow_prepass_height;
5093 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5094 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5095 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5096 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5097 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5098 extern cvar_t gl_mesh_separatearrays;
5099 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5101 // a blendfunc allows colormod if:
5102 // a) it can never keep the destination pixel invariant, or
5103 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5104 // this is to prevent unintended side effects from colormod
5107 // IF there is a (s, sa) for which for all (d, da),
5108 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5109 // THEN, for this (s, sa) and all (colormod, d, da):
5110 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5111 // OBVIOUSLY, this means that
5112 // s*colormod * src(s*colormod, d, sa, da) = 0
5113 // dst(s*colormod, d, sa, da) = 1
5115 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5117 // main condition to leave dst color invariant:
5118 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5120 // s * 0 + d * dst(s, d, sa, da) == d
5121 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5122 // => colormod is a problem for GL_SRC_COLOR only
5124 // s + d * dst(s, d, sa, da) == d
5126 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5127 // => colormod is never problematic for these
5128 // src == GL_SRC_COLOR:
5129 // s*s + d * dst(s, d, sa, da) == d
5131 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5132 // => colormod is never problematic for these
5133 // src == GL_ONE_MINUS_SRC_COLOR:
5134 // s*(1-s) + d * dst(s, d, sa, da) == d
5135 // => s == 0 or s == 1
5136 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5137 // => colormod is a problem for GL_SRC_COLOR only
5138 // src == GL_DST_COLOR
5139 // s*d + d * dst(s, d, sa, da) == d
5141 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5142 // => colormod is always a problem
5145 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5146 // => colormod is never problematic for these
5147 // => BUT, we do not know s! We must assume it is problematic
5148 // then... except in GL_ONE case, where we know all invariant
5150 // src == GL_ONE_MINUS_DST_COLOR
5151 // s*(1-d) + d * dst(s, d, sa, da) == d
5152 // => s == 0 (1-d is impossible to handle for our desired result)
5153 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5154 // => colormod is never problematic for these
5155 // src == GL_SRC_ALPHA
5156 // s*sa + d * dst(s, d, sa, da) == d
5157 // => s == 0, or sa == 0
5158 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5159 // => colormod breaks in the case GL_SRC_COLOR only
5160 // src == GL_ONE_MINUS_SRC_ALPHA
5161 // s*(1-sa) + d * dst(s, d, sa, da) == d
5162 // => s == 0, or sa == 1
5163 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5164 // => colormod breaks in the case GL_SRC_COLOR only
5165 // src == GL_DST_ALPHA
5166 // s*da + d * dst(s, d, sa, da) == d
5168 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5169 // => colormod is never problematic for these
5174 case GL_ONE_MINUS_SRC_COLOR:
5176 case GL_ONE_MINUS_SRC_ALPHA:
5177 if(dst == GL_SRC_COLOR)
5182 case GL_ONE_MINUS_DST_COLOR:
5184 case GL_ONE_MINUS_DST_ALPHA:
5194 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)
5196 // select a permutation of the lighting shader appropriate to this
5197 // combination of texture, entity, light source, and fogging, only use the
5198 // minimum features necessary to avoid wasting rendering time in the
5199 // fragment shader on features that are not being used
5200 unsigned int permutation = 0;
5201 unsigned int mode = 0;
5202 qboolean allow_colormod;
5203 static float dummy_colormod[3] = {1, 1, 1};
5204 float *colormod = rsurface.colormod;
5206 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5207 if (rsurfacepass == RSURFPASS_BACKGROUND)
5209 // distorted background
5210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5211 mode = SHADERMODE_WATER;
5212 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5213 mode = SHADERMODE_REFRACTION;
5216 mode = SHADERMODE_GENERIC;
5217 permutation |= SHADERPERMUTATION_DIFFUSE;
5219 GL_AlphaTest(false);
5220 GL_BlendFunc(GL_ONE, GL_ZERO);
5221 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5223 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5225 if (r_glsl_offsetmapping.integer)
5227 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5228 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5229 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5230 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5231 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5233 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5234 if (r_glsl_offsetmapping_reliefmapping.integer)
5235 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5238 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5239 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5240 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5241 permutation |= SHADERPERMUTATION_ALPHAKILL;
5242 // normalmap (deferred prepass), may use alpha test on diffuse
5243 mode = SHADERMODE_DEFERREDGEOMETRY;
5244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5246 GL_AlphaTest(false);
5247 GL_BlendFunc(GL_ONE, GL_ZERO);
5248 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5250 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5252 if (r_glsl_offsetmapping.integer)
5254 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5255 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5256 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5257 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5258 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5260 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5261 if (r_glsl_offsetmapping_reliefmapping.integer)
5262 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5265 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5266 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5268 mode = SHADERMODE_LIGHTSOURCE;
5269 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5270 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5271 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5272 permutation |= SHADERPERMUTATION_CUBEFILTER;
5273 if (diffusescale > 0)
5274 permutation |= SHADERPERMUTATION_DIFFUSE;
5275 if (specularscale > 0)
5277 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5278 if (r_shadow_glossexact.integer)
5279 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5281 if (r_refdef.fogenabled)
5282 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5283 if (rsurface.texture->colormapping)
5284 permutation |= SHADERPERMUTATION_COLORMAPPING;
5285 if (r_shadow_usingshadowmap2d)
5287 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5288 if(r_shadow_shadowmapvsdct)
5289 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5291 if (r_shadow_shadowmapsampler)
5292 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5293 if (r_shadow_shadowmappcf > 1)
5294 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5295 else if (r_shadow_shadowmappcf)
5296 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5298 if (rsurface.texture->reflectmasktexture)
5299 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5300 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5301 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5302 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5304 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5306 if (r_glsl_offsetmapping.integer)
5308 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5309 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5310 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5311 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5312 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5314 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5315 if (r_glsl_offsetmapping_reliefmapping.integer)
5316 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5319 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5320 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5321 // unshaded geometry (fullbright or ambient model lighting)
5322 mode = SHADERMODE_FLATCOLOR;
5323 ambientscale = diffusescale = specularscale = 0;
5324 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5325 permutation |= SHADERPERMUTATION_GLOW;
5326 if (r_refdef.fogenabled)
5327 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5328 if (rsurface.texture->colormapping)
5329 permutation |= SHADERPERMUTATION_COLORMAPPING;
5330 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5332 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5333 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5335 if (r_shadow_shadowmapsampler)
5336 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5337 if (r_shadow_shadowmappcf > 1)
5338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5339 else if (r_shadow_shadowmappcf)
5340 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5343 permutation |= SHADERPERMUTATION_REFLECTION;
5344 if (rsurface.texture->reflectmasktexture)
5345 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5346 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5347 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5348 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5350 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5352 if (r_glsl_offsetmapping.integer)
5354 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5355 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5356 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5357 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5358 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5360 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5361 if (r_glsl_offsetmapping_reliefmapping.integer)
5362 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5365 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5366 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5367 // directional model lighting
5368 mode = SHADERMODE_LIGHTDIRECTION;
5369 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5370 permutation |= SHADERPERMUTATION_GLOW;
5371 permutation |= SHADERPERMUTATION_DIFFUSE;
5372 if (specularscale > 0)
5374 permutation |= SHADERPERMUTATION_SPECULAR;
5375 if (r_shadow_glossexact.integer)
5376 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5378 if (r_refdef.fogenabled)
5379 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5380 if (rsurface.texture->colormapping)
5381 permutation |= SHADERPERMUTATION_COLORMAPPING;
5382 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5384 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5385 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5387 if (r_shadow_shadowmapsampler)
5388 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5389 if (r_shadow_shadowmappcf > 1)
5390 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5391 else if (r_shadow_shadowmappcf)
5392 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5394 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5395 permutation |= SHADERPERMUTATION_REFLECTION;
5396 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5397 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5398 if (rsurface.texture->reflectmasktexture)
5399 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5400 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5401 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5402 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5404 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5406 if (r_glsl_offsetmapping.integer)
5408 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5409 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5410 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5411 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5412 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5414 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5415 if (r_glsl_offsetmapping_reliefmapping.integer)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5419 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5420 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5421 // ambient model lighting
5422 mode = SHADERMODE_LIGHTDIRECTION;
5423 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5424 permutation |= SHADERPERMUTATION_GLOW;
5425 if (r_refdef.fogenabled)
5426 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5427 if (rsurface.texture->colormapping)
5428 permutation |= SHADERPERMUTATION_COLORMAPPING;
5429 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5431 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5432 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5434 if (r_shadow_shadowmapsampler)
5435 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5436 if (r_shadow_shadowmappcf > 1)
5437 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5438 else if (r_shadow_shadowmappcf)
5439 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5442 permutation |= SHADERPERMUTATION_REFLECTION;
5443 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5444 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5445 if (rsurface.texture->reflectmasktexture)
5446 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5447 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5448 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5449 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5453 if (r_glsl_offsetmapping.integer)
5455 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5456 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5458 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5459 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5461 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5462 if (r_glsl_offsetmapping_reliefmapping.integer)
5463 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5466 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5467 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5469 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5470 permutation |= SHADERPERMUTATION_GLOW;
5471 if (r_refdef.fogenabled)
5472 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5473 if (rsurface.texture->colormapping)
5474 permutation |= SHADERPERMUTATION_COLORMAPPING;
5475 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5477 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5478 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5480 if (r_shadow_shadowmapsampler)
5481 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5482 if (r_shadow_shadowmappcf > 1)
5483 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5484 else if (r_shadow_shadowmappcf)
5485 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5488 permutation |= SHADERPERMUTATION_REFLECTION;
5489 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5490 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5491 if (rsurface.texture->reflectmasktexture)
5492 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5493 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5495 // deluxemapping (light direction texture)
5496 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5497 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5499 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5500 permutation |= SHADERPERMUTATION_DIFFUSE;
5501 if (specularscale > 0)
5503 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5504 if (r_shadow_glossexact.integer)
5505 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5508 else if (r_glsl_deluxemapping.integer >= 2)
5510 // fake deluxemapping (uniform light direction in tangentspace)
5511 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5512 permutation |= SHADERPERMUTATION_DIFFUSE;
5513 if (specularscale > 0)
5515 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5516 if (r_shadow_glossexact.integer)
5517 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5520 else if (rsurface.uselightmaptexture)
5522 // ordinary lightmapping (q1bsp, q3bsp)
5523 mode = SHADERMODE_LIGHTMAP;
5527 // ordinary vertex coloring (q3bsp)
5528 mode = SHADERMODE_VERTEXCOLOR;
5530 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5531 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5532 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5535 colormod = dummy_colormod;
5536 switch(vid.renderpath)
5538 case RENDERPATH_D3D9:
5540 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);
5541 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5542 R_SetupShader_SetPermutationHLSL(mode, permutation);
5543 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5544 if (mode == SHADERMODE_LIGHTSOURCE)
5546 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5547 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5551 if (mode == SHADERMODE_LIGHTDIRECTION)
5553 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5556 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5557 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5558 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5559 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5560 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5562 if (mode == SHADERMODE_LIGHTSOURCE)
5564 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5565 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5570 // additive passes are only darkened by fog, not tinted
5571 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5572 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5576 if (mode == SHADERMODE_FLATCOLOR)
5578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5580 else if (mode == SHADERMODE_LIGHTDIRECTION)
5582 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]);
5583 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5584 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);
5585 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);
5586 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5587 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5588 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5594 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);
5595 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);
5596 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5598 // additive passes are only darkened by fog, not tinted
5599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5600 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5602 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5603 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);
5604 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5605 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5606 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5607 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5608 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5609 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5610 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5612 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5613 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5615 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5616 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5617 if (rsurface.texture->pantstexture)
5618 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5621 if (rsurface.texture->shirttexture)
5622 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5624 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5625 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5626 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5627 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5628 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5629 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5630 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5631 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5633 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5634 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5635 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5636 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5637 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5638 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5639 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5640 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5641 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5642 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5643 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5644 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5645 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5646 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5647 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5648 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5649 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5650 if (rsurfacepass == RSURFPASS_BACKGROUND)
5652 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5653 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5654 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5658 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5660 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5661 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5662 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5663 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5664 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5666 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5667 if (rsurface.rtlight)
5669 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5670 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5675 case RENDERPATH_D3D10:
5676 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5678 case RENDERPATH_D3D11:
5679 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5681 case RENDERPATH_GL20:
5682 if (gl_mesh_separatearrays.integer)
5684 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);
5685 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5686 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5687 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5688 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5689 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5690 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5691 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5695 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);
5696 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5698 R_SetupShader_SetPermutationGLSL(mode, permutation);
5699 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5700 if (mode == SHADERMODE_LIGHTSOURCE)
5702 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5703 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5704 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5705 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5706 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5707 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);
5709 // additive passes are only darkened by fog, not tinted
5710 if (r_glsl_permutation->loc_FogColor >= 0)
5711 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5712 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5716 if (mode == SHADERMODE_FLATCOLOR)
5718 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5720 else if (mode == SHADERMODE_LIGHTDIRECTION)
5722 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5723 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5724 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);
5725 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5726 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);
5727 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]);
5728 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]);
5732 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5733 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]);
5734 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);
5735 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5736 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);
5738 // additive passes are only darkened by fog, not tinted
5739 if (r_glsl_permutation->loc_FogColor >= 0)
5741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5742 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5744 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5746 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);
5747 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]);
5748 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]);
5749 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5750 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5751 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5752 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5753 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5755 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5756 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5757 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5758 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]);
5759 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]);
5761 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5762 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5763 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5764 if (r_glsl_permutation->loc_Color_Pants >= 0)
5766 if (rsurface.texture->pantstexture)
5767 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5769 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5771 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5773 if (rsurface.texture->shirttexture)
5774 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5776 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5778 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]);
5779 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5780 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5781 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5782 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5783 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]);
5784 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5786 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5787 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5788 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5789 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5790 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5791 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5792 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5793 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5794 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5795 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5796 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5797 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5798 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5799 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5800 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5801 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5802 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5803 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5804 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5805 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5806 if (rsurfacepass == RSURFPASS_BACKGROUND)
5808 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5809 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5810 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5814 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5816 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5817 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5818 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5819 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5820 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5822 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5823 if (rsurface.rtlight)
5825 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5826 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5831 case RENDERPATH_CGGL:
5833 if (gl_mesh_separatearrays.integer)
5835 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);
5836 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5837 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5838 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5839 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5840 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5841 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5842 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5846 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);
5847 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5849 R_SetupShader_SetPermutationCG(mode, permutation);
5850 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5851 if (mode == SHADERMODE_LIGHTSOURCE)
5853 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5854 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5858 if (mode == SHADERMODE_LIGHTDIRECTION)
5860 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
5863 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5864 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5865 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5866 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5867 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
5870 if (mode == SHADERMODE_LIGHTSOURCE)
5872 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5873 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5874 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5875 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5876 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
5878 // additive passes are only darkened by fog, not tinted
5879 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5880 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5884 if (mode == SHADERMODE_FLATCOLOR)
5886 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5888 else if (mode == SHADERMODE_LIGHTDIRECTION)
5890 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5891 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5892 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
5893 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5894 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
5895 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
5896 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
5900 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5901 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
5902 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
5903 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5904 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
5906 // additive passes are only darkened by fog, not tinted
5907 if (r_cg_permutation->fp_FogColor)
5909 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5910 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5912 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5915 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
5916 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
5917 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
5918 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5919 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5920 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5921 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5922 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5924 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
5925 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
5926 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5927 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5928 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5929 if (r_cg_permutation->fp_Color_Pants)
5931 if (rsurface.texture->pantstexture)
5932 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5934 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5937 if (r_cg_permutation->fp_Color_Shirt)
5939 if (rsurface.texture->shirttexture)
5940 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5942 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5945 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
5946 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5947 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5948 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5949 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5950 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
5951 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5953 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5954 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5955 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5956 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5957 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5958 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5959 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5960 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5961 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5962 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5963 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5964 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5965 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5966 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5967 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
5968 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5969 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5970 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
5971 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
5972 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5973 if (rsurfacepass == RSURFPASS_BACKGROUND)
5975 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
5976 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
5977 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
5981 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
5983 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5984 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5985 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5986 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5987 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5989 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5990 if (rsurface.rtlight)
5992 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5993 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6000 case RENDERPATH_GL13:
6001 case RENDERPATH_GL11:
6006 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6008 // select a permutation of the lighting shader appropriate to this
6009 // combination of texture, entity, light source, and fogging, only use the
6010 // minimum features necessary to avoid wasting rendering time in the
6011 // fragment shader on features that are not being used
6012 unsigned int permutation = 0;
6013 unsigned int mode = 0;
6014 const float *lightcolorbase = rtlight->currentcolor;
6015 float ambientscale = rtlight->ambientscale;
6016 float diffusescale = rtlight->diffusescale;
6017 float specularscale = rtlight->specularscale;
6018 // this is the location of the light in view space
6019 vec3_t viewlightorigin;
6020 // this transforms from view space (camera) to light space (cubemap)
6021 matrix4x4_t viewtolight;
6022 matrix4x4_t lighttoview;
6023 float viewtolight16f[16];
6024 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6026 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6027 if (rtlight->currentcubemap != r_texture_whitecube)
6028 permutation |= SHADERPERMUTATION_CUBEFILTER;
6029 if (diffusescale > 0)
6030 permutation |= SHADERPERMUTATION_DIFFUSE;
6031 if (specularscale > 0)
6033 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6034 if (r_shadow_glossexact.integer)
6035 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6037 if (r_shadow_usingshadowmap2d)
6039 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6040 if (r_shadow_shadowmapvsdct)
6041 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6043 if (r_shadow_shadowmapsampler)
6044 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6045 if (r_shadow_shadowmappcf > 1)
6046 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6047 else if (r_shadow_shadowmappcf)
6048 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6050 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6051 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6052 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6053 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6054 switch(vid.renderpath)
6056 case RENDERPATH_D3D9:
6058 R_SetupShader_SetPermutationHLSL(mode, permutation);
6059 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6060 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6061 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6062 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6063 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6064 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6065 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6066 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6067 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6068 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6070 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6071 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6072 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6073 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6074 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6075 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6078 case RENDERPATH_D3D10:
6079 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6081 case RENDERPATH_D3D11:
6082 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6084 case RENDERPATH_GL20:
6085 R_SetupShader_SetPermutationGLSL(mode, permutation);
6086 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6087 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6088 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);
6089 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);
6090 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);
6091 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]);
6092 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]);
6093 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));
6094 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]);
6095 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6097 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6098 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6099 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6100 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6101 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6102 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6104 case RENDERPATH_CGGL:
6106 R_SetupShader_SetPermutationCG(mode, permutation);
6107 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6108 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6109 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
6110 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
6111 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
6112 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
6113 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
6114 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
6115 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
6116 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6118 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6119 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6120 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6121 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6122 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6123 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6126 case RENDERPATH_GL13:
6127 case RENDERPATH_GL11:
6132 #define SKINFRAME_HASH 1024
6136 int loadsequence; // incremented each level change
6137 memexpandablearray_t array;
6138 skinframe_t *hash[SKINFRAME_HASH];
6141 r_skinframe_t r_skinframe;
6143 void R_SkinFrame_PrepareForPurge(void)
6145 r_skinframe.loadsequence++;
6146 // wrap it without hitting zero
6147 if (r_skinframe.loadsequence >= 200)
6148 r_skinframe.loadsequence = 1;
6151 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6155 // mark the skinframe as used for the purging code
6156 skinframe->loadsequence = r_skinframe.loadsequence;
6159 void R_SkinFrame_Purge(void)
6163 for (i = 0;i < SKINFRAME_HASH;i++)
6165 for (s = r_skinframe.hash[i];s;s = s->next)
6167 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6169 if (s->merged == s->base)
6171 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6172 R_PurgeTexture(s->stain );s->stain = NULL;
6173 R_PurgeTexture(s->merged);s->merged = NULL;
6174 R_PurgeTexture(s->base );s->base = NULL;
6175 R_PurgeTexture(s->pants );s->pants = NULL;
6176 R_PurgeTexture(s->shirt );s->shirt = NULL;
6177 R_PurgeTexture(s->nmap );s->nmap = NULL;
6178 R_PurgeTexture(s->gloss );s->gloss = NULL;
6179 R_PurgeTexture(s->glow );s->glow = NULL;
6180 R_PurgeTexture(s->fog );s->fog = NULL;
6181 R_PurgeTexture(s->reflect);s->reflect = NULL;
6182 s->loadsequence = 0;
6188 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6190 char basename[MAX_QPATH];
6192 Image_StripImageExtension(name, basename, sizeof(basename));
6194 if( last == NULL ) {
6196 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6197 item = r_skinframe.hash[hashindex];
6202 // linearly search through the hash bucket
6203 for( ; item ; item = item->next ) {
6204 if( !strcmp( item->basename, basename ) ) {
6211 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6215 char basename[MAX_QPATH];
6217 Image_StripImageExtension(name, basename, sizeof(basename));
6219 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6220 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6221 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6225 rtexture_t *dyntexture;
6226 // check whether its a dynamic texture
6227 dyntexture = CL_GetDynTexture( basename );
6228 if (!add && !dyntexture)
6230 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6231 memset(item, 0, sizeof(*item));
6232 strlcpy(item->basename, basename, sizeof(item->basename));
6233 item->base = dyntexture; // either NULL or dyntexture handle
6234 item->textureflags = textureflags;
6235 item->comparewidth = comparewidth;
6236 item->compareheight = compareheight;
6237 item->comparecrc = comparecrc;
6238 item->next = r_skinframe.hash[hashindex];
6239 r_skinframe.hash[hashindex] = item;
6241 else if( item->base == NULL )
6243 rtexture_t *dyntexture;
6244 // check whether its a dynamic texture
6245 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6246 dyntexture = CL_GetDynTexture( basename );
6247 item->base = dyntexture; // either NULL or dyntexture handle
6250 R_SkinFrame_MarkUsed(item);
6254 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6256 unsigned long long avgcolor[5], wsum; \
6264 for(pix = 0; pix < cnt; ++pix) \
6267 for(comp = 0; comp < 3; ++comp) \
6269 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6272 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6274 for(comp = 0; comp < 3; ++comp) \
6275 avgcolor[comp] += getpixel * w; \
6278 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6279 avgcolor[4] += getpixel; \
6281 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6283 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6284 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6285 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6286 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6289 extern cvar_t gl_picmip;
6290 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6293 unsigned char *pixels;
6294 unsigned char *bumppixels;
6295 unsigned char *basepixels = NULL;
6296 int basepixels_width = 0;
6297 int basepixels_height = 0;
6298 skinframe_t *skinframe;
6299 rtexture_t *ddsbase = NULL;
6300 qboolean ddshasalpha = false;
6301 float ddsavgcolor[4];
6302 char basename[MAX_QPATH];
6303 int miplevel = R_PicmipForFlags(textureflags);
6304 int savemiplevel = miplevel;
6307 if (cls.state == ca_dedicated)
6310 // return an existing skinframe if already loaded
6311 // if loading of the first image fails, don't make a new skinframe as it
6312 // would cause all future lookups of this to be missing
6313 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6314 if (skinframe && skinframe->base)
6317 Image_StripImageExtension(name, basename, sizeof(basename));
6319 // check for DDS texture file first
6320 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6322 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6323 if (basepixels == NULL)
6327 // FIXME handle miplevel
6329 if (developer_loading.integer)
6330 Con_Printf("loading skin \"%s\"\n", name);
6332 // we've got some pixels to store, so really allocate this new texture now
6334 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6335 skinframe->stain = NULL;
6336 skinframe->merged = NULL;
6337 skinframe->base = NULL;
6338 skinframe->pants = NULL;
6339 skinframe->shirt = NULL;
6340 skinframe->nmap = NULL;
6341 skinframe->gloss = NULL;
6342 skinframe->glow = NULL;
6343 skinframe->fog = NULL;
6344 skinframe->reflect = NULL;
6345 skinframe->hasalpha = false;
6349 skinframe->base = ddsbase;
6350 skinframe->hasalpha = ddshasalpha;
6351 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6352 if (r_loadfog && skinframe->hasalpha)
6353 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6354 //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]);
6358 basepixels_width = image_width;
6359 basepixels_height = image_height;
6360 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);
6361 if (textureflags & TEXF_ALPHA)
6363 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6365 if (basepixels[j] < 255)
6367 skinframe->hasalpha = true;
6371 if (r_loadfog && skinframe->hasalpha)
6373 // has transparent pixels
6374 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6375 for (j = 0;j < image_width * image_height * 4;j += 4)
6380 pixels[j+3] = basepixels[j+3];
6382 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);
6386 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6387 //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]);
6388 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6389 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6390 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6391 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6396 mymiplevel = savemiplevel;
6397 if (r_loadnormalmap)
6398 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);
6399 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6401 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6402 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6403 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6404 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6407 // _norm is the name used by tenebrae and has been adopted as standard
6408 if (r_loadnormalmap && skinframe->nmap == NULL)
6410 mymiplevel = savemiplevel;
6411 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6413 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);
6417 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6419 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6420 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6421 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);
6423 Mem_Free(bumppixels);
6425 else if (r_shadow_bumpscale_basetexture.value > 0)
6427 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6428 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6429 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);
6432 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6433 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6436 // _luma is supported only for tenebrae compatibility
6437 // _glow is the preferred name
6438 mymiplevel = savemiplevel;
6439 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))))
6441 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);
6442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6443 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6444 Mem_Free(pixels);pixels = NULL;
6447 mymiplevel = savemiplevel;
6448 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6450 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);
6451 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6452 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6457 mymiplevel = savemiplevel;
6458 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6460 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);
6461 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6462 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6467 mymiplevel = savemiplevel;
6468 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6470 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);
6471 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6472 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6477 mymiplevel = savemiplevel;
6478 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6480 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);
6481 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6482 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6488 Mem_Free(basepixels);
6493 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6494 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6497 unsigned char *temp1, *temp2;
6498 skinframe_t *skinframe;
6500 if (cls.state == ca_dedicated)
6503 // if already loaded just return it, otherwise make a new skinframe
6504 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6505 if (skinframe && skinframe->base)
6508 skinframe->stain = NULL;
6509 skinframe->merged = NULL;
6510 skinframe->base = NULL;
6511 skinframe->pants = NULL;
6512 skinframe->shirt = NULL;
6513 skinframe->nmap = NULL;
6514 skinframe->gloss = NULL;
6515 skinframe->glow = NULL;
6516 skinframe->fog = NULL;
6517 skinframe->reflect = NULL;
6518 skinframe->hasalpha = false;
6520 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6524 if (developer_loading.integer)
6525 Con_Printf("loading 32bit skin \"%s\"\n", name);
6527 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6529 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6530 temp2 = temp1 + width * height * 4;
6531 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6532 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);
6535 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6536 if (textureflags & TEXF_ALPHA)
6538 for (i = 3;i < width * height * 4;i += 4)
6540 if (skindata[i] < 255)
6542 skinframe->hasalpha = true;
6546 if (r_loadfog && skinframe->hasalpha)
6548 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6549 memcpy(fogpixels, skindata, width * height * 4);
6550 for (i = 0;i < width * height * 4;i += 4)
6551 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6552 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6553 Mem_Free(fogpixels);
6557 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6558 //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]);
6563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6567 skinframe_t *skinframe;
6569 if (cls.state == ca_dedicated)
6572 // if already loaded just return it, otherwise make a new skinframe
6573 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6574 if (skinframe && skinframe->base)
6577 skinframe->stain = NULL;
6578 skinframe->merged = NULL;
6579 skinframe->base = NULL;
6580 skinframe->pants = NULL;
6581 skinframe->shirt = NULL;
6582 skinframe->nmap = NULL;
6583 skinframe->gloss = NULL;
6584 skinframe->glow = NULL;
6585 skinframe->fog = NULL;
6586 skinframe->reflect = NULL;
6587 skinframe->hasalpha = false;
6589 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6593 if (developer_loading.integer)
6594 Con_Printf("loading quake skin \"%s\"\n", name);
6596 // 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)
6597 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6598 memcpy(skinframe->qpixels, skindata, width*height);
6599 skinframe->qwidth = width;
6600 skinframe->qheight = height;
6603 for (i = 0;i < width * height;i++)
6604 featuresmask |= palette_featureflags[skindata[i]];
6606 skinframe->hasalpha = false;
6607 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6608 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6609 skinframe->qgeneratemerged = true;
6610 skinframe->qgeneratebase = skinframe->qhascolormapping;
6611 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6613 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6614 //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]);
6619 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6623 unsigned char *skindata;
6625 if (!skinframe->qpixels)
6628 if (!skinframe->qhascolormapping)
6629 colormapped = false;
6633 if (!skinframe->qgeneratebase)
6638 if (!skinframe->qgeneratemerged)
6642 width = skinframe->qwidth;
6643 height = skinframe->qheight;
6644 skindata = skinframe->qpixels;
6646 if (skinframe->qgeneratenmap)
6648 unsigned char *temp1, *temp2;
6649 skinframe->qgeneratenmap = false;
6650 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6651 temp2 = temp1 + width * height * 4;
6652 // use either a custom palette or the quake palette
6653 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6654 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6655 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);
6659 if (skinframe->qgenerateglow)
6661 skinframe->qgenerateglow = false;
6662 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6667 skinframe->qgeneratebase = false;
6668 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);
6669 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6670 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6674 skinframe->qgeneratemerged = false;
6675 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);
6678 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6680 Mem_Free(skinframe->qpixels);
6681 skinframe->qpixels = NULL;
6685 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6688 skinframe_t *skinframe;
6690 if (cls.state == ca_dedicated)
6693 // if already loaded just return it, otherwise make a new skinframe
6694 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6695 if (skinframe && skinframe->base)
6698 skinframe->stain = NULL;
6699 skinframe->merged = NULL;
6700 skinframe->base = NULL;
6701 skinframe->pants = NULL;
6702 skinframe->shirt = NULL;
6703 skinframe->nmap = NULL;
6704 skinframe->gloss = NULL;
6705 skinframe->glow = NULL;
6706 skinframe->fog = NULL;
6707 skinframe->reflect = NULL;
6708 skinframe->hasalpha = false;
6710 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6714 if (developer_loading.integer)
6715 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6717 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6718 if (textureflags & TEXF_ALPHA)
6720 for (i = 0;i < width * height;i++)
6722 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6724 skinframe->hasalpha = true;
6728 if (r_loadfog && skinframe->hasalpha)
6729 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6732 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6733 //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]);
6738 skinframe_t *R_SkinFrame_LoadMissing(void)
6740 skinframe_t *skinframe;
6742 if (cls.state == ca_dedicated)
6745 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6746 skinframe->stain = NULL;
6747 skinframe->merged = NULL;
6748 skinframe->base = NULL;
6749 skinframe->pants = NULL;
6750 skinframe->shirt = NULL;
6751 skinframe->nmap = NULL;
6752 skinframe->gloss = NULL;
6753 skinframe->glow = NULL;
6754 skinframe->fog = NULL;
6755 skinframe->reflect = NULL;
6756 skinframe->hasalpha = false;
6758 skinframe->avgcolor[0] = rand() / RAND_MAX;
6759 skinframe->avgcolor[1] = rand() / RAND_MAX;
6760 skinframe->avgcolor[2] = rand() / RAND_MAX;
6761 skinframe->avgcolor[3] = 1;
6766 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6767 typedef struct suffixinfo_s
6770 qboolean flipx, flipy, flipdiagonal;
6773 static suffixinfo_t suffix[3][6] =
6776 {"px", false, false, false},
6777 {"nx", false, false, false},
6778 {"py", false, false, false},
6779 {"ny", false, false, false},
6780 {"pz", false, false, false},
6781 {"nz", false, false, false}
6784 {"posx", false, false, false},
6785 {"negx", false, false, false},
6786 {"posy", false, false, false},
6787 {"negy", false, false, false},
6788 {"posz", false, false, false},
6789 {"negz", false, false, false}
6792 {"rt", true, false, true},
6793 {"lf", false, true, true},
6794 {"ft", true, true, false},
6795 {"bk", false, false, false},
6796 {"up", true, false, true},
6797 {"dn", true, false, true}
6801 static int componentorder[4] = {0, 1, 2, 3};
6803 rtexture_t *R_LoadCubemap(const char *basename)
6805 int i, j, cubemapsize;
6806 unsigned char *cubemappixels, *image_buffer;
6807 rtexture_t *cubemaptexture;
6809 // must start 0 so the first loadimagepixels has no requested width/height
6811 cubemappixels = NULL;
6812 cubemaptexture = NULL;
6813 // keep trying different suffix groups (posx, px, rt) until one loads
6814 for (j = 0;j < 3 && !cubemappixels;j++)
6816 // load the 6 images in the suffix group
6817 for (i = 0;i < 6;i++)
6819 // generate an image name based on the base and and suffix
6820 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6822 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6824 // an image loaded, make sure width and height are equal
6825 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6827 // if this is the first image to load successfully, allocate the cubemap memory
6828 if (!cubemappixels && image_width >= 1)
6830 cubemapsize = image_width;
6831 // note this clears to black, so unavailable sides are black
6832 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6834 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6836 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6839 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6841 Mem_Free(image_buffer);
6845 // if a cubemap loaded, upload it
6848 if (developer_loading.integer)
6849 Con_Printf("loading cubemap \"%s\"\n", basename);
6851 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6852 Mem_Free(cubemappixels);
6856 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6857 if (developer_loading.integer)
6859 Con_Printf("(tried tried images ");
6860 for (j = 0;j < 3;j++)
6861 for (i = 0;i < 6;i++)
6862 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6863 Con_Print(" and was unable to find any of them).\n");
6866 return cubemaptexture;
6869 rtexture_t *R_GetCubemap(const char *basename)
6872 for (i = 0;i < r_texture_numcubemaps;i++)
6873 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6874 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6875 if (i >= MAX_CUBEMAPS)
6876 return r_texture_whitecube;
6877 r_texture_numcubemaps++;
6878 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6879 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6880 return r_texture_cubemaps[i].texture;
6883 void R_FreeCubemaps(void)
6886 for (i = 0;i < r_texture_numcubemaps;i++)
6888 if (developer_loading.integer)
6889 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6890 if (r_texture_cubemaps[i].texture)
6891 R_FreeTexture(r_texture_cubemaps[i].texture);
6893 r_texture_numcubemaps = 0;
6896 void R_Main_FreeViewCache(void)
6898 if (r_refdef.viewcache.entityvisible)
6899 Mem_Free(r_refdef.viewcache.entityvisible);
6900 if (r_refdef.viewcache.world_pvsbits)
6901 Mem_Free(r_refdef.viewcache.world_pvsbits);
6902 if (r_refdef.viewcache.world_leafvisible)
6903 Mem_Free(r_refdef.viewcache.world_leafvisible);
6904 if (r_refdef.viewcache.world_surfacevisible)
6905 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6906 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6909 void R_Main_ResizeViewCache(void)
6911 int numentities = r_refdef.scene.numentities;
6912 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6913 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6914 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6915 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6916 if (r_refdef.viewcache.maxentities < numentities)
6918 r_refdef.viewcache.maxentities = numentities;
6919 if (r_refdef.viewcache.entityvisible)
6920 Mem_Free(r_refdef.viewcache.entityvisible);
6921 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6923 if (r_refdef.viewcache.world_numclusters != numclusters)
6925 r_refdef.viewcache.world_numclusters = numclusters;
6926 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6927 if (r_refdef.viewcache.world_pvsbits)
6928 Mem_Free(r_refdef.viewcache.world_pvsbits);
6929 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6931 if (r_refdef.viewcache.world_numleafs != numleafs)
6933 r_refdef.viewcache.world_numleafs = numleafs;
6934 if (r_refdef.viewcache.world_leafvisible)
6935 Mem_Free(r_refdef.viewcache.world_leafvisible);
6936 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6938 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6940 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6941 if (r_refdef.viewcache.world_surfacevisible)
6942 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6943 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6947 extern rtexture_t *loadingscreentexture;
6948 void gl_main_start(void)
6950 loadingscreentexture = NULL;
6951 r_texture_blanknormalmap = NULL;
6952 r_texture_white = NULL;
6953 r_texture_grey128 = NULL;
6954 r_texture_black = NULL;
6955 r_texture_whitecube = NULL;
6956 r_texture_normalizationcube = NULL;
6957 r_texture_fogattenuation = NULL;
6958 r_texture_fogheighttexture = NULL;
6959 r_texture_gammaramps = NULL;
6960 r_texture_numcubemaps = 0;
6962 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6965 switch(vid.renderpath)
6967 case RENDERPATH_GL20:
6968 case RENDERPATH_CGGL:
6969 case RENDERPATH_D3D9:
6970 case RENDERPATH_D3D10:
6971 case RENDERPATH_D3D11:
6972 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6973 Cvar_SetValueQuick(&gl_combine, 1);
6974 Cvar_SetValueQuick(&r_glsl, 1);
6975 r_loadnormalmap = true;
6979 case RENDERPATH_GL13:
6980 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6981 Cvar_SetValueQuick(&gl_combine, 1);
6982 Cvar_SetValueQuick(&r_glsl, 0);
6983 r_loadnormalmap = false;
6984 r_loadgloss = false;
6987 case RENDERPATH_GL11:
6988 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6989 Cvar_SetValueQuick(&gl_combine, 0);
6990 Cvar_SetValueQuick(&r_glsl, 0);
6991 r_loadnormalmap = false;
6992 r_loadgloss = false;
6998 R_FrameData_Reset();
7002 memset(r_queries, 0, sizeof(r_queries));
7004 r_qwskincache = NULL;
7005 r_qwskincache_size = 0;
7007 // set up r_skinframe loading system for textures
7008 memset(&r_skinframe, 0, sizeof(r_skinframe));
7009 r_skinframe.loadsequence = 1;
7010 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7012 r_main_texturepool = R_AllocTexturePool();
7013 R_BuildBlankTextures();
7015 if (vid.support.arb_texture_cube_map)
7018 R_BuildNormalizationCube();
7020 r_texture_fogattenuation = NULL;
7021 r_texture_fogheighttexture = NULL;
7022 r_texture_gammaramps = NULL;
7023 //r_texture_fogintensity = NULL;
7024 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7025 memset(&r_waterstate, 0, sizeof(r_waterstate));
7026 r_glsl_permutation = NULL;
7027 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7028 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7029 glslshaderstring = NULL;
7031 r_cg_permutation = NULL;
7032 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7033 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7034 cgshaderstring = NULL;
7037 r_hlsl_permutation = NULL;
7038 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7039 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7040 hlslshaderstring = NULL;
7042 memset(&r_svbsp, 0, sizeof (r_svbsp));
7044 r_refdef.fogmasktable_density = 0;
7047 void gl_main_shutdown(void)
7050 R_FrameData_Reset();
7052 R_Main_FreeViewCache();
7054 switch(vid.renderpath)
7056 case RENDERPATH_GL11:
7057 case RENDERPATH_GL13:
7058 case RENDERPATH_GL20:
7059 case RENDERPATH_CGGL:
7061 qglDeleteQueriesARB(r_maxqueries, r_queries);
7063 case RENDERPATH_D3D9:
7064 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7066 case RENDERPATH_D3D10:
7067 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7069 case RENDERPATH_D3D11:
7070 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7076 memset(r_queries, 0, sizeof(r_queries));
7078 r_qwskincache = NULL;
7079 r_qwskincache_size = 0;
7081 // clear out the r_skinframe state
7082 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7083 memset(&r_skinframe, 0, sizeof(r_skinframe));
7086 Mem_Free(r_svbsp.nodes);
7087 memset(&r_svbsp, 0, sizeof (r_svbsp));
7088 R_FreeTexturePool(&r_main_texturepool);
7089 loadingscreentexture = NULL;
7090 r_texture_blanknormalmap = NULL;
7091 r_texture_white = NULL;
7092 r_texture_grey128 = NULL;
7093 r_texture_black = NULL;
7094 r_texture_whitecube = NULL;
7095 r_texture_normalizationcube = NULL;
7096 r_texture_fogattenuation = NULL;
7097 r_texture_fogheighttexture = NULL;
7098 r_texture_gammaramps = NULL;
7099 r_texture_numcubemaps = 0;
7100 //r_texture_fogintensity = NULL;
7101 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7102 memset(&r_waterstate, 0, sizeof(r_waterstate));
7106 extern void CL_ParseEntityLump(char *entitystring);
7107 void gl_main_newmap(void)
7109 // FIXME: move this code to client
7110 char *entities, entname[MAX_QPATH];
7112 Mem_Free(r_qwskincache);
7113 r_qwskincache = NULL;
7114 r_qwskincache_size = 0;
7117 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7118 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7120 CL_ParseEntityLump(entities);
7124 if (cl.worldmodel->brush.entities)
7125 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7127 R_Main_FreeViewCache();
7129 R_FrameData_Reset();
7132 void GL_Main_Init(void)
7134 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7136 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7137 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7138 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7139 if (gamemode == GAME_NEHAHRA)
7141 Cvar_RegisterVariable (&gl_fogenable);
7142 Cvar_RegisterVariable (&gl_fogdensity);
7143 Cvar_RegisterVariable (&gl_fogred);
7144 Cvar_RegisterVariable (&gl_foggreen);
7145 Cvar_RegisterVariable (&gl_fogblue);
7146 Cvar_RegisterVariable (&gl_fogstart);
7147 Cvar_RegisterVariable (&gl_fogend);
7148 Cvar_RegisterVariable (&gl_skyclip);
7150 Cvar_RegisterVariable(&r_motionblur);
7151 Cvar_RegisterVariable(&r_motionblur_maxblur);
7152 Cvar_RegisterVariable(&r_motionblur_bmin);
7153 Cvar_RegisterVariable(&r_motionblur_vmin);
7154 Cvar_RegisterVariable(&r_motionblur_vmax);
7155 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7156 Cvar_RegisterVariable(&r_motionblur_randomize);
7157 Cvar_RegisterVariable(&r_damageblur);
7158 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7159 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7160 Cvar_RegisterVariable(&r_equalize_entities_by);
7161 Cvar_RegisterVariable(&r_equalize_entities_to);
7162 Cvar_RegisterVariable(&r_depthfirst);
7163 Cvar_RegisterVariable(&r_useinfinitefarclip);
7164 Cvar_RegisterVariable(&r_farclip_base);
7165 Cvar_RegisterVariable(&r_farclip_world);
7166 Cvar_RegisterVariable(&r_nearclip);
7167 Cvar_RegisterVariable(&r_showbboxes);
7168 Cvar_RegisterVariable(&r_showsurfaces);
7169 Cvar_RegisterVariable(&r_showtris);
7170 Cvar_RegisterVariable(&r_shownormals);
7171 Cvar_RegisterVariable(&r_showlighting);
7172 Cvar_RegisterVariable(&r_showshadowvolumes);
7173 Cvar_RegisterVariable(&r_showcollisionbrushes);
7174 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7175 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7176 Cvar_RegisterVariable(&r_showdisabledepthtest);
7177 Cvar_RegisterVariable(&r_drawportals);
7178 Cvar_RegisterVariable(&r_drawentities);
7179 Cvar_RegisterVariable(&r_draw2d);
7180 Cvar_RegisterVariable(&r_drawworld);
7181 Cvar_RegisterVariable(&r_cullentities_trace);
7182 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7183 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7184 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7185 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7186 Cvar_RegisterVariable(&r_drawviewmodel);
7187 Cvar_RegisterVariable(&r_drawexteriormodel);
7188 Cvar_RegisterVariable(&r_speeds);
7189 Cvar_RegisterVariable(&r_fullbrights);
7190 Cvar_RegisterVariable(&r_wateralpha);
7191 Cvar_RegisterVariable(&r_dynamic);
7192 Cvar_RegisterVariable(&r_fullbright);
7193 Cvar_RegisterVariable(&r_shadows);
7194 Cvar_RegisterVariable(&r_shadows_darken);
7195 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7196 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7197 Cvar_RegisterVariable(&r_shadows_throwdistance);
7198 Cvar_RegisterVariable(&r_shadows_throwdirection);
7199 Cvar_RegisterVariable(&r_shadows_focus);
7200 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7201 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7202 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7203 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7204 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7205 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7206 Cvar_RegisterVariable(&r_fog_exp2);
7207 Cvar_RegisterVariable(&r_drawfog);
7208 Cvar_RegisterVariable(&r_transparentdepthmasking);
7209 Cvar_RegisterVariable(&r_texture_dds_load);
7210 Cvar_RegisterVariable(&r_texture_dds_save);
7211 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7212 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7213 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7214 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7215 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7216 Cvar_RegisterVariable(&r_textureunits);
7217 Cvar_RegisterVariable(&gl_combine);
7218 Cvar_RegisterVariable(&r_glsl);
7219 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7220 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7221 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7222 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7223 Cvar_RegisterVariable(&r_glsl_postprocess);
7224 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7225 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7226 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7227 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7228 Cvar_RegisterVariable(&r_water);
7229 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7230 Cvar_RegisterVariable(&r_water_clippingplanebias);
7231 Cvar_RegisterVariable(&r_water_refractdistort);
7232 Cvar_RegisterVariable(&r_water_reflectdistort);
7233 Cvar_RegisterVariable(&r_lerpsprites);
7234 Cvar_RegisterVariable(&r_lerpmodels);
7235 Cvar_RegisterVariable(&r_lerplightstyles);
7236 Cvar_RegisterVariable(&r_waterscroll);
7237 Cvar_RegisterVariable(&r_bloom);
7238 Cvar_RegisterVariable(&r_bloom_colorscale);
7239 Cvar_RegisterVariable(&r_bloom_brighten);
7240 Cvar_RegisterVariable(&r_bloom_blur);
7241 Cvar_RegisterVariable(&r_bloom_resolution);
7242 Cvar_RegisterVariable(&r_bloom_colorexponent);
7243 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7244 Cvar_RegisterVariable(&r_hdr);
7245 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7246 Cvar_RegisterVariable(&r_hdr_glowintensity);
7247 Cvar_RegisterVariable(&r_hdr_range);
7248 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7249 Cvar_RegisterVariable(&developer_texturelogging);
7250 Cvar_RegisterVariable(&gl_lightmaps);
7251 Cvar_RegisterVariable(&r_test);
7252 Cvar_RegisterVariable(&r_glsl_saturation);
7253 Cvar_RegisterVariable(&r_framedatasize);
7254 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7255 Cvar_SetValue("r_fullbrights", 0);
7256 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7258 Cvar_RegisterVariable(&r_track_sprites);
7259 Cvar_RegisterVariable(&r_track_sprites_flags);
7260 Cvar_RegisterVariable(&r_track_sprites_scalew);
7261 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7262 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7263 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7266 extern void R_Textures_Init(void);
7267 extern void GL_Draw_Init(void);
7268 extern void GL_Main_Init(void);
7269 extern void R_Shadow_Init(void);
7270 extern void R_Sky_Init(void);
7271 extern void GL_Surf_Init(void);
7272 extern void R_Particles_Init(void);
7273 extern void R_Explosion_Init(void);
7274 extern void gl_backend_init(void);
7275 extern void Sbar_Init(void);
7276 extern void R_LightningBeams_Init(void);
7277 extern void Mod_RenderInit(void);
7278 extern void Font_Init(void);
7280 void Render_Init(void)
7293 R_LightningBeams_Init();
7302 extern char *ENGINE_EXTENSIONS;
7305 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7306 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7307 gl_version = (const char *)qglGetString(GL_VERSION);
7308 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7312 if (!gl_platformextensions)
7313 gl_platformextensions = "";
7315 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7316 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7317 Con_Printf("GL_VERSION: %s\n", gl_version);
7318 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7319 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7321 VID_CheckExtensions();
7323 // LordHavoc: report supported extensions
7324 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7326 // clear to black (loading plaque will be seen over this)
7327 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7330 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7334 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7336 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7339 p = r_refdef.view.frustum + i;
7344 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7348 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7352 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7356 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7360 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7364 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7368 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7372 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7380 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7384 for (i = 0;i < numplanes;i++)
7391 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7395 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7399 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7403 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7407 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7411 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7415 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7419 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7427 //==================================================================================
7429 // LordHavoc: this stores temporary data used within the same frame
7431 qboolean r_framedata_failed;
7432 static size_t r_framedata_size;
7433 static size_t r_framedata_current;
7434 static void *r_framedata_base;
7436 void R_FrameData_Reset(void)
7438 if (r_framedata_base)
7439 Mem_Free(r_framedata_base);
7440 r_framedata_base = NULL;
7441 r_framedata_size = 0;
7442 r_framedata_current = 0;
7443 r_framedata_failed = false;
7446 void R_FrameData_NewFrame(void)
7449 if (r_framedata_failed)
7450 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7451 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7452 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7453 if (r_framedata_size != wantedsize)
7455 r_framedata_size = wantedsize;
7456 if (r_framedata_base)
7457 Mem_Free(r_framedata_base);
7458 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7460 r_framedata_current = 0;
7461 r_framedata_failed = false;
7464 void *R_FrameData_Alloc(size_t size)
7468 // align to 16 byte boundary
7469 size = (size + 15) & ~15;
7470 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7471 r_framedata_current += size;
7474 if (r_framedata_current > r_framedata_size)
7475 r_framedata_failed = true;
7477 // return NULL on everything after a failure
7478 if (r_framedata_failed)
7484 void *R_FrameData_Store(size_t size, void *data)
7486 void *d = R_FrameData_Alloc(size);
7488 memcpy(d, data, size);
7492 //==================================================================================
7494 // LordHavoc: animcache originally written by Echon, rewritten since then
7497 * Animation cache prevents re-generating mesh data for an animated model
7498 * multiple times in one frame for lighting, shadowing, reflections, etc.
7501 void R_AnimCache_Free(void)
7505 void R_AnimCache_ClearCache(void)
7508 entity_render_t *ent;
7510 for (i = 0;i < r_refdef.scene.numentities;i++)
7512 ent = r_refdef.scene.entities[i];
7513 ent->animcache_vertex3f = NULL;
7514 ent->animcache_normal3f = NULL;
7515 ent->animcache_svector3f = NULL;
7516 ent->animcache_tvector3f = NULL;
7517 ent->animcache_vertexposition = NULL;
7518 ent->animcache_vertexmesh = NULL;
7519 ent->animcache_vertexpositionbuffer = NULL;
7520 ent->animcache_vertexmeshbuffer = NULL;
7524 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7528 // identical memory layout, so no need to allocate...
7529 // this also provides the vertexposition structure to everything, e.g.
7530 // depth masked rendering currently uses it even if having separate
7532 // NOTE: get rid of this optimization if changing it to e.g. 4f
7533 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7536 // get rid of following uses of VERTEXPOSITION, change to the array:
7537 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7538 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7539 // R_DrawTextureSurfaceList_DepthOnly
7540 // R_Q1BSP_DrawShadowMap
7542 switch(vid.renderpath)
7544 case RENDERPATH_GL20:
7545 case RENDERPATH_CGGL:
7546 // need the meshbuffers if !gl_mesh_separatearrays.integer
7547 if (gl_mesh_separatearrays.integer)
7550 case RENDERPATH_D3D9:
7551 case RENDERPATH_D3D10:
7552 case RENDERPATH_D3D11:
7553 // always need the meshbuffers
7555 case RENDERPATH_GL13:
7556 case RENDERPATH_GL11:
7557 // never need the meshbuffers
7561 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7562 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7564 if (!ent->animcache_vertexposition)
7565 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7567 if (ent->animcache_vertexposition)
7570 for (i = 0;i < numvertices;i++)
7571 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7573 // TODO: upload vertex buffer?
7575 if (ent->animcache_vertexmesh)
7577 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7578 for (i = 0;i < numvertices;i++)
7579 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7580 if (ent->animcache_svector3f)
7581 for (i = 0;i < numvertices;i++)
7582 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7583 if (ent->animcache_tvector3f)
7584 for (i = 0;i < numvertices;i++)
7585 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7586 if (ent->animcache_normal3f)
7587 for (i = 0;i < numvertices;i++)
7588 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7589 // TODO: upload vertex buffer?
7593 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7595 dp_model_t *model = ent->model;
7597 // see if it's already cached this frame
7598 if (ent->animcache_vertex3f)
7600 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7601 if (wantnormals || wanttangents)
7603 if (ent->animcache_normal3f)
7604 wantnormals = false;
7605 if (ent->animcache_svector3f)
7606 wanttangents = false;
7607 if (wantnormals || wanttangents)
7609 numvertices = model->surfmesh.num_vertices;
7611 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7614 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7615 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7617 if (!r_framedata_failed)
7619 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7620 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7627 // see if this ent is worth caching
7628 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7630 // get some memory for this entity and generate mesh data
7631 numvertices = model->surfmesh.num_vertices;
7632 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7634 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7637 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7638 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7640 if (!r_framedata_failed)
7642 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7643 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7646 return !r_framedata_failed;
7649 void R_AnimCache_CacheVisibleEntities(void)
7652 qboolean wantnormals = true;
7653 qboolean wanttangents = !r_showsurfaces.integer;
7655 switch(vid.renderpath)
7657 case RENDERPATH_GL20:
7658 case RENDERPATH_CGGL:
7659 case RENDERPATH_D3D9:
7660 case RENDERPATH_D3D10:
7661 case RENDERPATH_D3D11:
7663 case RENDERPATH_GL13:
7664 case RENDERPATH_GL11:
7665 wanttangents = false;
7669 if (r_shownormals.integer)
7670 wanttangents = wantnormals = true;
7672 // TODO: thread this
7673 // NOTE: R_PrepareRTLights() also caches entities
7675 for (i = 0;i < r_refdef.scene.numentities;i++)
7676 if (r_refdef.viewcache.entityvisible[i])
7677 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7680 //==================================================================================
7682 static void R_View_UpdateEntityLighting (void)
7685 entity_render_t *ent;
7686 vec3_t tempdiffusenormal, avg;
7687 vec_t f, fa, fd, fdd;
7688 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7690 for (i = 0;i < r_refdef.scene.numentities;i++)
7692 ent = r_refdef.scene.entities[i];
7694 // skip unseen models
7695 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7699 if (ent->model && ent->model->brush.num_leafs)
7701 // TODO: use modellight for r_ambient settings on world?
7702 VectorSet(ent->modellight_ambient, 0, 0, 0);
7703 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7704 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7708 // fetch the lighting from the worldmodel data
7709 VectorClear(ent->modellight_ambient);
7710 VectorClear(ent->modellight_diffuse);
7711 VectorClear(tempdiffusenormal);
7712 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7715 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7716 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7717 if(ent->flags & RENDER_EQUALIZE)
7719 // first fix up ambient lighting...
7720 if(r_equalize_entities_minambient.value > 0)
7722 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7725 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7726 if(fa < r_equalize_entities_minambient.value * fd)
7729 // fa'/fd' = minambient
7730 // fa'+0.25*fd' = fa+0.25*fd
7732 // fa' = fd' * minambient
7733 // fd'*(0.25+minambient) = fa+0.25*fd
7735 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7736 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7738 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7739 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7740 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7741 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7746 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7748 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7749 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7752 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7753 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7754 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7760 VectorSet(ent->modellight_ambient, 1, 1, 1);
7762 // move the light direction into modelspace coordinates for lighting code
7763 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7764 if(VectorLength2(ent->modellight_lightdir) == 0)
7765 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7766 VectorNormalize(ent->modellight_lightdir);
7770 #define MAX_LINEOFSIGHTTRACES 64
7772 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7775 vec3_t boxmins, boxmaxs;
7778 dp_model_t *model = r_refdef.scene.worldmodel;
7780 if (!model || !model->brush.TraceLineOfSight)
7783 // expand the box a little
7784 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7785 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7786 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7787 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7788 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7789 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7791 // return true if eye is inside enlarged box
7792 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7796 VectorCopy(eye, start);
7797 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7798 if (model->brush.TraceLineOfSight(model, start, end))
7801 // try various random positions
7802 for (i = 0;i < numsamples;i++)
7804 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7805 if (model->brush.TraceLineOfSight(model, start, end))
7813 static void R_View_UpdateEntityVisible (void)
7818 entity_render_t *ent;
7820 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7821 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7822 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7823 : RENDER_EXTERIORMODEL;
7824 if (!r_drawviewmodel.integer)
7825 renderimask |= RENDER_VIEWMODEL;
7826 if (!r_drawexteriormodel.integer)
7827 renderimask |= RENDER_EXTERIORMODEL;
7828 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7830 // worldmodel can check visibility
7831 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7832 for (i = 0;i < r_refdef.scene.numentities;i++)
7834 ent = r_refdef.scene.entities[i];
7835 if (!(ent->flags & renderimask))
7836 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)))
7837 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))
7838 r_refdef.viewcache.entityvisible[i] = true;
7840 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7841 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7843 for (i = 0;i < r_refdef.scene.numentities;i++)
7845 ent = r_refdef.scene.entities[i];
7846 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7848 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7850 continue; // temp entities do pvs only
7851 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7852 ent->last_trace_visibility = realtime;
7853 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7854 r_refdef.viewcache.entityvisible[i] = 0;
7861 // no worldmodel or it can't check visibility
7862 for (i = 0;i < r_refdef.scene.numentities;i++)
7864 ent = r_refdef.scene.entities[i];
7865 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7870 /// only used if skyrendermasked, and normally returns false
7871 int R_DrawBrushModelsSky (void)
7874 entity_render_t *ent;
7877 for (i = 0;i < r_refdef.scene.numentities;i++)
7879 if (!r_refdef.viewcache.entityvisible[i])
7881 ent = r_refdef.scene.entities[i];
7882 if (!ent->model || !ent->model->DrawSky)
7884 ent->model->DrawSky(ent);
7890 static void R_DrawNoModel(entity_render_t *ent);
7891 static void R_DrawModels(void)
7894 entity_render_t *ent;
7896 for (i = 0;i < r_refdef.scene.numentities;i++)
7898 if (!r_refdef.viewcache.entityvisible[i])
7900 ent = r_refdef.scene.entities[i];
7901 r_refdef.stats.entities++;
7902 if (ent->model && ent->model->Draw != NULL)
7903 ent->model->Draw(ent);
7909 static void R_DrawModelsDepth(void)
7912 entity_render_t *ent;
7914 for (i = 0;i < r_refdef.scene.numentities;i++)
7916 if (!r_refdef.viewcache.entityvisible[i])
7918 ent = r_refdef.scene.entities[i];
7919 if (ent->model && ent->model->DrawDepth != NULL)
7920 ent->model->DrawDepth(ent);
7924 static void R_DrawModelsDebug(void)
7927 entity_render_t *ent;
7929 for (i = 0;i < r_refdef.scene.numentities;i++)
7931 if (!r_refdef.viewcache.entityvisible[i])
7933 ent = r_refdef.scene.entities[i];
7934 if (ent->model && ent->model->DrawDebug != NULL)
7935 ent->model->DrawDebug(ent);
7939 static void R_DrawModelsAddWaterPlanes(void)
7942 entity_render_t *ent;
7944 for (i = 0;i < r_refdef.scene.numentities;i++)
7946 if (!r_refdef.viewcache.entityvisible[i])
7948 ent = r_refdef.scene.entities[i];
7949 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7950 ent->model->DrawAddWaterPlanes(ent);
7954 static void R_View_SetFrustum(void)
7957 double slopex, slopey;
7958 vec3_t forward, left, up, origin;
7960 // we can't trust r_refdef.view.forward and friends in reflected scenes
7961 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7964 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7965 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7966 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7967 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7968 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7969 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7970 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7971 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7972 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7973 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7974 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7975 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7979 zNear = r_refdef.nearclip;
7980 nudge = 1.0 - 1.0 / (1<<23);
7981 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7982 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7983 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7984 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7985 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7986 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7987 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7988 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7994 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7995 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7996 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7997 r_refdef.view.frustum[0].dist = m[15] - m[12];
7999 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8000 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8001 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8002 r_refdef.view.frustum[1].dist = m[15] + m[12];
8004 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8005 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8006 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8007 r_refdef.view.frustum[2].dist = m[15] - m[13];
8009 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8010 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8011 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8012 r_refdef.view.frustum[3].dist = m[15] + m[13];
8014 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8015 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8016 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8017 r_refdef.view.frustum[4].dist = m[15] - m[14];
8019 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8020 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8021 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8022 r_refdef.view.frustum[5].dist = m[15] + m[14];
8025 if (r_refdef.view.useperspective)
8027 slopex = 1.0 / r_refdef.view.frustum_x;
8028 slopey = 1.0 / r_refdef.view.frustum_y;
8029 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8030 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8031 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8032 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8033 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8035 // Leaving those out was a mistake, those were in the old code, and they
8036 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8037 // I couldn't reproduce it after adding those normalizations. --blub
8038 VectorNormalize(r_refdef.view.frustum[0].normal);
8039 VectorNormalize(r_refdef.view.frustum[1].normal);
8040 VectorNormalize(r_refdef.view.frustum[2].normal);
8041 VectorNormalize(r_refdef.view.frustum[3].normal);
8043 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8044 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]);
8045 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]);
8046 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]);
8047 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]);
8049 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8050 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8051 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8052 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8053 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8057 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8058 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8059 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8060 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8061 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8062 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8063 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8064 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8065 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8066 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8068 r_refdef.view.numfrustumplanes = 5;
8070 if (r_refdef.view.useclipplane)
8072 r_refdef.view.numfrustumplanes = 6;
8073 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8076 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8077 PlaneClassify(r_refdef.view.frustum + i);
8079 // LordHavoc: note to all quake engine coders, Quake had a special case
8080 // for 90 degrees which assumed a square view (wrong), so I removed it,
8081 // Quake2 has it disabled as well.
8083 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8084 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8085 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8086 //PlaneClassify(&frustum[0]);
8088 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8089 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8090 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8091 //PlaneClassify(&frustum[1]);
8093 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8094 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8095 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8096 //PlaneClassify(&frustum[2]);
8098 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8099 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8100 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8101 //PlaneClassify(&frustum[3]);
8104 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8105 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8106 //PlaneClassify(&frustum[4]);
8109 void R_View_Update(void)
8111 R_Main_ResizeViewCache();
8112 R_View_SetFrustum();
8113 R_View_WorldVisibility(r_refdef.view.useclipplane);
8114 R_View_UpdateEntityVisible();
8115 R_View_UpdateEntityLighting();
8118 void R_SetupView(qboolean allowwaterclippingplane)
8120 const float *customclipplane = NULL;
8122 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8124 // LordHavoc: couldn't figure out how to make this approach the
8125 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8126 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8127 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8128 dist = r_refdef.view.clipplane.dist;
8129 plane[0] = r_refdef.view.clipplane.normal[0];
8130 plane[1] = r_refdef.view.clipplane.normal[1];
8131 plane[2] = r_refdef.view.clipplane.normal[2];
8133 customclipplane = plane;
8136 if (!r_refdef.view.useperspective)
8137 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);
8138 else if (vid.stencil && r_useinfinitefarclip.integer)
8139 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);
8141 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);
8142 R_SetViewport(&r_refdef.view.viewport);
8145 void R_EntityMatrix(const matrix4x4_t *matrix)
8147 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8149 gl_modelmatrixchanged = false;
8150 gl_modelmatrix = *matrix;
8151 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8152 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8153 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8154 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8156 switch(vid.renderpath)
8158 case RENDERPATH_D3D9:
8160 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8161 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8164 case RENDERPATH_D3D10:
8165 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8167 case RENDERPATH_D3D11:
8168 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8170 case RENDERPATH_GL20:
8171 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8172 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8173 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8175 case RENDERPATH_CGGL:
8178 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8179 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8180 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8183 case RENDERPATH_GL13:
8184 case RENDERPATH_GL11:
8185 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8191 void R_ResetViewRendering2D(void)
8193 r_viewport_t viewport;
8196 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8197 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);
8198 R_SetViewport(&viewport);
8199 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8200 GL_Color(1, 1, 1, 1);
8201 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8202 GL_BlendFunc(GL_ONE, GL_ZERO);
8203 GL_AlphaTest(false);
8204 GL_ScissorTest(false);
8205 GL_DepthMask(false);
8206 GL_DepthRange(0, 1);
8207 GL_DepthTest(false);
8208 GL_DepthFunc(GL_LEQUAL);
8209 R_EntityMatrix(&identitymatrix);
8210 R_Mesh_ResetTextureState();
8211 GL_PolygonOffset(0, 0);
8212 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8213 switch(vid.renderpath)
8215 case RENDERPATH_GL11:
8216 case RENDERPATH_GL13:
8217 case RENDERPATH_GL20:
8218 case RENDERPATH_CGGL:
8219 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8221 case RENDERPATH_D3D9:
8222 case RENDERPATH_D3D10:
8223 case RENDERPATH_D3D11:
8226 GL_CullFace(GL_NONE);
8229 void R_ResetViewRendering3D(void)
8234 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8235 GL_Color(1, 1, 1, 1);
8236 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8237 GL_BlendFunc(GL_ONE, GL_ZERO);
8238 GL_AlphaTest(false);
8239 GL_ScissorTest(true);
8241 GL_DepthRange(0, 1);
8243 GL_DepthFunc(GL_LEQUAL);
8244 R_EntityMatrix(&identitymatrix);
8245 R_Mesh_ResetTextureState();
8246 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8247 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8248 switch(vid.renderpath)
8250 case RENDERPATH_GL11:
8251 case RENDERPATH_GL13:
8252 case RENDERPATH_GL20:
8253 case RENDERPATH_CGGL:
8254 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8256 case RENDERPATH_D3D9:
8257 case RENDERPATH_D3D10:
8258 case RENDERPATH_D3D11:
8261 GL_CullFace(r_refdef.view.cullface_back);
8266 R_RenderView_UpdateViewVectors
8269 static void R_RenderView_UpdateViewVectors(void)
8271 // break apart the view matrix into vectors for various purposes
8272 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8273 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8274 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8275 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8276 // make an inverted copy of the view matrix for tracking sprites
8277 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8280 void R_RenderScene(void);
8281 void R_RenderWaterPlanes(void);
8283 static void R_Water_StartFrame(void)
8286 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8287 r_waterstate_waterplane_t *p;
8289 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8292 switch(vid.renderpath)
8294 case RENDERPATH_GL20:
8295 case RENDERPATH_CGGL:
8296 case RENDERPATH_D3D9:
8297 case RENDERPATH_D3D10:
8298 case RENDERPATH_D3D11:
8300 case RENDERPATH_GL13:
8301 case RENDERPATH_GL11:
8305 // set waterwidth and waterheight to the water resolution that will be
8306 // used (often less than the screen resolution for faster rendering)
8307 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8308 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8310 // calculate desired texture sizes
8311 // can't use water if the card does not support the texture size
8312 if (!r_water.integer || r_showsurfaces.integer)
8313 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8314 else if (vid.support.arb_texture_non_power_of_two)
8316 texturewidth = waterwidth;
8317 textureheight = waterheight;
8318 camerawidth = waterwidth;
8319 cameraheight = waterheight;
8323 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8324 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8325 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8326 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8329 // allocate textures as needed
8330 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8332 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8333 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8335 if (p->texture_refraction)
8336 R_FreeTexture(p->texture_refraction);
8337 p->texture_refraction = NULL;
8338 if (p->texture_reflection)
8339 R_FreeTexture(p->texture_reflection);
8340 p->texture_reflection = NULL;
8341 if (p->texture_camera)
8342 R_FreeTexture(p->texture_camera);
8343 p->texture_camera = NULL;
8345 memset(&r_waterstate, 0, sizeof(r_waterstate));
8346 r_waterstate.texturewidth = texturewidth;
8347 r_waterstate.textureheight = textureheight;
8348 r_waterstate.camerawidth = camerawidth;
8349 r_waterstate.cameraheight = cameraheight;
8352 if (r_waterstate.texturewidth)
8354 r_waterstate.enabled = true;
8356 // when doing a reduced render (HDR) we want to use a smaller area
8357 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8358 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8360 // set up variables that will be used in shader setup
8361 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8362 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8363 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8364 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8367 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8368 r_waterstate.numwaterplanes = 0;
8371 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8373 int triangleindex, planeindex;
8380 r_waterstate_waterplane_t *p;
8381 texture_t *t = R_GetCurrentTexture(surface->texture);
8382 cam_ent = t->camera_entity;
8383 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8386 // just use the first triangle with a valid normal for any decisions
8387 VectorClear(normal);
8388 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8390 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8391 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8392 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8393 TriangleNormal(vert[0], vert[1], vert[2], normal);
8394 if (VectorLength2(normal) >= 0.001)
8398 VectorCopy(normal, plane.normal);
8399 VectorNormalize(plane.normal);
8400 plane.dist = DotProduct(vert[0], plane.normal);
8401 PlaneClassify(&plane);
8402 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8404 // skip backfaces (except if nocullface is set)
8405 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8407 VectorNegate(plane.normal, plane.normal);
8409 PlaneClassify(&plane);
8413 // find a matching plane if there is one
8414 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8415 if(p->camera_entity == t->camera_entity)
8416 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8418 if (planeindex >= r_waterstate.maxwaterplanes)
8419 return; // nothing we can do, out of planes
8421 // if this triangle does not fit any known plane rendered this frame, add one
8422 if (planeindex >= r_waterstate.numwaterplanes)
8424 // store the new plane
8425 r_waterstate.numwaterplanes++;
8427 // clear materialflags and pvs
8428 p->materialflags = 0;
8429 p->pvsvalid = false;
8430 p->camera_entity = t->camera_entity;
8432 // merge this surface's materialflags into the waterplane
8433 p->materialflags |= t->currentmaterialflags;
8434 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8436 // merge this surface's PVS into the waterplane
8437 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8438 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8439 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8441 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8447 static void R_Water_ProcessPlanes(void)
8449 r_refdef_view_t originalview;
8450 r_refdef_view_t myview;
8452 r_waterstate_waterplane_t *p;
8455 originalview = r_refdef.view;
8457 // make sure enough textures are allocated
8458 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8460 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8462 if (!p->texture_refraction)
8463 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);
8464 if (!p->texture_refraction)
8467 else if (p->materialflags & MATERIALFLAG_CAMERA)
8469 if (!p->texture_camera)
8470 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);
8471 if (!p->texture_camera)
8475 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8477 if (!p->texture_reflection)
8478 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);
8479 if (!p->texture_reflection)
8485 r_refdef.view = originalview;
8486 r_refdef.view.showdebug = false;
8487 r_refdef.view.width = r_waterstate.waterwidth;
8488 r_refdef.view.height = r_waterstate.waterheight;
8489 r_refdef.view.useclipplane = true;
8490 myview = r_refdef.view;
8491 r_waterstate.renderingscene = true;
8492 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8494 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8496 r_refdef.view = myview;
8497 // render reflected scene and copy into texture
8498 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8499 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8500 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8501 r_refdef.view.clipplane = p->plane;
8502 // reverse the cullface settings for this render
8503 r_refdef.view.cullface_front = GL_FRONT;
8504 r_refdef.view.cullface_back = GL_BACK;
8505 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8507 r_refdef.view.usecustompvs = true;
8509 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8511 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8514 R_ResetViewRendering3D();
8515 R_ClearScreen(r_refdef.fogenabled);
8519 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);
8522 // render the normal view scene and copy into texture
8523 // (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)
8524 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8526 r_waterstate.renderingrefraction = true;
8527 r_refdef.view = myview;
8529 r_refdef.view.clipplane = p->plane;
8530 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8531 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8533 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8535 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8536 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8537 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8538 R_RenderView_UpdateViewVectors();
8539 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8541 r_refdef.view.usecustompvs = true;
8542 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);
8546 PlaneClassify(&r_refdef.view.clipplane);
8548 R_ResetViewRendering3D();
8549 R_ClearScreen(r_refdef.fogenabled);
8553 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);
8554 r_waterstate.renderingrefraction = false;
8556 else if (p->materialflags & MATERIALFLAG_CAMERA)
8558 r_refdef.view = myview;
8560 r_refdef.view.clipplane = p->plane;
8561 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8562 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8564 r_refdef.view.width = r_waterstate.camerawidth;
8565 r_refdef.view.height = r_waterstate.cameraheight;
8566 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8567 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8569 if(p->camera_entity)
8571 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8572 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8575 // reverse the cullface settings for this render
8576 r_refdef.view.cullface_front = GL_FRONT;
8577 r_refdef.view.cullface_back = GL_BACK;
8578 // also reverse the view matrix
8579 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
8580 R_RenderView_UpdateViewVectors();
8581 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8583 r_refdef.view.usecustompvs = true;
8584 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);
8587 // camera needs no clipplane
8588 r_refdef.view.useclipplane = false;
8590 PlaneClassify(&r_refdef.view.clipplane);
8592 R_ResetViewRendering3D();
8593 R_ClearScreen(r_refdef.fogenabled);
8597 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);
8598 r_waterstate.renderingrefraction = false;
8602 r_waterstate.renderingscene = false;
8603 r_refdef.view = originalview;
8604 R_ResetViewRendering3D();
8605 R_ClearScreen(r_refdef.fogenabled);
8609 r_refdef.view = originalview;
8610 r_waterstate.renderingscene = false;
8611 Cvar_SetValueQuick(&r_water, 0);
8612 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8616 void R_Bloom_StartFrame(void)
8618 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8620 switch(vid.renderpath)
8622 case RENDERPATH_GL20:
8623 case RENDERPATH_CGGL:
8624 case RENDERPATH_D3D9:
8625 case RENDERPATH_D3D10:
8626 case RENDERPATH_D3D11:
8628 case RENDERPATH_GL13:
8629 case RENDERPATH_GL11:
8633 // set bloomwidth and bloomheight to the bloom resolution that will be
8634 // used (often less than the screen resolution for faster rendering)
8635 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8636 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8637 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8638 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8639 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8641 // calculate desired texture sizes
8642 if (vid.support.arb_texture_non_power_of_two)
8644 screentexturewidth = r_refdef.view.width;
8645 screentextureheight = r_refdef.view.height;
8646 bloomtexturewidth = r_bloomstate.bloomwidth;
8647 bloomtextureheight = r_bloomstate.bloomheight;
8651 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8652 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8653 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8654 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8657 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
8659 Cvar_SetValueQuick(&r_hdr, 0);
8660 Cvar_SetValueQuick(&r_bloom, 0);
8661 Cvar_SetValueQuick(&r_motionblur, 0);
8662 Cvar_SetValueQuick(&r_damageblur, 0);
8665 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)))
8666 screentexturewidth = screentextureheight = 0;
8667 if (!r_hdr.integer && !r_bloom.integer)
8668 bloomtexturewidth = bloomtextureheight = 0;
8670 // allocate textures as needed
8671 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8673 if (r_bloomstate.texture_screen)
8674 R_FreeTexture(r_bloomstate.texture_screen);
8675 r_bloomstate.texture_screen = NULL;
8676 r_bloomstate.screentexturewidth = screentexturewidth;
8677 r_bloomstate.screentextureheight = screentextureheight;
8678 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8679 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8681 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8683 if (r_bloomstate.texture_bloom)
8684 R_FreeTexture(r_bloomstate.texture_bloom);
8685 r_bloomstate.texture_bloom = NULL;
8686 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8687 r_bloomstate.bloomtextureheight = bloomtextureheight;
8688 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8689 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8692 // when doing a reduced render (HDR) we want to use a smaller area
8693 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8694 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8695 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8696 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8697 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8699 // set up a texcoord array for the full resolution screen image
8700 // (we have to keep this around to copy back during final render)
8701 r_bloomstate.screentexcoord2f[0] = 0;
8702 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8703 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8704 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8705 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8706 r_bloomstate.screentexcoord2f[5] = 0;
8707 r_bloomstate.screentexcoord2f[6] = 0;
8708 r_bloomstate.screentexcoord2f[7] = 0;
8710 // set up a texcoord array for the reduced resolution bloom image
8711 // (which will be additive blended over the screen image)
8712 r_bloomstate.bloomtexcoord2f[0] = 0;
8713 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8714 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8715 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8716 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8717 r_bloomstate.bloomtexcoord2f[5] = 0;
8718 r_bloomstate.bloomtexcoord2f[6] = 0;
8719 r_bloomstate.bloomtexcoord2f[7] = 0;
8721 switch(vid.renderpath)
8723 case RENDERPATH_GL11:
8724 case RENDERPATH_GL13:
8725 case RENDERPATH_GL20:
8726 case RENDERPATH_CGGL:
8728 case RENDERPATH_D3D9:
8729 case RENDERPATH_D3D10:
8730 case RENDERPATH_D3D11:
8733 for (i = 0;i < 4;i++)
8735 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8736 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8737 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8738 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8744 if (r_hdr.integer || r_bloom.integer)
8746 r_bloomstate.enabled = true;
8747 r_bloomstate.hdr = r_hdr.integer != 0;
8750 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);
8753 void R_Bloom_CopyBloomTexture(float colorscale)
8755 r_refdef.stats.bloom++;
8757 // scale down screen texture to the bloom texture size
8759 R_SetViewport(&r_bloomstate.viewport);
8760 GL_BlendFunc(GL_ONE, GL_ZERO);
8761 GL_Color(colorscale, colorscale, colorscale, 1);
8762 // 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...
8763 switch(vid.renderpath)
8765 case RENDERPATH_GL11:
8766 case RENDERPATH_GL13:
8767 case RENDERPATH_GL20:
8768 case RENDERPATH_CGGL:
8769 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8771 case RENDERPATH_D3D9:
8772 case RENDERPATH_D3D10:
8773 case RENDERPATH_D3D11:
8774 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8777 // TODO: do boxfilter scale-down in shader?
8778 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8779 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8780 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8782 // we now have a bloom image in the framebuffer
8783 // copy it into the bloom image texture for later processing
8784 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);
8785 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8788 void R_Bloom_CopyHDRTexture(void)
8790 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8791 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8794 void R_Bloom_MakeTexture(void)
8797 float xoffset, yoffset, r, brighten;
8799 r_refdef.stats.bloom++;
8801 R_ResetViewRendering2D();
8803 // we have a bloom image in the framebuffer
8805 R_SetViewport(&r_bloomstate.viewport);
8807 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8810 r = bound(0, r_bloom_colorexponent.value / x, 1);
8811 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8813 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8814 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8815 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8816 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8818 // copy the vertically blurred bloom view to a texture
8819 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);
8820 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8823 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8824 brighten = r_bloom_brighten.value;
8826 brighten *= r_hdr_range.value;
8827 brighten = sqrt(brighten);
8829 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8830 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8832 for (dir = 0;dir < 2;dir++)
8834 // blend on at multiple vertical offsets to achieve a vertical blur
8835 // TODO: do offset blends using GLSL
8836 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8837 GL_BlendFunc(GL_ONE, GL_ZERO);
8838 for (x = -range;x <= range;x++)
8840 if (!dir){xoffset = 0;yoffset = x;}
8841 else {xoffset = x;yoffset = 0;}
8842 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8843 yoffset /= (float)r_bloomstate.bloomtextureheight;
8844 // compute a texcoord array with the specified x and y offset
8845 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8846 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8847 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8848 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8849 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8850 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8851 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8852 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8853 // this r value looks like a 'dot' particle, fading sharply to
8854 // black at the edges
8855 // (probably not realistic but looks good enough)
8856 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8857 //r = brighten/(range*2+1);
8858 r = brighten / (range * 2 + 1);
8860 r *= (1 - x*x/(float)(range*range));
8861 GL_Color(r, r, r, 1);
8862 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8863 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8864 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8865 GL_BlendFunc(GL_ONE, GL_ONE);
8868 // copy the vertically blurred bloom view to a texture
8869 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);
8870 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8874 void R_HDR_RenderBloomTexture(void)
8876 int oldwidth, oldheight;
8877 float oldcolorscale;
8879 oldcolorscale = r_refdef.view.colorscale;
8880 oldwidth = r_refdef.view.width;
8881 oldheight = r_refdef.view.height;
8882 r_refdef.view.width = r_bloomstate.bloomwidth;
8883 r_refdef.view.height = r_bloomstate.bloomheight;
8885 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8886 // TODO: add exposure compensation features
8887 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8889 r_refdef.view.showdebug = false;
8890 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8892 R_ResetViewRendering3D();
8894 R_ClearScreen(r_refdef.fogenabled);
8895 if (r_timereport_active)
8896 R_TimeReport("HDRclear");
8899 if (r_timereport_active)
8900 R_TimeReport("visibility");
8902 // only do secondary renders with HDR if r_hdr is 2 or higher
8903 r_waterstate.numwaterplanes = 0;
8904 if (r_waterstate.enabled && r_hdr.integer >= 2)
8905 R_RenderWaterPlanes();
8907 r_refdef.view.showdebug = true;
8909 r_waterstate.numwaterplanes = 0;
8911 R_ResetViewRendering2D();
8913 R_Bloom_CopyHDRTexture();
8914 R_Bloom_MakeTexture();
8916 // restore the view settings
8917 r_refdef.view.width = oldwidth;
8918 r_refdef.view.height = oldheight;
8919 r_refdef.view.colorscale = oldcolorscale;
8921 R_ResetViewRendering3D();
8923 R_ClearScreen(r_refdef.fogenabled);
8924 if (r_timereport_active)
8925 R_TimeReport("viewclear");
8928 static void R_BlendView(void)
8930 unsigned int permutation;
8931 float uservecs[4][4];
8933 switch (vid.renderpath)
8935 case RENDERPATH_GL20:
8936 case RENDERPATH_CGGL:
8937 case RENDERPATH_D3D9:
8938 case RENDERPATH_D3D10:
8939 case RENDERPATH_D3D11:
8941 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8942 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8943 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8944 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8945 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8947 if (r_bloomstate.texture_screen)
8949 // make sure the buffer is available
8950 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8952 R_ResetViewRendering2D();
8954 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8956 // declare variables
8958 static float avgspeed;
8960 speed = VectorLength(cl.movement_velocity);
8962 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8963 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8965 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8966 speed = bound(0, speed, 1);
8967 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8969 // calculate values into a standard alpha
8970 cl.motionbluralpha = 1 - exp(-
8972 (r_motionblur.value * speed / 80)
8974 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8977 max(0.0001, cl.time - cl.oldtime) // fps independent
8980 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8981 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8983 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8985 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8986 GL_Color(1, 1, 1, cl.motionbluralpha);
8987 switch(vid.renderpath)
8989 case RENDERPATH_GL11:
8990 case RENDERPATH_GL13:
8991 case RENDERPATH_GL20:
8992 case RENDERPATH_CGGL:
8993 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8995 case RENDERPATH_D3D9:
8996 case RENDERPATH_D3D10:
8997 case RENDERPATH_D3D11:
8998 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9001 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9002 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9003 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9007 // copy view into the screen texture
9008 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
9009 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9011 else if (!r_bloomstate.texture_bloom)
9013 // we may still have to do view tint...
9014 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9016 // apply a color tint to the whole view
9017 R_ResetViewRendering2D();
9018 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9019 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9020 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9021 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9022 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9024 break; // no screen processing, no bloom, skip it
9027 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9029 // render simple bloom effect
9030 // copy the screen and shrink it and darken it for the bloom process
9031 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9032 // make the bloom texture
9033 R_Bloom_MakeTexture();
9036 #if _MSC_VER >= 1400
9037 #define sscanf sscanf_s
9039 memset(uservecs, 0, sizeof(uservecs));
9040 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9041 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9042 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9043 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9045 R_ResetViewRendering2D();
9046 GL_Color(1, 1, 1, 1);
9047 GL_BlendFunc(GL_ONE, GL_ZERO);
9049 switch(vid.renderpath)
9051 case RENDERPATH_GL20:
9052 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9053 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9054 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9055 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9056 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9057 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]);
9058 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9059 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]);
9060 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]);
9061 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]);
9062 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]);
9063 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9064 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9065 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9067 case RENDERPATH_CGGL:
9069 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9070 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9071 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9072 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9073 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9074 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
9075 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9076 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
9077 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
9078 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
9079 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
9080 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9081 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9082 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9085 case RENDERPATH_D3D9:
9087 // 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...
9088 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9089 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9090 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9091 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9092 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9093 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9094 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9095 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9096 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9097 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9098 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9099 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9100 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9101 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9104 case RENDERPATH_D3D10:
9105 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9107 case RENDERPATH_D3D11:
9108 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9113 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9114 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9116 case RENDERPATH_GL13:
9117 case RENDERPATH_GL11:
9118 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9120 // apply a color tint to the whole view
9121 R_ResetViewRendering2D();
9122 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9123 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9124 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9126 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9132 matrix4x4_t r_waterscrollmatrix;
9134 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9136 if (r_refdef.fog_density)
9138 r_refdef.fogcolor[0] = r_refdef.fog_red;
9139 r_refdef.fogcolor[1] = r_refdef.fog_green;
9140 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9142 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9143 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9144 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9145 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9149 VectorCopy(r_refdef.fogcolor, fogvec);
9150 // color.rgb *= ContrastBoost * SceneBrightness;
9151 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9152 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9153 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9154 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9159 void R_UpdateVariables(void)
9163 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9165 r_refdef.farclip = r_farclip_base.value;
9166 if (r_refdef.scene.worldmodel)
9167 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9168 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9170 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9171 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9172 r_refdef.polygonfactor = 0;
9173 r_refdef.polygonoffset = 0;
9174 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9175 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9177 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9178 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9179 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9180 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9181 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9182 if (r_showsurfaces.integer)
9184 r_refdef.scene.rtworld = false;
9185 r_refdef.scene.rtworldshadows = false;
9186 r_refdef.scene.rtdlight = false;
9187 r_refdef.scene.rtdlightshadows = false;
9188 r_refdef.lightmapintensity = 0;
9191 if (gamemode == GAME_NEHAHRA)
9193 if (gl_fogenable.integer)
9195 r_refdef.oldgl_fogenable = true;
9196 r_refdef.fog_density = gl_fogdensity.value;
9197 r_refdef.fog_red = gl_fogred.value;
9198 r_refdef.fog_green = gl_foggreen.value;
9199 r_refdef.fog_blue = gl_fogblue.value;
9200 r_refdef.fog_alpha = 1;
9201 r_refdef.fog_start = 0;
9202 r_refdef.fog_end = gl_skyclip.value;
9203 r_refdef.fog_height = 1<<30;
9204 r_refdef.fog_fadedepth = 128;
9206 else if (r_refdef.oldgl_fogenable)
9208 r_refdef.oldgl_fogenable = false;
9209 r_refdef.fog_density = 0;
9210 r_refdef.fog_red = 0;
9211 r_refdef.fog_green = 0;
9212 r_refdef.fog_blue = 0;
9213 r_refdef.fog_alpha = 0;
9214 r_refdef.fog_start = 0;
9215 r_refdef.fog_end = 0;
9216 r_refdef.fog_height = 1<<30;
9217 r_refdef.fog_fadedepth = 128;
9221 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9222 r_refdef.fog_start = max(0, r_refdef.fog_start);
9223 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9225 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9227 if (r_refdef.fog_density && r_drawfog.integer)
9229 r_refdef.fogenabled = true;
9230 // this is the point where the fog reaches 0.9986 alpha, which we
9231 // consider a good enough cutoff point for the texture
9232 // (0.9986 * 256 == 255.6)
9233 if (r_fog_exp2.integer)
9234 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9236 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9237 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9238 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9239 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9240 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9241 R_BuildFogHeightTexture();
9242 // fog color was already set
9243 // update the fog texture
9244 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)
9245 R_BuildFogTexture();
9246 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9247 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9250 r_refdef.fogenabled = false;
9252 switch(vid.renderpath)
9254 case RENDERPATH_GL20:
9255 case RENDERPATH_CGGL:
9256 case RENDERPATH_D3D9:
9257 case RENDERPATH_D3D10:
9258 case RENDERPATH_D3D11:
9259 if(v_glslgamma.integer && !vid_gammatables_trivial)
9261 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9263 // build GLSL gamma texture
9264 #define RAMPWIDTH 256
9265 unsigned short ramp[RAMPWIDTH * 3];
9266 unsigned char rampbgr[RAMPWIDTH][4];
9269 r_texture_gammaramps_serial = vid_gammatables_serial;
9271 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9272 for(i = 0; i < RAMPWIDTH; ++i)
9274 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9275 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9276 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9279 if (r_texture_gammaramps)
9281 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9285 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9291 // remove GLSL gamma texture
9294 case RENDERPATH_GL13:
9295 case RENDERPATH_GL11:
9300 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9301 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9307 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9308 if( scenetype != r_currentscenetype ) {
9309 // store the old scenetype
9310 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9311 r_currentscenetype = scenetype;
9312 // move in the new scene
9313 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9322 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9324 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9325 if( scenetype == r_currentscenetype ) {
9326 return &r_refdef.scene;
9328 return &r_scenes_store[ scenetype ];
9337 void R_RenderView(void)
9339 if (r_timereport_active)
9340 R_TimeReport("start");
9341 r_textureframe++; // used only by R_GetCurrentTexture
9342 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9344 if (!r_drawentities.integer)
9345 r_refdef.scene.numentities = 0;
9347 R_AnimCache_ClearCache();
9348 R_FrameData_NewFrame();
9350 if (r_refdef.view.isoverlay)
9352 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9353 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9354 R_TimeReport("depthclear");
9356 r_refdef.view.showdebug = false;
9358 r_waterstate.enabled = false;
9359 r_waterstate.numwaterplanes = 0;
9367 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9368 return; //Host_Error ("R_RenderView: NULL worldmodel");
9370 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9372 R_RenderView_UpdateViewVectors();
9374 R_Shadow_UpdateWorldLightSelection();
9376 R_Bloom_StartFrame();
9377 R_Water_StartFrame();
9380 if (r_timereport_active)
9381 R_TimeReport("viewsetup");
9383 R_ResetViewRendering3D();
9385 if (r_refdef.view.clear || r_refdef.fogenabled)
9387 R_ClearScreen(r_refdef.fogenabled);
9388 if (r_timereport_active)
9389 R_TimeReport("viewclear");
9391 r_refdef.view.clear = true;
9393 // this produces a bloom texture to be used in R_BlendView() later
9394 if (r_hdr.integer && r_bloomstate.bloomwidth)
9396 R_HDR_RenderBloomTexture();
9397 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9398 r_textureframe++; // used only by R_GetCurrentTexture
9401 r_refdef.view.showdebug = true;
9404 if (r_timereport_active)
9405 R_TimeReport("visibility");
9407 r_waterstate.numwaterplanes = 0;
9408 if (r_waterstate.enabled)
9409 R_RenderWaterPlanes();
9412 r_waterstate.numwaterplanes = 0;
9415 if (r_timereport_active)
9416 R_TimeReport("blendview");
9418 GL_Scissor(0, 0, vid.width, vid.height);
9419 GL_ScissorTest(false);
9423 void R_RenderWaterPlanes(void)
9425 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9427 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9428 if (r_timereport_active)
9429 R_TimeReport("waterworld");
9432 // don't let sound skip if going slow
9433 if (r_refdef.scene.extraupdate)
9436 R_DrawModelsAddWaterPlanes();
9437 if (r_timereport_active)
9438 R_TimeReport("watermodels");
9440 if (r_waterstate.numwaterplanes)
9442 R_Water_ProcessPlanes();
9443 if (r_timereport_active)
9444 R_TimeReport("waterscenes");
9448 extern void R_DrawLightningBeams (void);
9449 extern void VM_CL_AddPolygonsToMeshQueue (void);
9450 extern void R_DrawPortals (void);
9451 extern cvar_t cl_locs_show;
9452 static void R_DrawLocs(void);
9453 static void R_DrawEntityBBoxes(void);
9454 static void R_DrawModelDecals(void);
9455 extern void R_DrawModelShadows(void);
9456 extern void R_DrawModelShadowMaps(void);
9457 extern cvar_t cl_decals_newsystem;
9458 extern qboolean r_shadow_usingdeferredprepass;
9459 void R_RenderScene(void)
9461 qboolean shadowmapping = false;
9463 if (r_timereport_active)
9464 R_TimeReport("beginscene");
9466 r_refdef.stats.renders++;
9470 // don't let sound skip if going slow
9471 if (r_refdef.scene.extraupdate)
9474 R_MeshQueue_BeginScene();
9478 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
9480 if (r_timereport_active)
9481 R_TimeReport("skystartframe");
9483 if (cl.csqc_vidvars.drawworld)
9485 // don't let sound skip if going slow
9486 if (r_refdef.scene.extraupdate)
9489 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9491 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9492 if (r_timereport_active)
9493 R_TimeReport("worldsky");
9496 if (R_DrawBrushModelsSky() && r_timereport_active)
9497 R_TimeReport("bmodelsky");
9499 if (skyrendermasked && skyrenderlater)
9501 // we have to force off the water clipping plane while rendering sky
9505 if (r_timereport_active)
9506 R_TimeReport("sky");
9510 R_AnimCache_CacheVisibleEntities();
9511 if (r_timereport_active)
9512 R_TimeReport("animation");
9514 R_Shadow_PrepareLights();
9515 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9516 R_Shadow_PrepareModelShadows();
9517 if (r_timereport_active)
9518 R_TimeReport("preparelights");
9520 if (R_Shadow_ShadowMappingEnabled())
9521 shadowmapping = true;
9523 if (r_shadow_usingdeferredprepass)
9524 R_Shadow_DrawPrepass();
9526 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9528 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9529 if (r_timereport_active)
9530 R_TimeReport("worlddepth");
9532 if (r_depthfirst.integer >= 2)
9534 R_DrawModelsDepth();
9535 if (r_timereport_active)
9536 R_TimeReport("modeldepth");
9539 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9541 R_DrawModelShadowMaps();
9542 R_ResetViewRendering3D();
9543 // don't let sound skip if going slow
9544 if (r_refdef.scene.extraupdate)
9548 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9550 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9551 if (r_timereport_active)
9552 R_TimeReport("world");
9555 // don't let sound skip if going slow
9556 if (r_refdef.scene.extraupdate)
9560 if (r_timereport_active)
9561 R_TimeReport("models");
9563 // don't let sound skip if going slow
9564 if (r_refdef.scene.extraupdate)
9567 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9569 R_DrawModelShadows();
9570 R_ResetViewRendering3D();
9571 // don't let sound skip if going slow
9572 if (r_refdef.scene.extraupdate)
9576 if (!r_shadow_usingdeferredprepass)
9578 R_Shadow_DrawLights();
9579 if (r_timereport_active)
9580 R_TimeReport("rtlights");
9583 // don't let sound skip if going slow
9584 if (r_refdef.scene.extraupdate)
9587 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9589 R_DrawModelShadows();
9590 R_ResetViewRendering3D();
9591 // don't let sound skip if going slow
9592 if (r_refdef.scene.extraupdate)
9596 if (cl.csqc_vidvars.drawworld)
9598 if (cl_decals_newsystem.integer)
9600 R_DrawModelDecals();
9601 if (r_timereport_active)
9602 R_TimeReport("modeldecals");
9607 if (r_timereport_active)
9608 R_TimeReport("decals");
9612 if (r_timereport_active)
9613 R_TimeReport("particles");
9616 if (r_timereport_active)
9617 R_TimeReport("explosions");
9619 R_DrawLightningBeams();
9620 if (r_timereport_active)
9621 R_TimeReport("lightning");
9624 VM_CL_AddPolygonsToMeshQueue();
9626 if (r_refdef.view.showdebug)
9628 if (cl_locs_show.integer)
9631 if (r_timereport_active)
9632 R_TimeReport("showlocs");
9635 if (r_drawportals.integer)
9638 if (r_timereport_active)
9639 R_TimeReport("portals");
9642 if (r_showbboxes.value > 0)
9644 R_DrawEntityBBoxes();
9645 if (r_timereport_active)
9646 R_TimeReport("bboxes");
9650 R_MeshQueue_RenderTransparent();
9651 if (r_timereport_active)
9652 R_TimeReport("drawtrans");
9654 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
9656 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9657 if (r_timereport_active)
9658 R_TimeReport("worlddebug");
9659 R_DrawModelsDebug();
9660 if (r_timereport_active)
9661 R_TimeReport("modeldebug");
9664 if (cl.csqc_vidvars.drawworld)
9666 R_Shadow_DrawCoronas();
9667 if (r_timereport_active)
9668 R_TimeReport("coronas");
9671 // don't let sound skip if going slow
9672 if (r_refdef.scene.extraupdate)
9675 R_ResetViewRendering2D();
9678 static const unsigned short bboxelements[36] =
9688 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9691 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9693 RSurf_ActiveWorldEntity();
9695 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9696 GL_DepthMask(false);
9697 GL_DepthRange(0, 1);
9698 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9699 R_Mesh_ResetTextureState();
9701 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9702 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9703 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9704 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9705 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9706 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9707 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9708 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9709 R_FillColors(color4f, 8, cr, cg, cb, ca);
9710 if (r_refdef.fogenabled)
9712 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9714 f1 = RSurf_FogVertex(v);
9716 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9717 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9718 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9721 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9722 R_Mesh_ResetTextureState();
9723 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9724 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9727 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9731 prvm_edict_t *edict;
9732 prvm_prog_t *prog_save = prog;
9734 // this function draws bounding boxes of server entities
9738 GL_CullFace(GL_NONE);
9739 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9743 for (i = 0;i < numsurfaces;i++)
9745 edict = PRVM_EDICT_NUM(surfacelist[i]);
9746 switch ((int)edict->fields.server->solid)
9748 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9749 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9750 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9751 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9752 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9753 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9755 color[3] *= r_showbboxes.value;
9756 color[3] = bound(0, color[3], 1);
9757 GL_DepthTest(!r_showdisabledepthtest.integer);
9758 GL_CullFace(r_refdef.view.cullface_front);
9759 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9765 static void R_DrawEntityBBoxes(void)
9768 prvm_edict_t *edict;
9770 prvm_prog_t *prog_save = prog;
9772 // this function draws bounding boxes of server entities
9778 for (i = 0;i < prog->num_edicts;i++)
9780 edict = PRVM_EDICT_NUM(i);
9781 if (edict->priv.server->free)
9783 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9784 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9786 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9788 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9789 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9795 static const int nomodelelement3i[24] =
9807 static const unsigned short nomodelelement3s[24] =
9819 static const float nomodelvertex3f[6*3] =
9829 static const float nomodelcolor4f[6*4] =
9831 0.0f, 0.0f, 0.5f, 1.0f,
9832 0.0f, 0.0f, 0.5f, 1.0f,
9833 0.0f, 0.5f, 0.0f, 1.0f,
9834 0.0f, 0.5f, 0.0f, 1.0f,
9835 0.5f, 0.0f, 0.0f, 1.0f,
9836 0.5f, 0.0f, 0.0f, 1.0f
9839 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9845 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
9847 // this is only called once per entity so numsurfaces is always 1, and
9848 // surfacelist is always {0}, so this code does not handle batches
9850 if (rsurface.ent_flags & RENDER_ADDITIVE)
9852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9853 GL_DepthMask(false);
9855 else if (rsurface.colormod[3] < 1)
9857 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9858 GL_DepthMask(false);
9862 GL_BlendFunc(GL_ONE, GL_ZERO);
9865 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9866 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9867 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9868 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9869 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9870 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9871 for (i = 0, c = color4f;i < 6;i++, c += 4)
9873 c[0] *= rsurface.colormod[0];
9874 c[1] *= rsurface.colormod[1];
9875 c[2] *= rsurface.colormod[2];
9876 c[3] *= rsurface.colormod[3];
9878 if (r_refdef.fogenabled)
9880 for (i = 0, c = color4f;i < 6;i++, c += 4)
9882 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9884 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9885 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9886 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9889 R_Mesh_ResetTextureState();
9890 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9891 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9894 void R_DrawNoModel(entity_render_t *ent)
9897 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9898 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9899 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9901 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9904 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9906 vec3_t right1, right2, diff, normal;
9908 VectorSubtract (org2, org1, normal);
9910 // calculate 'right' vector for start
9911 VectorSubtract (r_refdef.view.origin, org1, diff);
9912 CrossProduct (normal, diff, right1);
9913 VectorNormalize (right1);
9915 // calculate 'right' vector for end
9916 VectorSubtract (r_refdef.view.origin, org2, diff);
9917 CrossProduct (normal, diff, right2);
9918 VectorNormalize (right2);
9920 vert[ 0] = org1[0] + width * right1[0];
9921 vert[ 1] = org1[1] + width * right1[1];
9922 vert[ 2] = org1[2] + width * right1[2];
9923 vert[ 3] = org1[0] - width * right1[0];
9924 vert[ 4] = org1[1] - width * right1[1];
9925 vert[ 5] = org1[2] - width * right1[2];
9926 vert[ 6] = org2[0] - width * right2[0];
9927 vert[ 7] = org2[1] - width * right2[1];
9928 vert[ 8] = org2[2] - width * right2[2];
9929 vert[ 9] = org2[0] + width * right2[0];
9930 vert[10] = org2[1] + width * right2[1];
9931 vert[11] = org2[2] + width * right2[2];
9934 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
9936 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9937 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9938 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9939 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9940 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9941 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9942 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9943 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9944 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9945 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9946 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9947 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9950 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9955 VectorSet(v, x, y, z);
9956 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9957 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9959 if (i == mesh->numvertices)
9961 if (mesh->numvertices < mesh->maxvertices)
9963 VectorCopy(v, vertex3f);
9964 mesh->numvertices++;
9966 return mesh->numvertices;
9972 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9976 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9977 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9978 e = mesh->element3i + mesh->numtriangles * 3;
9979 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9981 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9982 if (mesh->numtriangles < mesh->maxtriangles)
9987 mesh->numtriangles++;
9989 element[1] = element[2];
9993 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9997 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9998 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9999 e = mesh->element3i + mesh->numtriangles * 3;
10000 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10002 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10003 if (mesh->numtriangles < mesh->maxtriangles)
10008 mesh->numtriangles++;
10010 element[1] = element[2];
10014 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10015 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10017 int planenum, planenum2;
10020 mplane_t *plane, *plane2;
10022 double temppoints[2][256*3];
10023 // figure out how large a bounding box we need to properly compute this brush
10025 for (w = 0;w < numplanes;w++)
10026 maxdist = max(maxdist, fabs(planes[w].dist));
10027 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10028 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10029 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10033 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10034 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10036 if (planenum2 == planenum)
10038 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
10041 if (tempnumpoints < 3)
10043 // generate elements forming a triangle fan for this polygon
10044 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10048 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
10050 texturelayer_t *layer;
10051 layer = t->currentlayers + t->currentnumlayers++;
10052 layer->type = type;
10053 layer->depthmask = depthmask;
10054 layer->blendfunc1 = blendfunc1;
10055 layer->blendfunc2 = blendfunc2;
10056 layer->texture = texture;
10057 layer->texmatrix = *matrix;
10058 layer->color[0] = r;
10059 layer->color[1] = g;
10060 layer->color[2] = b;
10061 layer->color[3] = a;
10064 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10066 if(parms[0] == 0 && parms[1] == 0)
10068 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10069 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10074 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10077 index = parms[2] + r_refdef.scene.time * parms[3];
10078 index -= floor(index);
10079 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10082 case Q3WAVEFUNC_NONE:
10083 case Q3WAVEFUNC_NOISE:
10084 case Q3WAVEFUNC_COUNT:
10087 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10088 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10089 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10090 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10091 case Q3WAVEFUNC_TRIANGLE:
10093 f = index - floor(index);
10096 else if (index < 2)
10098 else if (index < 3)
10104 f = parms[0] + parms[1] * f;
10105 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10106 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10110 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10115 matrix4x4_t matrix, temp;
10116 switch(tcmod->tcmod)
10118 case Q3TCMOD_COUNT:
10120 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10121 matrix = r_waterscrollmatrix;
10123 matrix = identitymatrix;
10125 case Q3TCMOD_ENTITYTRANSLATE:
10126 // this is used in Q3 to allow the gamecode to control texcoord
10127 // scrolling on the entity, which is not supported in darkplaces yet.
10128 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10130 case Q3TCMOD_ROTATE:
10131 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10132 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10133 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10135 case Q3TCMOD_SCALE:
10136 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10138 case Q3TCMOD_SCROLL:
10139 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10141 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10142 w = (int) tcmod->parms[0];
10143 h = (int) tcmod->parms[1];
10144 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10146 idx = (int) floor(f * w * h);
10147 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10149 case Q3TCMOD_STRETCH:
10150 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10151 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10153 case Q3TCMOD_TRANSFORM:
10154 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10155 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10156 VectorSet(tcmat + 6, 0 , 0 , 1);
10157 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10158 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10160 case Q3TCMOD_TURBULENT:
10161 // this is handled in the RSurf_PrepareVertices function
10162 matrix = identitymatrix;
10166 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10169 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10171 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10172 char name[MAX_QPATH];
10173 skinframe_t *skinframe;
10174 unsigned char pixels[296*194];
10175 strlcpy(cache->name, skinname, sizeof(cache->name));
10176 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10177 if (developer_loading.integer)
10178 Con_Printf("loading %s\n", name);
10179 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10180 if (!skinframe || !skinframe->base)
10183 fs_offset_t filesize;
10185 f = FS_LoadFile(name, tempmempool, true, &filesize);
10188 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10189 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10193 cache->skinframe = skinframe;
10196 texture_t *R_GetCurrentTexture(texture_t *t)
10199 const entity_render_t *ent = rsurface.entity;
10200 dp_model_t *model = ent->model;
10201 q3shaderinfo_layer_tcmod_t *tcmod;
10203 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10204 return t->currentframe;
10205 t->update_lastrenderframe = r_textureframe;
10206 t->update_lastrenderentity = (void *)ent;
10208 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10209 t->camera_entity = ent->entitynumber;
10211 t->camera_entity = 0;
10213 // switch to an alternate material if this is a q1bsp animated material
10215 texture_t *texture = t;
10216 int s = rsurface.ent_skinnum;
10217 if ((unsigned int)s >= (unsigned int)model->numskins)
10219 if (model->skinscenes)
10221 if (model->skinscenes[s].framecount > 1)
10222 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10224 s = model->skinscenes[s].firstframe;
10227 t = t + s * model->num_surfaces;
10230 // use an alternate animation if the entity's frame is not 0,
10231 // and only if the texture has an alternate animation
10232 if (rsurface.ent_alttextures && t->anim_total[1])
10233 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10235 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10237 texture->currentframe = t;
10240 // update currentskinframe to be a qw skin or animation frame
10241 if (rsurface.ent_qwskin >= 0)
10243 i = rsurface.ent_qwskin;
10244 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10246 r_qwskincache_size = cl.maxclients;
10248 Mem_Free(r_qwskincache);
10249 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10251 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10252 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10253 t->currentskinframe = r_qwskincache[i].skinframe;
10254 if (t->currentskinframe == NULL)
10255 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10257 else if (t->numskinframes >= 2)
10258 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10259 if (t->backgroundnumskinframes >= 2)
10260 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10262 t->currentmaterialflags = t->basematerialflags;
10263 t->currentalpha = rsurface.colormod[3];
10264 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10265 t->currentalpha *= r_wateralpha.value;
10266 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10267 t->currentalpha *= t->r_water_wateralpha;
10268 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10269 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10270 if (!(rsurface.ent_flags & RENDER_LIGHT))
10271 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10272 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10274 // pick a model lighting mode
10275 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10276 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10278 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10280 if (rsurface.ent_flags & RENDER_ADDITIVE)
10281 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10282 else if (t->currentalpha < 1)
10283 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10284 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10285 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10286 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10287 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10288 if (t->backgroundnumskinframes)
10289 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10290 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10292 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10293 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10296 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10297 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10298 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10300 // there is no tcmod
10301 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10303 t->currenttexmatrix = r_waterscrollmatrix;
10304 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10306 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10308 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10309 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10312 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10313 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10314 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10315 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10317 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10318 if (t->currentskinframe->qpixels)
10319 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10320 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10321 if (!t->basetexture)
10322 t->basetexture = r_texture_notexture;
10323 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10324 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10325 t->nmaptexture = t->currentskinframe->nmap;
10326 if (!t->nmaptexture)
10327 t->nmaptexture = r_texture_blanknormalmap;
10328 t->glosstexture = r_texture_black;
10329 t->glowtexture = t->currentskinframe->glow;
10330 t->fogtexture = t->currentskinframe->fog;
10331 t->reflectmasktexture = t->currentskinframe->reflect;
10332 if (t->backgroundnumskinframes)
10334 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10335 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10336 t->backgroundglosstexture = r_texture_black;
10337 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10338 if (!t->backgroundnmaptexture)
10339 t->backgroundnmaptexture = r_texture_blanknormalmap;
10343 t->backgroundbasetexture = r_texture_white;
10344 t->backgroundnmaptexture = r_texture_blanknormalmap;
10345 t->backgroundglosstexture = r_texture_black;
10346 t->backgroundglowtexture = NULL;
10348 t->specularpower = r_shadow_glossexponent.value;
10349 // TODO: store reference values for these in the texture?
10350 t->specularscale = 0;
10351 if (r_shadow_gloss.integer > 0)
10353 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10355 if (r_shadow_glossintensity.value > 0)
10357 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10358 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10359 t->specularscale = r_shadow_glossintensity.value;
10362 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10364 t->glosstexture = r_texture_white;
10365 t->backgroundglosstexture = r_texture_white;
10366 t->specularscale = r_shadow_gloss2intensity.value;
10367 t->specularpower = r_shadow_gloss2exponent.value;
10370 t->specularscale *= t->specularscalemod;
10371 t->specularpower *= t->specularpowermod;
10373 // lightmaps mode looks bad with dlights using actual texturing, so turn
10374 // off the colormap and glossmap, but leave the normalmap on as it still
10375 // accurately represents the shading involved
10376 if (gl_lightmaps.integer)
10378 t->basetexture = r_texture_grey128;
10379 t->pantstexture = r_texture_black;
10380 t->shirttexture = r_texture_black;
10381 t->nmaptexture = r_texture_blanknormalmap;
10382 t->glosstexture = r_texture_black;
10383 t->glowtexture = NULL;
10384 t->fogtexture = NULL;
10385 t->reflectmasktexture = NULL;
10386 t->backgroundbasetexture = NULL;
10387 t->backgroundnmaptexture = r_texture_blanknormalmap;
10388 t->backgroundglosstexture = r_texture_black;
10389 t->backgroundglowtexture = NULL;
10390 t->specularscale = 0;
10391 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10394 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10395 VectorClear(t->dlightcolor);
10396 t->currentnumlayers = 0;
10397 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10399 int blendfunc1, blendfunc2;
10400 qboolean depthmask;
10401 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10403 blendfunc1 = GL_SRC_ALPHA;
10404 blendfunc2 = GL_ONE;
10406 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10408 blendfunc1 = GL_SRC_ALPHA;
10409 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10411 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10413 blendfunc1 = t->customblendfunc[0];
10414 blendfunc2 = t->customblendfunc[1];
10418 blendfunc1 = GL_ONE;
10419 blendfunc2 = GL_ZERO;
10421 // don't colormod evilblend textures
10422 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10423 VectorSet(t->lightmapcolor, 1, 1, 1);
10424 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10425 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10427 // fullbright is not affected by r_refdef.lightmapintensity
10428 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
10429 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10430 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10431 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10432 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10436 vec3_t ambientcolor;
10438 // set the color tint used for lights affecting this surface
10439 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10441 // q3bsp has no lightmap updates, so the lightstylevalue that
10442 // would normally be baked into the lightmap must be
10443 // applied to the color
10444 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10445 if (model->type == mod_brushq3)
10446 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10447 colorscale *= r_refdef.lightmapintensity;
10448 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10449 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10450 // basic lit geometry
10451 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
10452 // add pants/shirt if needed
10453 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10454 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10455 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10456 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
10457 // now add ambient passes if needed
10458 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10460 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
10461 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10462 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
10463 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10464 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
10467 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10468 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
10469 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10471 // if this is opaque use alpha blend which will darken the earlier
10474 // if this is an alpha blended material, all the earlier passes
10475 // were darkened by fog already, so we only need to add the fog
10476 // color ontop through the fog mask texture
10478 // if this is an additive blended material, all the earlier passes
10479 // were darkened by fog already, and we should not add fog color
10480 // (because the background was not darkened, there is no fog color
10481 // that was lost behind it).
10482 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
10486 return t->currentframe;
10489 rsurfacestate_t rsurface;
10491 void R_Mesh_ResizeArrays(int newvertices)
10493 unsigned char *base;
10495 if (rsurface.array_size >= newvertices)
10497 if (rsurface.array_base)
10498 Mem_Free(rsurface.array_base);
10499 rsurface.array_size = (newvertices + 1023) & ~1023;
10501 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10502 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10503 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10504 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10505 size += rsurface.array_size * sizeof(float[3]);
10506 size += rsurface.array_size * sizeof(float[3]);
10507 size += rsurface.array_size * sizeof(float[3]);
10508 size += rsurface.array_size * sizeof(float[3]);
10509 size += rsurface.array_size * sizeof(float[3]);
10510 size += rsurface.array_size * sizeof(float[3]);
10511 size += rsurface.array_size * sizeof(float[3]);
10512 size += rsurface.array_size * sizeof(float[3]);
10513 size += rsurface.array_size * sizeof(float[4]);
10514 size += rsurface.array_size * sizeof(float[2]);
10515 size += rsurface.array_size * sizeof(float[2]);
10516 size += rsurface.array_size * sizeof(float[4]);
10517 size += rsurface.array_size * sizeof(int[3]);
10518 size += rsurface.array_size * sizeof(unsigned short[3]);
10519 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10520 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10521 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10522 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10523 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10524 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10525 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10526 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10527 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10528 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10529 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10530 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10531 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10532 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10533 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10534 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10535 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10536 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10537 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10540 void RSurf_ActiveWorldEntity(void)
10542 dp_model_t *model = r_refdef.scene.worldmodel;
10543 //if (rsurface.entity == r_refdef.scene.worldentity)
10545 rsurface.entity = r_refdef.scene.worldentity;
10546 rsurface.skeleton = NULL;
10547 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10548 rsurface.ent_skinnum = 0;
10549 rsurface.ent_qwskin = -1;
10550 rsurface.ent_shadertime = 0;
10551 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10552 if (rsurface.array_size < model->surfmesh.num_vertices)
10553 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10554 rsurface.matrix = identitymatrix;
10555 rsurface.inversematrix = identitymatrix;
10556 rsurface.matrixscale = 1;
10557 rsurface.inversematrixscale = 1;
10558 R_EntityMatrix(&identitymatrix);
10559 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10560 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10561 rsurface.fograngerecip = r_refdef.fograngerecip;
10562 rsurface.fogheightfade = r_refdef.fogheightfade;
10563 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10564 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10565 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10566 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10567 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10568 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10569 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10570 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10571 rsurface.colormod[3] = 1;
10572 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
10573 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10574 rsurface.frameblend[0].lerp = 1;
10575 rsurface.ent_alttextures = false;
10576 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10577 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10578 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10579 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10580 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10581 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10582 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10583 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10584 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10585 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10586 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10587 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10588 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10589 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10590 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10591 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10592 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10593 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10594 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10595 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10596 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10597 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10598 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10599 rsurface.modelelement3i = model->surfmesh.data_element3i;
10600 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10601 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10602 rsurface.modelelement3s = model->surfmesh.data_element3s;
10603 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10604 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10605 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10606 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10607 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10608 rsurface.modelsurfaces = model->data_surfaces;
10609 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10610 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10611 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10612 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10613 rsurface.modelgeneratedvertex = false;
10614 rsurface.batchgeneratedvertex = false;
10615 rsurface.batchfirstvertex = 0;
10616 rsurface.batchnumvertices = 0;
10617 rsurface.batchfirsttriangle = 0;
10618 rsurface.batchnumtriangles = 0;
10619 rsurface.batchvertex3f = NULL;
10620 rsurface.batchvertex3f_vertexbuffer = NULL;
10621 rsurface.batchvertex3f_bufferoffset = 0;
10622 rsurface.batchsvector3f = NULL;
10623 rsurface.batchsvector3f_vertexbuffer = NULL;
10624 rsurface.batchsvector3f_bufferoffset = 0;
10625 rsurface.batchtvector3f = NULL;
10626 rsurface.batchtvector3f_vertexbuffer = NULL;
10627 rsurface.batchtvector3f_bufferoffset = 0;
10628 rsurface.batchnormal3f = NULL;
10629 rsurface.batchnormal3f_vertexbuffer = NULL;
10630 rsurface.batchnormal3f_bufferoffset = 0;
10631 rsurface.batchlightmapcolor4f = NULL;
10632 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10633 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10634 rsurface.batchtexcoordtexture2f = NULL;
10635 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10636 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10637 rsurface.batchtexcoordlightmap2f = NULL;
10638 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10639 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10640 rsurface.batchvertexmesh = NULL;
10641 rsurface.batchvertexmeshbuffer = NULL;
10642 rsurface.batchvertexposition = NULL;
10643 rsurface.batchvertexpositionbuffer = NULL;
10644 rsurface.batchelement3i = NULL;
10645 rsurface.batchelement3i_indexbuffer = NULL;
10646 rsurface.batchelement3i_bufferoffset = 0;
10647 rsurface.batchelement3s = NULL;
10648 rsurface.batchelement3s_indexbuffer = NULL;
10649 rsurface.batchelement3s_bufferoffset = 0;
10650 rsurface.passcolor4f = NULL;
10651 rsurface.passcolor4f_vertexbuffer = NULL;
10652 rsurface.passcolor4f_bufferoffset = 0;
10655 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10657 dp_model_t *model = ent->model;
10658 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10660 rsurface.entity = (entity_render_t *)ent;
10661 rsurface.skeleton = ent->skeleton;
10662 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10663 rsurface.ent_skinnum = ent->skinnum;
10664 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;
10665 rsurface.ent_shadertime = ent->shadertime;
10666 rsurface.ent_flags = ent->flags;
10667 if (rsurface.array_size < model->surfmesh.num_vertices)
10668 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10669 rsurface.matrix = ent->matrix;
10670 rsurface.inversematrix = ent->inversematrix;
10671 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10672 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10673 R_EntityMatrix(&rsurface.matrix);
10674 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10675 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10676 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10677 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10678 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10679 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10680 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10681 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10682 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10683 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10684 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10685 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10686 rsurface.colormod[3] = ent->alpha;
10687 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10688 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10689 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10690 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10691 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10692 if (ent->model->brush.submodel && !prepass)
10694 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10695 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10697 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10699 if (ent->animcache_vertex3f && !r_framedata_failed)
10701 rsurface.modelvertex3f = ent->animcache_vertex3f;
10702 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10703 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10704 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10705 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10706 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10707 rsurface.modelvertexposition = ent->animcache_vertexposition;
10708 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10710 else if (wanttangents)
10712 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10713 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10714 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10715 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10716 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10717 rsurface.modelvertexmesh = NULL;
10718 rsurface.modelvertexmeshbuffer = NULL;
10719 rsurface.modelvertexposition = NULL;
10720 rsurface.modelvertexpositionbuffer = NULL;
10722 else if (wantnormals)
10724 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10725 rsurface.modelsvector3f = NULL;
10726 rsurface.modeltvector3f = NULL;
10727 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10728 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10729 rsurface.modelvertexmesh = NULL;
10730 rsurface.modelvertexmeshbuffer = NULL;
10731 rsurface.modelvertexposition = NULL;
10732 rsurface.modelvertexpositionbuffer = NULL;
10736 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10737 rsurface.modelsvector3f = NULL;
10738 rsurface.modeltvector3f = NULL;
10739 rsurface.modelnormal3f = NULL;
10740 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10741 rsurface.modelvertexmesh = NULL;
10742 rsurface.modelvertexmeshbuffer = NULL;
10743 rsurface.modelvertexposition = NULL;
10744 rsurface.modelvertexpositionbuffer = NULL;
10746 rsurface.modelvertex3f_vertexbuffer = 0;
10747 rsurface.modelvertex3f_bufferoffset = 0;
10748 rsurface.modelsvector3f_vertexbuffer = 0;
10749 rsurface.modelsvector3f_bufferoffset = 0;
10750 rsurface.modeltvector3f_vertexbuffer = 0;
10751 rsurface.modeltvector3f_bufferoffset = 0;
10752 rsurface.modelnormal3f_vertexbuffer = 0;
10753 rsurface.modelnormal3f_bufferoffset = 0;
10754 rsurface.modelgeneratedvertex = true;
10758 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10759 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10760 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10761 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10762 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10763 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10764 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10765 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10766 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10767 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10768 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10769 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10770 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10771 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10772 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10773 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10774 rsurface.modelgeneratedvertex = false;
10776 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10777 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10778 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10779 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10780 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10781 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10782 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10783 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10784 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10785 rsurface.modelelement3i = model->surfmesh.data_element3i;
10786 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10787 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10788 rsurface.modelelement3s = model->surfmesh.data_element3s;
10789 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10790 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10791 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10792 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10793 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10794 rsurface.modelsurfaces = model->data_surfaces;
10795 rsurface.batchgeneratedvertex = false;
10796 rsurface.batchfirstvertex = 0;
10797 rsurface.batchnumvertices = 0;
10798 rsurface.batchfirsttriangle = 0;
10799 rsurface.batchnumtriangles = 0;
10800 rsurface.batchvertex3f = NULL;
10801 rsurface.batchvertex3f_vertexbuffer = NULL;
10802 rsurface.batchvertex3f_bufferoffset = 0;
10803 rsurface.batchsvector3f = NULL;
10804 rsurface.batchsvector3f_vertexbuffer = NULL;
10805 rsurface.batchsvector3f_bufferoffset = 0;
10806 rsurface.batchtvector3f = NULL;
10807 rsurface.batchtvector3f_vertexbuffer = NULL;
10808 rsurface.batchtvector3f_bufferoffset = 0;
10809 rsurface.batchnormal3f = NULL;
10810 rsurface.batchnormal3f_vertexbuffer = NULL;
10811 rsurface.batchnormal3f_bufferoffset = 0;
10812 rsurface.batchlightmapcolor4f = NULL;
10813 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10814 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10815 rsurface.batchtexcoordtexture2f = NULL;
10816 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10817 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10818 rsurface.batchtexcoordlightmap2f = NULL;
10819 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10820 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10821 rsurface.batchvertexmesh = NULL;
10822 rsurface.batchvertexmeshbuffer = NULL;
10823 rsurface.batchvertexposition = NULL;
10824 rsurface.batchvertexpositionbuffer = NULL;
10825 rsurface.batchelement3i = NULL;
10826 rsurface.batchelement3i_indexbuffer = NULL;
10827 rsurface.batchelement3i_bufferoffset = 0;
10828 rsurface.batchelement3s = NULL;
10829 rsurface.batchelement3s_indexbuffer = NULL;
10830 rsurface.batchelement3s_bufferoffset = 0;
10831 rsurface.passcolor4f = NULL;
10832 rsurface.passcolor4f_vertexbuffer = NULL;
10833 rsurface.passcolor4f_bufferoffset = 0;
10836 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)
10840 rsurface.entity = r_refdef.scene.worldentity;
10841 rsurface.skeleton = NULL;
10842 rsurface.ent_skinnum = 0;
10843 rsurface.ent_qwskin = -1;
10844 rsurface.ent_shadertime = shadertime;
10845 rsurface.ent_flags = entflags;
10846 rsurface.modelnumvertices = numvertices;
10847 rsurface.modelnumtriangles = numtriangles;
10848 if (rsurface.array_size < rsurface.modelnumvertices)
10849 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10850 rsurface.matrix = *matrix;
10851 rsurface.inversematrix = *inversematrix;
10852 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10853 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10854 R_EntityMatrix(&rsurface.matrix);
10855 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10856 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10857 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10858 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10859 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10860 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10861 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10862 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10863 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10864 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10865 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10866 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10867 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
10868 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10869 rsurface.frameblend[0].lerp = 1;
10870 rsurface.ent_alttextures = false;
10871 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10872 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10875 rsurface.modelvertex3f = vertex3f;
10876 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10877 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10878 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10880 else if (wantnormals)
10882 rsurface.modelvertex3f = vertex3f;
10883 rsurface.modelsvector3f = NULL;
10884 rsurface.modeltvector3f = NULL;
10885 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10889 rsurface.modelvertex3f = vertex3f;
10890 rsurface.modelsvector3f = NULL;
10891 rsurface.modeltvector3f = NULL;
10892 rsurface.modelnormal3f = NULL;
10894 rsurface.modelvertexmesh = NULL;
10895 rsurface.modelvertexmeshbuffer = NULL;
10896 rsurface.modelvertexposition = NULL;
10897 rsurface.modelvertexpositionbuffer = NULL;
10898 rsurface.modelvertex3f_vertexbuffer = 0;
10899 rsurface.modelvertex3f_bufferoffset = 0;
10900 rsurface.modelsvector3f_vertexbuffer = 0;
10901 rsurface.modelsvector3f_bufferoffset = 0;
10902 rsurface.modeltvector3f_vertexbuffer = 0;
10903 rsurface.modeltvector3f_bufferoffset = 0;
10904 rsurface.modelnormal3f_vertexbuffer = 0;
10905 rsurface.modelnormal3f_bufferoffset = 0;
10906 rsurface.modelgeneratedvertex = true;
10907 rsurface.modellightmapcolor4f = color4f;
10908 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10909 rsurface.modellightmapcolor4f_bufferoffset = 0;
10910 rsurface.modeltexcoordtexture2f = texcoord2f;
10911 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10912 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10913 rsurface.modeltexcoordlightmap2f = NULL;
10914 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10915 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10916 rsurface.modelelement3i = element3i;
10917 rsurface.modelelement3i_indexbuffer = NULL;
10918 rsurface.modelelement3i_bufferoffset = 0;
10919 rsurface.modelelement3s = element3s;
10920 rsurface.modelelement3s_indexbuffer = NULL;
10921 rsurface.modelelement3s_bufferoffset = 0;
10922 rsurface.modellightmapoffsets = NULL;
10923 rsurface.modelsurfaces = NULL;
10924 rsurface.batchgeneratedvertex = false;
10925 rsurface.batchfirstvertex = 0;
10926 rsurface.batchnumvertices = 0;
10927 rsurface.batchfirsttriangle = 0;
10928 rsurface.batchnumtriangles = 0;
10929 rsurface.batchvertex3f = NULL;
10930 rsurface.batchvertex3f_vertexbuffer = NULL;
10931 rsurface.batchvertex3f_bufferoffset = 0;
10932 rsurface.batchsvector3f = NULL;
10933 rsurface.batchsvector3f_vertexbuffer = NULL;
10934 rsurface.batchsvector3f_bufferoffset = 0;
10935 rsurface.batchtvector3f = NULL;
10936 rsurface.batchtvector3f_vertexbuffer = NULL;
10937 rsurface.batchtvector3f_bufferoffset = 0;
10938 rsurface.batchnormal3f = NULL;
10939 rsurface.batchnormal3f_vertexbuffer = NULL;
10940 rsurface.batchnormal3f_bufferoffset = 0;
10941 rsurface.batchlightmapcolor4f = NULL;
10942 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10943 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10944 rsurface.batchtexcoordtexture2f = NULL;
10945 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10946 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10947 rsurface.batchtexcoordlightmap2f = NULL;
10948 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10949 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10950 rsurface.batchvertexmesh = NULL;
10951 rsurface.batchvertexmeshbuffer = NULL;
10952 rsurface.batchvertexposition = NULL;
10953 rsurface.batchvertexpositionbuffer = NULL;
10954 rsurface.batchelement3i = NULL;
10955 rsurface.batchelement3i_indexbuffer = NULL;
10956 rsurface.batchelement3i_bufferoffset = 0;
10957 rsurface.batchelement3s = NULL;
10958 rsurface.batchelement3s_indexbuffer = NULL;
10959 rsurface.batchelement3s_bufferoffset = 0;
10960 rsurface.passcolor4f = NULL;
10961 rsurface.passcolor4f_vertexbuffer = NULL;
10962 rsurface.passcolor4f_bufferoffset = 0;
10964 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10966 if ((wantnormals || wanttangents) && !normal3f)
10968 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10969 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10971 if (wanttangents && !svector3f)
10973 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10974 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10975 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10979 // now convert arrays into vertexmesh structs
10980 for (i = 0;i < numvertices;i++)
10982 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10983 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10984 if (rsurface.modelsvector3f)
10985 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10986 if (rsurface.modeltvector3f)
10987 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10988 if (rsurface.modelnormal3f)
10989 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10990 if (rsurface.modellightmapcolor4f)
10991 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10992 if (rsurface.modeltexcoordtexture2f)
10993 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10994 if (rsurface.modeltexcoordlightmap2f)
10995 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10999 float RSurf_FogPoint(const float *v)
11001 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11002 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11003 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11004 float FogHeightFade = r_refdef.fogheightfade;
11006 unsigned int fogmasktableindex;
11007 if (r_refdef.fogplaneviewabove)
11008 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11010 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11011 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11012 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11015 float RSurf_FogVertex(const float *v)
11017 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11018 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11019 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11020 float FogHeightFade = rsurface.fogheightfade;
11022 unsigned int fogmasktableindex;
11023 if (r_refdef.fogplaneviewabove)
11024 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11026 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11027 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11028 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11031 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11034 for (i = 0;i < numelements;i++)
11035 outelement3i[i] = inelement3i[i] + adjust;
11038 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11039 extern cvar_t gl_vbo;
11040 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11048 int surfacefirsttriangle;
11049 int surfacenumtriangles;
11050 int surfacefirstvertex;
11051 int surfaceendvertex;
11052 int surfacenumvertices;
11053 int surfaceadjustvertex;
11057 qboolean dynamicvertex;
11061 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11062 float waveparms[4];
11063 q3shaderinfo_deform_t *deform;
11064 const msurface_t *surface, *firstsurface;
11065 r_vertexposition_t *vertexposition;
11066 r_vertexmesh_t *vertexmesh;
11067 if (!texturenumsurfaces)
11069 // find vertex range of this surface batch
11071 firstsurface = texturesurfacelist[0];
11072 firsttriangle = firstsurface->num_firsttriangle;
11074 firstvertex = endvertex = firstsurface->num_firstvertex;
11075 for (i = 0;i < texturenumsurfaces;i++)
11077 surface = texturesurfacelist[i];
11078 if (surface != firstsurface + i)
11080 surfacefirstvertex = surface->num_firstvertex;
11081 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11082 surfacenumtriangles = surface->num_triangles;
11083 if (firstvertex > surfacefirstvertex)
11084 firstvertex = surfacefirstvertex;
11085 if (endvertex < surfaceendvertex)
11086 endvertex = surfaceendvertex;
11087 numtriangles += surfacenumtriangles;
11092 // we now know the vertex range used, and if there are any gaps in it
11093 rsurface.batchfirstvertex = firstvertex;
11094 rsurface.batchnumvertices = endvertex - firstvertex;
11095 rsurface.batchfirsttriangle = firsttriangle;
11096 rsurface.batchnumtriangles = numtriangles;
11098 // this variable holds flags for which properties have been updated that
11099 // may require regenerating vertexmesh or vertexposition arrays...
11102 // check if any dynamic vertex processing must occur
11103 dynamicvertex = false;
11105 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11106 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11107 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11109 switch (deform->deform)
11112 case Q3DEFORM_PROJECTIONSHADOW:
11113 case Q3DEFORM_TEXT0:
11114 case Q3DEFORM_TEXT1:
11115 case Q3DEFORM_TEXT2:
11116 case Q3DEFORM_TEXT3:
11117 case Q3DEFORM_TEXT4:
11118 case Q3DEFORM_TEXT5:
11119 case Q3DEFORM_TEXT6:
11120 case Q3DEFORM_TEXT7:
11121 case Q3DEFORM_NONE:
11123 case Q3DEFORM_AUTOSPRITE:
11124 dynamicvertex = true;
11125 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11126 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11128 case Q3DEFORM_AUTOSPRITE2:
11129 dynamicvertex = true;
11130 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11131 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11133 case Q3DEFORM_NORMAL:
11134 dynamicvertex = true;
11135 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11136 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11138 case Q3DEFORM_WAVE:
11139 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11140 break; // if wavefunc is a nop, ignore this transform
11141 dynamicvertex = true;
11142 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11143 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11145 case Q3DEFORM_BULGE:
11146 dynamicvertex = true;
11147 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11148 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11150 case Q3DEFORM_MOVE:
11151 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11152 break; // if wavefunc is a nop, ignore this transform
11153 dynamicvertex = true;
11154 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11155 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11159 switch(rsurface.texture->tcgen.tcgen)
11162 case Q3TCGEN_TEXTURE:
11164 case Q3TCGEN_LIGHTMAP:
11165 dynamicvertex = true;
11166 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11167 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11169 case Q3TCGEN_VECTOR:
11170 dynamicvertex = true;
11171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11172 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11174 case Q3TCGEN_ENVIRONMENT:
11175 dynamicvertex = true;
11176 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11177 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11180 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11182 dynamicvertex = true;
11183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11184 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11187 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11189 dynamicvertex = true;
11190 batchneed |= BATCHNEED_NOGAPS;
11191 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11194 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11196 dynamicvertex = true;
11197 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11198 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11201 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11203 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11204 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11205 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11206 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11207 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11208 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11209 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11212 // when the model data has no vertex buffer (dynamic mesh), we need to
11214 if (!rsurface.modelvertexmeshbuffer)
11215 batchneed |= BATCHNEED_NOGAPS;
11217 // if needsupdate, we have to do a dynamic vertex batch for sure
11218 if (needsupdate & batchneed)
11219 dynamicvertex = true;
11221 // see if we need to build vertexmesh from arrays
11222 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11223 dynamicvertex = true;
11225 // see if we need to build vertexposition from arrays
11226 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11227 dynamicvertex = true;
11229 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11230 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11231 dynamicvertex = true;
11233 // if there is a chance of animated vertex colors, it's a dynamic batch
11234 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11235 dynamicvertex = true;
11237 rsurface.batchvertex3f = rsurface.modelvertex3f;
11238 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11239 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11240 rsurface.batchsvector3f = rsurface.modelsvector3f;
11241 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11242 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11243 rsurface.batchtvector3f = rsurface.modeltvector3f;
11244 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11245 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11246 rsurface.batchnormal3f = rsurface.modelnormal3f;
11247 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11248 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11249 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11250 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11251 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11252 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11253 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11254 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11255 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11256 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11257 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11258 rsurface.batchvertexposition = rsurface.modelvertexposition;
11259 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11260 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11261 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11262 rsurface.batchelement3i = rsurface.modelelement3i;
11263 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11264 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11265 rsurface.batchelement3s = rsurface.modelelement3s;
11266 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11267 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11269 // if any dynamic vertex processing has to occur in software, we copy the
11270 // entire surface list together before processing to rebase the vertices
11271 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11273 // if any gaps exist and we do not have a static vertex buffer, we have to
11274 // copy the surface list together to avoid wasting upload bandwidth on the
11275 // vertices in the gaps.
11277 // if gaps exist and we have a static vertex buffer, we still have to
11278 // combine the index buffer ranges into one dynamic index buffer.
11280 // in all cases we end up with data that can be drawn in one call.
11282 if (!dynamicvertex)
11284 // static vertex data, just set pointers...
11285 rsurface.batchgeneratedvertex = false;
11286 // if there are gaps, we want to build a combined index buffer,
11287 // otherwise use the original static buffer with an appropriate offset
11292 for (i = 0;i < texturenumsurfaces;i++)
11294 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11295 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11296 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11297 numtriangles += surfacenumtriangles;
11299 rsurface.batchelement3i = rsurface.array_batchelement3i;
11300 rsurface.batchelement3i_indexbuffer = NULL;
11301 rsurface.batchelement3i_bufferoffset = 0;
11302 rsurface.batchelement3s = NULL;
11303 rsurface.batchelement3s_indexbuffer = NULL;
11304 rsurface.batchelement3s_bufferoffset = 0;
11305 if (endvertex <= 65536)
11307 rsurface.batchelement3s = rsurface.array_batchelement3s;
11308 for (i = 0;i < numtriangles*3;i++)
11309 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11311 rsurface.batchfirsttriangle = firsttriangle;
11312 rsurface.batchnumtriangles = numtriangles;
11317 // something needs software processing, do it for real...
11318 // we only directly handle interleaved array data in this case...
11319 rsurface.batchgeneratedvertex = true;
11321 // now copy the vertex data into a combined array and make an index array
11322 // (this is what Quake3 does all the time)
11323 //if (gaps || rsurface.batchfirstvertex)
11325 rsurface.batchvertexposition = NULL;
11326 rsurface.batchvertexpositionbuffer = NULL;
11327 rsurface.batchvertexmesh = NULL;
11328 rsurface.batchvertexmeshbuffer = NULL;
11329 rsurface.batchvertex3f = NULL;
11330 rsurface.batchvertex3f_vertexbuffer = NULL;
11331 rsurface.batchvertex3f_bufferoffset = 0;
11332 rsurface.batchsvector3f = NULL;
11333 rsurface.batchsvector3f_vertexbuffer = NULL;
11334 rsurface.batchsvector3f_bufferoffset = 0;
11335 rsurface.batchtvector3f = NULL;
11336 rsurface.batchtvector3f_vertexbuffer = NULL;
11337 rsurface.batchtvector3f_bufferoffset = 0;
11338 rsurface.batchnormal3f = NULL;
11339 rsurface.batchnormal3f_vertexbuffer = NULL;
11340 rsurface.batchnormal3f_bufferoffset = 0;
11341 rsurface.batchlightmapcolor4f = NULL;
11342 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11343 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11344 rsurface.batchtexcoordtexture2f = NULL;
11345 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11346 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11347 rsurface.batchtexcoordlightmap2f = NULL;
11348 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11349 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11350 rsurface.batchelement3i = rsurface.array_batchelement3i;
11351 rsurface.batchelement3i_indexbuffer = NULL;
11352 rsurface.batchelement3i_bufferoffset = 0;
11353 rsurface.batchelement3s = NULL;
11354 rsurface.batchelement3s_indexbuffer = NULL;
11355 rsurface.batchelement3s_bufferoffset = 0;
11356 // we'll only be setting up certain arrays as needed
11357 if (batchneed & BATCHNEED_VERTEXPOSITION)
11358 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11359 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11360 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11361 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11362 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11363 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11364 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11365 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11367 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11368 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11370 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11371 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11372 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11373 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11374 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11375 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11378 for (i = 0;i < texturenumsurfaces;i++)
11380 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11381 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11382 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11383 surfaceadjustvertex = numvertices - surfacefirstvertex;
11384 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11385 // copy only the data requested
11386 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11387 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11388 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11389 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11390 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11392 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11393 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11394 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11395 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11396 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11398 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11399 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11401 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11402 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11403 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11404 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11405 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11406 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11408 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11409 numvertices += surfacenumvertices;
11410 numtriangles += surfacenumtriangles;
11413 // generate a 16bit index array as well if possible
11414 // (in general, dynamic batches fit)
11415 if (numvertices <= 65536)
11417 rsurface.batchelement3s = rsurface.array_batchelement3s;
11418 for (i = 0;i < numtriangles*3;i++)
11419 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11422 // since we've copied everything, the batch now starts at 0
11423 rsurface.batchfirstvertex = 0;
11424 rsurface.batchnumvertices = numvertices;
11425 rsurface.batchfirsttriangle = 0;
11426 rsurface.batchnumtriangles = numtriangles;
11429 // q1bsp surfaces rendered in vertex color mode have to have colors
11430 // calculated based on lightstyles
11431 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11433 // generate color arrays for the surfaces in this list
11437 const int *offsets;
11438 const unsigned char *lm;
11440 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11441 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11442 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11443 for (i = 0;i < texturenumsurfaces;i++)
11445 surface = texturesurfacelist[i];
11446 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11447 surfacenumvertices = surface->num_vertices;
11448 if (surface->lightmapinfo->samples)
11450 for (j = 0;j < surfacenumvertices;j++)
11452 lm = surface->lightmapinfo->samples + offsets[j];
11453 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11454 VectorScale(lm, scale, c);
11455 if (surface->lightmapinfo->styles[1] != 255)
11457 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11459 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11460 VectorMA(c, scale, lm, c);
11461 if (surface->lightmapinfo->styles[2] != 255)
11464 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11465 VectorMA(c, scale, lm, c);
11466 if (surface->lightmapinfo->styles[3] != 255)
11469 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11470 VectorMA(c, scale, lm, c);
11477 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11483 for (j = 0;j < surfacenumvertices;j++)
11485 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11492 // if vertices are deformed (sprite flares and things in maps, possibly
11493 // water waves, bulges and other deformations), modify the copied vertices
11495 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11497 switch (deform->deform)
11500 case Q3DEFORM_PROJECTIONSHADOW:
11501 case Q3DEFORM_TEXT0:
11502 case Q3DEFORM_TEXT1:
11503 case Q3DEFORM_TEXT2:
11504 case Q3DEFORM_TEXT3:
11505 case Q3DEFORM_TEXT4:
11506 case Q3DEFORM_TEXT5:
11507 case Q3DEFORM_TEXT6:
11508 case Q3DEFORM_TEXT7:
11509 case Q3DEFORM_NONE:
11511 case Q3DEFORM_AUTOSPRITE:
11512 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11513 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11514 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11515 VectorNormalize(newforward);
11516 VectorNormalize(newright);
11517 VectorNormalize(newup);
11518 // a single autosprite surface can contain multiple sprites...
11519 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11521 VectorClear(center);
11522 for (i = 0;i < 4;i++)
11523 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11524 VectorScale(center, 0.25f, center);
11525 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11526 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11527 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11528 for (i = 0;i < 4;i++)
11530 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11531 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11534 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11535 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11536 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11537 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11538 rsurface.batchvertex3f_vertexbuffer = NULL;
11539 rsurface.batchvertex3f_bufferoffset = 0;
11540 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11541 rsurface.batchsvector3f_vertexbuffer = NULL;
11542 rsurface.batchsvector3f_bufferoffset = 0;
11543 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11544 rsurface.batchtvector3f_vertexbuffer = NULL;
11545 rsurface.batchtvector3f_bufferoffset = 0;
11546 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11547 rsurface.batchnormal3f_vertexbuffer = NULL;
11548 rsurface.batchnormal3f_bufferoffset = 0;
11550 case Q3DEFORM_AUTOSPRITE2:
11551 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11552 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11553 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11554 VectorNormalize(newforward);
11555 VectorNormalize(newright);
11556 VectorNormalize(newup);
11558 const float *v1, *v2;
11568 memset(shortest, 0, sizeof(shortest));
11569 // a single autosprite surface can contain multiple sprites...
11570 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11572 VectorClear(center);
11573 for (i = 0;i < 4;i++)
11574 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11575 VectorScale(center, 0.25f, center);
11576 // find the two shortest edges, then use them to define the
11577 // axis vectors for rotating around the central axis
11578 for (i = 0;i < 6;i++)
11580 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11581 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11582 l = VectorDistance2(v1, v2);
11583 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11584 if (v1[2] != v2[2])
11585 l += (1.0f / 1024.0f);
11586 if (shortest[0].length2 > l || i == 0)
11588 shortest[1] = shortest[0];
11589 shortest[0].length2 = l;
11590 shortest[0].v1 = v1;
11591 shortest[0].v2 = v2;
11593 else if (shortest[1].length2 > l || i == 1)
11595 shortest[1].length2 = l;
11596 shortest[1].v1 = v1;
11597 shortest[1].v2 = v2;
11600 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11601 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11602 // this calculates the right vector from the shortest edge
11603 // and the up vector from the edge midpoints
11604 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11605 VectorNormalize(right);
11606 VectorSubtract(end, start, up);
11607 VectorNormalize(up);
11608 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11609 VectorSubtract(rsurface.localvieworigin, center, forward);
11610 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11611 VectorNegate(forward, forward);
11612 VectorReflect(forward, 0, up, forward);
11613 VectorNormalize(forward);
11614 CrossProduct(up, forward, newright);
11615 VectorNormalize(newright);
11616 // rotate the quad around the up axis vector, this is made
11617 // especially easy by the fact we know the quad is flat,
11618 // so we only have to subtract the center position and
11619 // measure distance along the right vector, and then
11620 // multiply that by the newright vector and add back the
11622 // we also need to subtract the old position to undo the
11623 // displacement from the center, which we do with a
11624 // DotProduct, the subtraction/addition of center is also
11625 // optimized into DotProducts here
11626 l = DotProduct(right, center);
11627 for (i = 0;i < 4;i++)
11629 v1 = rsurface.batchvertex3f + 3*(j+i);
11630 f = DotProduct(right, v1) - l;
11631 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11635 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11636 rsurface.batchvertex3f_vertexbuffer = NULL;
11637 rsurface.batchvertex3f_bufferoffset = 0;
11638 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11640 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11641 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11642 rsurface.batchnormal3f_vertexbuffer = NULL;
11643 rsurface.batchnormal3f_bufferoffset = 0;
11645 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11647 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11648 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11649 rsurface.batchsvector3f_vertexbuffer = NULL;
11650 rsurface.batchsvector3f_bufferoffset = 0;
11651 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11652 rsurface.batchtvector3f_vertexbuffer = NULL;
11653 rsurface.batchtvector3f_bufferoffset = 0;
11656 case Q3DEFORM_NORMAL:
11657 // deform the normals to make reflections wavey
11658 for (j = 0;j < rsurface.batchnumvertices;j++)
11661 float *normal = rsurface.array_batchnormal3f + 3*j;
11662 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11663 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11664 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]);
11665 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]);
11666 VectorNormalize(normal);
11668 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11669 rsurface.batchnormal3f_vertexbuffer = NULL;
11670 rsurface.batchnormal3f_bufferoffset = 0;
11671 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11673 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11674 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11675 rsurface.batchsvector3f_vertexbuffer = NULL;
11676 rsurface.batchsvector3f_bufferoffset = 0;
11677 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11678 rsurface.batchtvector3f_vertexbuffer = NULL;
11679 rsurface.batchtvector3f_bufferoffset = 0;
11682 case Q3DEFORM_WAVE:
11683 // deform vertex array to make wavey water and flags and such
11684 waveparms[0] = deform->waveparms[0];
11685 waveparms[1] = deform->waveparms[1];
11686 waveparms[2] = deform->waveparms[2];
11687 waveparms[3] = deform->waveparms[3];
11688 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11689 break; // if wavefunc is a nop, don't make a dynamic vertex array
11690 // this is how a divisor of vertex influence on deformation
11691 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11692 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11693 for (j = 0;j < rsurface.batchnumvertices;j++)
11695 // if the wavefunc depends on time, evaluate it per-vertex
11698 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11699 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11701 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11703 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11704 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11705 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11706 rsurface.batchvertex3f_vertexbuffer = NULL;
11707 rsurface.batchvertex3f_bufferoffset = 0;
11708 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11709 rsurface.batchnormal3f_vertexbuffer = NULL;
11710 rsurface.batchnormal3f_bufferoffset = 0;
11711 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11713 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11714 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11715 rsurface.batchsvector3f_vertexbuffer = NULL;
11716 rsurface.batchsvector3f_bufferoffset = 0;
11717 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11718 rsurface.batchtvector3f_vertexbuffer = NULL;
11719 rsurface.batchtvector3f_bufferoffset = 0;
11722 case Q3DEFORM_BULGE:
11723 // deform vertex array to make the surface have moving bulges
11724 for (j = 0;j < rsurface.batchnumvertices;j++)
11726 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11727 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11729 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11730 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11731 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11732 rsurface.batchvertex3f_vertexbuffer = NULL;
11733 rsurface.batchvertex3f_bufferoffset = 0;
11734 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11735 rsurface.batchnormal3f_vertexbuffer = NULL;
11736 rsurface.batchnormal3f_bufferoffset = 0;
11737 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11739 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11740 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11741 rsurface.batchsvector3f_vertexbuffer = NULL;
11742 rsurface.batchsvector3f_bufferoffset = 0;
11743 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11744 rsurface.batchtvector3f_vertexbuffer = NULL;
11745 rsurface.batchtvector3f_bufferoffset = 0;
11748 case Q3DEFORM_MOVE:
11749 // deform vertex array
11750 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11751 break; // if wavefunc is a nop, don't make a dynamic vertex array
11752 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11753 VectorScale(deform->parms, scale, waveparms);
11754 for (j = 0;j < rsurface.batchnumvertices;j++)
11755 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11756 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11757 rsurface.batchvertex3f_vertexbuffer = NULL;
11758 rsurface.batchvertex3f_bufferoffset = 0;
11763 // generate texcoords based on the chosen texcoord source
11764 switch(rsurface.texture->tcgen.tcgen)
11767 case Q3TCGEN_TEXTURE:
11769 case Q3TCGEN_LIGHTMAP:
11770 if (rsurface.batchtexcoordlightmap2f)
11771 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11772 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11773 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11774 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11776 case Q3TCGEN_VECTOR:
11777 for (j = 0;j < rsurface.batchnumvertices;j++)
11779 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11780 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11782 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11783 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11784 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11786 case Q3TCGEN_ENVIRONMENT:
11787 // make environment reflections using a spheremap
11788 for (j = 0;j < rsurface.batchnumvertices;j++)
11790 // identical to Q3A's method, but executed in worldspace so
11791 // carried models can be shiny too
11793 float viewer[3], d, reflected[3], worldreflected[3];
11795 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11796 // VectorNormalize(viewer);
11798 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11800 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11801 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11802 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11803 // note: this is proportinal to viewer, so we can normalize later
11805 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11806 VectorNormalize(worldreflected);
11808 // note: this sphere map only uses world x and z!
11809 // so positive and negative y will LOOK THE SAME.
11810 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11811 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11813 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11814 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11815 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11818 // the only tcmod that needs software vertex processing is turbulent, so
11819 // check for it here and apply the changes if needed
11820 // and we only support that as the first one
11821 // (handling a mixture of turbulent and other tcmods would be problematic
11822 // without punting it entirely to a software path)
11823 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11825 amplitude = rsurface.texture->tcmods[0].parms[1];
11826 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11827 for (j = 0;j < rsurface.batchnumvertices;j++)
11829 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11830 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11832 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11833 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11834 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11837 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11839 // convert the modified arrays to vertex structs
11840 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11841 rsurface.batchvertexmeshbuffer = NULL;
11842 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11843 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11844 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11845 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11846 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11847 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11848 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11850 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11852 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11853 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11856 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11857 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11858 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11859 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11860 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11861 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11862 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11863 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11864 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11867 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11869 // convert the modified arrays to vertex structs
11870 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11871 rsurface.batchvertexpositionbuffer = NULL;
11872 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11873 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11875 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11876 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11880 void RSurf_DrawBatch(void)
11882 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);
11885 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11887 // pick the closest matching water plane
11888 int planeindex, vertexindex, bestplaneindex = -1;
11892 r_waterstate_waterplane_t *p;
11894 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11896 if(p->camera_entity != rsurface.texture->camera_entity)
11899 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11900 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11902 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11903 d += fabs(PlaneDiff(vert, &p->plane));
11905 if (bestd > d || bestplaneindex < 0)
11908 bestplaneindex = planeindex;
11911 return bestplaneindex;
11914 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11917 for (i = 0;i < rsurface.batchnumvertices;i++)
11918 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11919 rsurface.passcolor4f = rsurface.array_passcolor4f;
11920 rsurface.passcolor4f_vertexbuffer = 0;
11921 rsurface.passcolor4f_bufferoffset = 0;
11924 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11931 if (rsurface.passcolor4f)
11933 // generate color arrays
11934 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11936 f = RSurf_FogVertex(v);
11945 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11947 f = RSurf_FogVertex(v);
11954 rsurface.passcolor4f = rsurface.array_passcolor4f;
11955 rsurface.passcolor4f_vertexbuffer = 0;
11956 rsurface.passcolor4f_bufferoffset = 0;
11959 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11966 if (!rsurface.passcolor4f)
11968 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11970 f = RSurf_FogVertex(v);
11971 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11972 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11973 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11976 rsurface.passcolor4f = rsurface.array_passcolor4f;
11977 rsurface.passcolor4f_vertexbuffer = 0;
11978 rsurface.passcolor4f_bufferoffset = 0;
11981 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11986 if (!rsurface.passcolor4f)
11988 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11995 rsurface.passcolor4f = rsurface.array_passcolor4f;
11996 rsurface.passcolor4f_vertexbuffer = 0;
11997 rsurface.passcolor4f_bufferoffset = 0;
12000 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12005 if (!rsurface.passcolor4f)
12007 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12009 c2[0] = c[0] + r_refdef.scene.ambient;
12010 c2[1] = c[1] + r_refdef.scene.ambient;
12011 c2[2] = c[2] + r_refdef.scene.ambient;
12014 rsurface.passcolor4f = rsurface.array_passcolor4f;
12015 rsurface.passcolor4f_vertexbuffer = 0;
12016 rsurface.passcolor4f_bufferoffset = 0;
12019 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12022 rsurface.passcolor4f = NULL;
12023 rsurface.passcolor4f_vertexbuffer = 0;
12024 rsurface.passcolor4f_bufferoffset = 0;
12025 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12026 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12027 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12028 GL_Color(r, g, b, a);
12029 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12033 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12035 // TODO: optimize applyfog && applycolor case
12036 // just apply fog if necessary, and tint the fog color array if necessary
12037 rsurface.passcolor4f = NULL;
12038 rsurface.passcolor4f_vertexbuffer = 0;
12039 rsurface.passcolor4f_bufferoffset = 0;
12040 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12041 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12042 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12043 GL_Color(r, g, b, a);
12047 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12050 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12051 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12052 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12053 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12054 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12055 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12056 GL_Color(r, g, b, a);
12060 static void RSurf_DrawBatch_GL11_ClampColor(void)
12065 if (!rsurface.passcolor4f)
12067 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12069 c2[0] = bound(0.0f, c1[0], 1.0f);
12070 c2[1] = bound(0.0f, c1[1], 1.0f);
12071 c2[2] = bound(0.0f, c1[2], 1.0f);
12072 c2[3] = bound(0.0f, c1[3], 1.0f);
12076 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12084 vec3_t ambientcolor;
12085 vec3_t diffusecolor;
12089 VectorCopy(rsurface.modellight_lightdir, lightdir);
12090 f = 0.5f * r_refdef.lightmapintensity;
12091 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12092 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12093 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12094 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12095 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12096 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12098 if (VectorLength2(diffusecolor) > 0)
12100 // q3-style directional shading
12101 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12103 if ((f = DotProduct(n, lightdir)) > 0)
12104 VectorMA(ambientcolor, f, diffusecolor, c);
12106 VectorCopy(ambientcolor, c);
12113 rsurface.passcolor4f = rsurface.array_passcolor4f;
12114 rsurface.passcolor4f_vertexbuffer = 0;
12115 rsurface.passcolor4f_bufferoffset = 0;
12116 *applycolor = false;
12120 *r = ambientcolor[0];
12121 *g = ambientcolor[1];
12122 *b = ambientcolor[2];
12123 rsurface.passcolor4f = NULL;
12124 rsurface.passcolor4f_vertexbuffer = 0;
12125 rsurface.passcolor4f_bufferoffset = 0;
12129 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12131 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12132 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12133 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12134 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12135 GL_Color(r, g, b, a);
12139 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12145 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12147 f = 1 - RSurf_FogVertex(v);
12155 void RSurf_SetupDepthAndCulling(void)
12157 // submodels are biased to avoid z-fighting with world surfaces that they
12158 // may be exactly overlapping (avoids z-fighting artifacts on certain
12159 // doors and things in Quake maps)
12160 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12161 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12162 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12163 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12166 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12168 // transparent sky would be ridiculous
12169 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12171 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12172 skyrenderlater = true;
12173 RSurf_SetupDepthAndCulling();
12174 GL_DepthMask(true);
12175 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12176 // skymasking on them, and Quake3 never did sky masking (unlike
12177 // software Quake and software Quake2), so disable the sky masking
12178 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12179 // and skymasking also looks very bad when noclipping outside the
12180 // level, so don't use it then either.
12181 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12183 R_Mesh_ResetTextureState();
12184 if (skyrendermasked)
12186 R_SetupShader_DepthOrShadow();
12187 // depth-only (masking)
12188 GL_ColorMask(0,0,0,0);
12189 // just to make sure that braindead drivers don't draw
12190 // anything despite that colormask...
12191 GL_BlendFunc(GL_ZERO, GL_ONE);
12192 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12193 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12197 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12199 GL_BlendFunc(GL_ONE, GL_ZERO);
12200 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12201 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12202 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12205 if (skyrendermasked)
12206 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12208 R_Mesh_ResetTextureState();
12209 GL_Color(1, 1, 1, 1);
12212 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12213 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12214 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12216 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12220 // render screenspace normalmap to texture
12221 GL_DepthMask(true);
12222 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12227 // bind lightmap texture
12229 // water/refraction/reflection/camera surfaces have to be handled specially
12230 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12232 int start, end, startplaneindex;
12233 for (start = 0;start < texturenumsurfaces;start = end)
12235 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12236 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12238 // now that we have a batch using the same planeindex, render it
12239 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12241 // render water or distortion background
12242 GL_DepthMask(true);
12243 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));
12245 // blend surface on top
12246 GL_DepthMask(false);
12247 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12250 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12252 // render surface with reflection texture as input
12253 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12254 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));
12261 // render surface batch normally
12262 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12263 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12267 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12269 // OpenGL 1.3 path - anything not completely ancient
12270 qboolean applycolor;
12273 const texturelayer_t *layer;
12274 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);
12275 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12277 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12280 int layertexrgbscale;
12281 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12283 if (layerindex == 0)
12284 GL_AlphaTest(true);
12287 GL_AlphaTest(false);
12288 GL_DepthFunc(GL_EQUAL);
12291 GL_DepthMask(layer->depthmask && writedepth);
12292 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12293 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12295 layertexrgbscale = 4;
12296 VectorScale(layer->color, 0.25f, layercolor);
12298 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12300 layertexrgbscale = 2;
12301 VectorScale(layer->color, 0.5f, layercolor);
12305 layertexrgbscale = 1;
12306 VectorScale(layer->color, 1.0f, layercolor);
12308 layercolor[3] = layer->color[3];
12309 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12310 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12311 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12312 switch (layer->type)
12314 case TEXTURELAYERTYPE_LITTEXTURE:
12315 // single-pass lightmapped texture with 2x rgbscale
12316 R_Mesh_TexBind(0, r_texture_white);
12317 R_Mesh_TexMatrix(0, NULL);
12318 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12319 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12320 R_Mesh_TexBind(1, layer->texture);
12321 R_Mesh_TexMatrix(1, &layer->texmatrix);
12322 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12323 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12325 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12326 else if (rsurface.uselightmaptexture)
12327 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12329 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12331 case TEXTURELAYERTYPE_TEXTURE:
12332 // singletexture unlit texture with transparency support
12333 R_Mesh_TexBind(0, layer->texture);
12334 R_Mesh_TexMatrix(0, &layer->texmatrix);
12335 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12336 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12337 R_Mesh_TexBind(1, 0);
12338 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12339 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12341 case TEXTURELAYERTYPE_FOG:
12342 // singletexture fogging
12343 if (layer->texture)
12345 R_Mesh_TexBind(0, layer->texture);
12346 R_Mesh_TexMatrix(0, &layer->texmatrix);
12347 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12348 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12352 R_Mesh_TexBind(0, 0);
12353 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12355 R_Mesh_TexBind(1, 0);
12356 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12357 // generate a color array for the fog pass
12358 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12359 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12363 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12368 GL_DepthFunc(GL_LEQUAL);
12369 GL_AlphaTest(false);
12373 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12375 // OpenGL 1.1 - crusty old voodoo path
12378 const texturelayer_t *layer;
12379 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);
12380 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12382 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12386 if (layerindex == 0)
12387 GL_AlphaTest(true);
12390 GL_AlphaTest(false);
12391 GL_DepthFunc(GL_EQUAL);
12394 GL_DepthMask(layer->depthmask && writedepth);
12395 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12396 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12397 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12398 switch (layer->type)
12400 case TEXTURELAYERTYPE_LITTEXTURE:
12401 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12403 // two-pass lit texture with 2x rgbscale
12404 // first the lightmap pass
12405 R_Mesh_TexBind(0, r_texture_white);
12406 R_Mesh_TexMatrix(0, NULL);
12407 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12408 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12409 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12410 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12411 else if (rsurface.uselightmaptexture)
12412 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12414 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12415 // then apply the texture to it
12416 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12417 R_Mesh_TexBind(0, layer->texture);
12418 R_Mesh_TexMatrix(0, &layer->texmatrix);
12419 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12420 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12421 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);
12425 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12426 R_Mesh_TexBind(0, layer->texture);
12427 R_Mesh_TexMatrix(0, &layer->texmatrix);
12428 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12429 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12430 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12431 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);
12433 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);
12436 case TEXTURELAYERTYPE_TEXTURE:
12437 // singletexture unlit texture with transparency support
12438 R_Mesh_TexBind(0, layer->texture);
12439 R_Mesh_TexMatrix(0, &layer->texmatrix);
12440 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12441 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12442 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);
12444 case TEXTURELAYERTYPE_FOG:
12445 // singletexture fogging
12446 if (layer->texture)
12448 R_Mesh_TexBind(0, layer->texture);
12449 R_Mesh_TexMatrix(0, &layer->texmatrix);
12450 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12451 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12455 R_Mesh_TexBind(0, 0);
12456 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12458 // generate a color array for the fog pass
12459 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12460 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12464 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12467 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12469 GL_DepthFunc(GL_LEQUAL);
12470 GL_AlphaTest(false);
12474 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12478 r_vertexgeneric_t *batchvertex;
12481 GL_AlphaTest(false);
12482 R_Mesh_ResetTextureState();
12483 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12485 if(rsurface.texture && rsurface.texture->currentskinframe)
12487 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12488 c[3] *= rsurface.texture->currentalpha;
12498 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12500 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12501 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12502 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12505 // brighten it up (as texture value 127 means "unlit")
12506 c[0] *= 2 * r_refdef.view.colorscale;
12507 c[1] *= 2 * r_refdef.view.colorscale;
12508 c[2] *= 2 * r_refdef.view.colorscale;
12510 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12511 c[3] *= r_wateralpha.value;
12513 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12515 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12516 GL_DepthMask(false);
12518 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12520 GL_BlendFunc(GL_ONE, GL_ONE);
12521 GL_DepthMask(false);
12523 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12526 GL_DepthMask(false);
12528 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12530 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12531 GL_DepthMask(false);
12535 GL_BlendFunc(GL_ONE, GL_ZERO);
12536 GL_DepthMask(writedepth);
12539 if (r_showsurfaces.integer == 3)
12541 rsurface.passcolor4f = NULL;
12543 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12545 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12547 rsurface.passcolor4f = NULL;
12548 rsurface.passcolor4f_vertexbuffer = 0;
12549 rsurface.passcolor4f_bufferoffset = 0;
12551 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12553 qboolean applycolor = true;
12556 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12558 r_refdef.lightmapintensity = 1;
12559 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12560 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12564 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12566 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12567 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12568 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12571 if(!rsurface.passcolor4f)
12572 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12574 RSurf_DrawBatch_GL11_ApplyAmbient();
12575 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12576 if(r_refdef.fogenabled)
12577 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12578 RSurf_DrawBatch_GL11_ClampColor();
12580 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12581 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12584 else if (!r_refdef.view.showdebug)
12586 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12587 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12588 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12590 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12591 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12593 R_Mesh_PrepareVertices_Generic_Unlock();
12596 else if (r_showsurfaces.integer == 4)
12598 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12599 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12600 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12602 unsigned char c = vi << 3;
12603 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12604 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12606 R_Mesh_PrepareVertices_Generic_Unlock();
12609 else if (r_showsurfaces.integer == 2)
12612 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12613 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12614 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12616 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12617 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12618 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12619 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12620 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12621 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12622 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12624 R_Mesh_PrepareVertices_Generic_Unlock();
12625 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12629 int texturesurfaceindex;
12631 const msurface_t *surface;
12632 unsigned char surfacecolor4ub[4];
12633 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12634 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12636 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12638 surface = texturesurfacelist[texturesurfaceindex];
12639 k = (int)(((size_t)surface) / sizeof(msurface_t));
12640 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12641 for (j = 0;j < surface->num_vertices;j++)
12643 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12644 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12648 R_Mesh_PrepareVertices_Generic_Unlock();
12653 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12656 RSurf_SetupDepthAndCulling();
12657 if (r_showsurfaces.integer)
12659 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12662 switch (vid.renderpath)
12664 case RENDERPATH_GL20:
12665 case RENDERPATH_CGGL:
12666 case RENDERPATH_D3D9:
12667 case RENDERPATH_D3D10:
12668 case RENDERPATH_D3D11:
12669 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12671 case RENDERPATH_GL13:
12672 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12674 case RENDERPATH_GL11:
12675 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12681 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12684 RSurf_SetupDepthAndCulling();
12685 if (r_showsurfaces.integer)
12687 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12690 switch (vid.renderpath)
12692 case RENDERPATH_GL20:
12693 case RENDERPATH_CGGL:
12694 case RENDERPATH_D3D9:
12695 case RENDERPATH_D3D10:
12696 case RENDERPATH_D3D11:
12697 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12699 case RENDERPATH_GL13:
12700 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12702 case RENDERPATH_GL11:
12703 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12709 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12712 int texturenumsurfaces, endsurface;
12713 texture_t *texture;
12714 const msurface_t *surface;
12715 #define MAXBATCH_TRANSPARENTSURFACES 256
12716 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12718 // if the model is static it doesn't matter what value we give for
12719 // wantnormals and wanttangents, so this logic uses only rules applicable
12720 // to a model, knowing that they are meaningless otherwise
12721 if (ent == r_refdef.scene.worldentity)
12722 RSurf_ActiveWorldEntity();
12723 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12724 RSurf_ActiveModelEntity(ent, false, false, false);
12727 switch (vid.renderpath)
12729 case RENDERPATH_GL20:
12730 case RENDERPATH_CGGL:
12731 case RENDERPATH_D3D9:
12732 case RENDERPATH_D3D10:
12733 case RENDERPATH_D3D11:
12734 RSurf_ActiveModelEntity(ent, true, true, false);
12736 case RENDERPATH_GL13:
12737 case RENDERPATH_GL11:
12738 RSurf_ActiveModelEntity(ent, true, false, false);
12743 if (r_transparentdepthmasking.integer)
12745 qboolean setup = false;
12746 for (i = 0;i < numsurfaces;i = j)
12749 surface = rsurface.modelsurfaces + surfacelist[i];
12750 texture = surface->texture;
12751 rsurface.texture = R_GetCurrentTexture(texture);
12752 rsurface.lightmaptexture = NULL;
12753 rsurface.deluxemaptexture = NULL;
12754 rsurface.uselightmaptexture = false;
12755 // scan ahead until we find a different texture
12756 endsurface = min(i + 1024, numsurfaces);
12757 texturenumsurfaces = 0;
12758 texturesurfacelist[texturenumsurfaces++] = surface;
12759 for (;j < endsurface;j++)
12761 surface = rsurface.modelsurfaces + surfacelist[j];
12762 if (texture != surface->texture)
12764 texturesurfacelist[texturenumsurfaces++] = surface;
12766 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12768 // render the range of surfaces as depth
12772 GL_ColorMask(0,0,0,0);
12774 GL_DepthTest(true);
12775 GL_BlendFunc(GL_ONE, GL_ZERO);
12776 GL_DepthMask(true);
12777 GL_AlphaTest(false);
12778 R_Mesh_ResetTextureState();
12779 R_SetupShader_DepthOrShadow();
12781 RSurf_SetupDepthAndCulling();
12782 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12783 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12787 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12790 for (i = 0;i < numsurfaces;i = j)
12793 surface = rsurface.modelsurfaces + surfacelist[i];
12794 texture = surface->texture;
12795 rsurface.texture = R_GetCurrentTexture(texture);
12796 rsurface.lightmaptexture = surface->lightmaptexture;
12797 rsurface.deluxemaptexture = surface->deluxemaptexture;
12798 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12799 // scan ahead until we find a different texture
12800 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12801 texturenumsurfaces = 0;
12802 texturesurfacelist[texturenumsurfaces++] = surface;
12803 for (;j < endsurface;j++)
12805 surface = rsurface.modelsurfaces + surfacelist[j];
12806 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12808 texturesurfacelist[texturenumsurfaces++] = surface;
12810 // render the range of surfaces
12811 if (ent == r_refdef.scene.worldentity)
12812 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12814 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12816 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12817 GL_AlphaTest(false);
12820 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12822 // transparent surfaces get pushed off into the transparent queue
12823 int surfacelistindex;
12824 const msurface_t *surface;
12825 vec3_t tempcenter, center;
12826 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12828 surface = texturesurfacelist[surfacelistindex];
12829 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12830 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12831 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12832 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12833 if (queueentity->transparent_offset) // transparent offset
12835 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12836 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12837 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12839 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12843 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12845 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12847 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12849 RSurf_SetupDepthAndCulling();
12850 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12851 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12855 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12857 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12860 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12863 if (!rsurface.texture->currentnumlayers)
12865 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12866 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12868 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12870 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12871 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12872 else if (!rsurface.texture->currentnumlayers)
12874 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12876 // in the deferred case, transparent surfaces were queued during prepass
12877 if (!r_shadow_usingdeferredprepass)
12878 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12882 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12883 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12888 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12891 texture_t *texture;
12892 // break the surface list down into batches by texture and use of lightmapping
12893 for (i = 0;i < numsurfaces;i = j)
12896 // texture is the base texture pointer, rsurface.texture is the
12897 // current frame/skin the texture is directing us to use (for example
12898 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12899 // use skin 1 instead)
12900 texture = surfacelist[i]->texture;
12901 rsurface.texture = R_GetCurrentTexture(texture);
12902 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12903 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12904 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12905 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12907 // if this texture is not the kind we want, skip ahead to the next one
12908 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12912 // simply scan ahead until we find a different texture or lightmap state
12913 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12915 // render the range of surfaces
12916 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12920 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12924 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12927 if (!rsurface.texture->currentnumlayers)
12929 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12930 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12932 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12934 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12935 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12936 else if (!rsurface.texture->currentnumlayers)
12938 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12940 // in the deferred case, transparent surfaces were queued during prepass
12941 if (!r_shadow_usingdeferredprepass)
12942 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12946 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12947 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12952 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12955 texture_t *texture;
12956 // break the surface list down into batches by texture and use of lightmapping
12957 for (i = 0;i < numsurfaces;i = j)
12960 // texture is the base texture pointer, rsurface.texture is the
12961 // current frame/skin the texture is directing us to use (for example
12962 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12963 // use skin 1 instead)
12964 texture = surfacelist[i]->texture;
12965 rsurface.texture = R_GetCurrentTexture(texture);
12966 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12967 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12968 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12969 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12971 // if this texture is not the kind we want, skip ahead to the next one
12972 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12976 // simply scan ahead until we find a different texture or lightmap state
12977 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12979 // render the range of surfaces
12980 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12984 float locboxvertex3f[6*4*3] =
12986 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12987 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12988 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12989 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12990 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12991 1,0,0, 0,0,0, 0,1,0, 1,1,0
12994 unsigned short locboxelements[6*2*3] =
12999 12,13,14, 12,14,15,
13000 16,17,18, 16,18,19,
13004 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13007 cl_locnode_t *loc = (cl_locnode_t *)ent;
13009 float vertex3f[6*4*3];
13011 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13012 GL_DepthMask(false);
13013 GL_DepthRange(0, 1);
13014 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13015 GL_DepthTest(true);
13016 GL_CullFace(GL_NONE);
13017 R_EntityMatrix(&identitymatrix);
13019 R_Mesh_ResetTextureState();
13021 i = surfacelist[0];
13022 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13023 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13024 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13025 surfacelist[0] < 0 ? 0.5f : 0.125f);
13027 if (VectorCompare(loc->mins, loc->maxs))
13029 VectorSet(size, 2, 2, 2);
13030 VectorMA(loc->mins, -0.5f, size, mins);
13034 VectorCopy(loc->mins, mins);
13035 VectorSubtract(loc->maxs, loc->mins, size);
13038 for (i = 0;i < 6*4*3;)
13039 for (j = 0;j < 3;j++, i++)
13040 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13042 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13043 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13044 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13047 void R_DrawLocs(void)
13050 cl_locnode_t *loc, *nearestloc;
13052 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13053 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13055 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13056 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13060 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13062 if (decalsystem->decals)
13063 Mem_Free(decalsystem->decals);
13064 memset(decalsystem, 0, sizeof(*decalsystem));
13067 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
13070 tridecal_t *decals;
13073 // expand or initialize the system
13074 if (decalsystem->maxdecals <= decalsystem->numdecals)
13076 decalsystem_t old = *decalsystem;
13077 qboolean useshortelements;
13078 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13079 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13080 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)));
13081 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13082 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13083 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13084 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13085 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13086 if (decalsystem->numdecals)
13087 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13089 Mem_Free(old.decals);
13090 for (i = 0;i < decalsystem->maxdecals*3;i++)
13091 decalsystem->element3i[i] = i;
13092 if (useshortelements)
13093 for (i = 0;i < decalsystem->maxdecals*3;i++)
13094 decalsystem->element3s[i] = i;
13097 // grab a decal and search for another free slot for the next one
13098 decals = decalsystem->decals;
13099 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13100 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13102 decalsystem->freedecal = i;
13103 if (decalsystem->numdecals <= i)
13104 decalsystem->numdecals = i + 1;
13106 // initialize the decal
13108 decal->triangleindex = triangleindex;
13109 decal->surfaceindex = surfaceindex;
13110 decal->decalsequence = decalsequence;
13111 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13112 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13113 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13114 decal->color4ub[0][3] = 255;
13115 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13116 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13117 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13118 decal->color4ub[1][3] = 255;
13119 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13120 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13121 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13122 decal->color4ub[2][3] = 255;
13123 decal->vertex3f[0][0] = v0[0];
13124 decal->vertex3f[0][1] = v0[1];
13125 decal->vertex3f[0][2] = v0[2];
13126 decal->vertex3f[1][0] = v1[0];
13127 decal->vertex3f[1][1] = v1[1];
13128 decal->vertex3f[1][2] = v1[2];
13129 decal->vertex3f[2][0] = v2[0];
13130 decal->vertex3f[2][1] = v2[1];
13131 decal->vertex3f[2][2] = v2[2];
13132 decal->texcoord2f[0][0] = t0[0];
13133 decal->texcoord2f[0][1] = t0[1];
13134 decal->texcoord2f[1][0] = t1[0];
13135 decal->texcoord2f[1][1] = t1[1];
13136 decal->texcoord2f[2][0] = t2[0];
13137 decal->texcoord2f[2][1] = t2[1];
13140 extern cvar_t cl_decals_bias;
13141 extern cvar_t cl_decals_models;
13142 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13143 // baseparms, parms, temps
13144 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)
13149 const float *vertex3f;
13151 float points[2][9][3];
13158 e = rsurface.modelelement3i + 3*triangleindex;
13160 vertex3f = rsurface.modelvertex3f;
13162 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13164 index = 3*e[cornerindex];
13165 VectorCopy(vertex3f + index, v[cornerindex]);
13168 //TriangleNormal(v[0], v[1], v[2], normal);
13169 //if (DotProduct(normal, localnormal) < 0.0f)
13171 // clip by each of the box planes formed from the projection matrix
13172 // if anything survives, we emit the decal
13173 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]);
13176 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]);
13179 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]);
13182 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]);
13185 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]);
13188 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]);
13191 // some part of the triangle survived, so we have to accept it...
13194 // dynamic always uses the original triangle
13196 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13198 index = 3*e[cornerindex];
13199 VectorCopy(vertex3f + index, v[cornerindex]);
13202 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13204 // convert vertex positions to texcoords
13205 Matrix4x4_Transform(projection, v[cornerindex], temp);
13206 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13207 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13208 // calculate distance fade from the projection origin
13209 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13210 f = bound(0.0f, f, 1.0f);
13211 c[cornerindex][0] = r * f;
13212 c[cornerindex][1] = g * f;
13213 c[cornerindex][2] = b * f;
13214 c[cornerindex][3] = 1.0f;
13215 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13218 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);
13220 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13221 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);
13223 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)
13225 matrix4x4_t projection;
13226 decalsystem_t *decalsystem;
13229 const msurface_t *surface;
13230 const msurface_t *surfaces;
13231 const int *surfacelist;
13232 const texture_t *texture;
13234 int numsurfacelist;
13235 int surfacelistindex;
13238 float localorigin[3];
13239 float localnormal[3];
13240 float localmins[3];
13241 float localmaxs[3];
13244 float planes[6][4];
13247 int bih_triangles_count;
13248 int bih_triangles[256];
13249 int bih_surfaces[256];
13251 decalsystem = &ent->decalsystem;
13252 model = ent->model;
13253 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13255 R_DecalSystem_Reset(&ent->decalsystem);
13259 if (!model->brush.data_leafs && !cl_decals_models.integer)
13261 if (decalsystem->model)
13262 R_DecalSystem_Reset(decalsystem);
13266 if (decalsystem->model != model)
13267 R_DecalSystem_Reset(decalsystem);
13268 decalsystem->model = model;
13270 RSurf_ActiveModelEntity(ent, false, false, false);
13272 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13273 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13274 VectorNormalize(localnormal);
13275 localsize = worldsize*rsurface.inversematrixscale;
13276 localmins[0] = localorigin[0] - localsize;
13277 localmins[1] = localorigin[1] - localsize;
13278 localmins[2] = localorigin[2] - localsize;
13279 localmaxs[0] = localorigin[0] + localsize;
13280 localmaxs[1] = localorigin[1] + localsize;
13281 localmaxs[2] = localorigin[2] + localsize;
13283 //VectorCopy(localnormal, planes[4]);
13284 //VectorVectors(planes[4], planes[2], planes[0]);
13285 AnglesFromVectors(angles, localnormal, NULL, false);
13286 AngleVectors(angles, planes[0], planes[2], planes[4]);
13287 VectorNegate(planes[0], planes[1]);
13288 VectorNegate(planes[2], planes[3]);
13289 VectorNegate(planes[4], planes[5]);
13290 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13291 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13292 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13293 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13294 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13295 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13300 matrix4x4_t forwardprojection;
13301 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13302 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13307 float projectionvector[4][3];
13308 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13309 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13310 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13311 projectionvector[0][0] = planes[0][0] * ilocalsize;
13312 projectionvector[0][1] = planes[1][0] * ilocalsize;
13313 projectionvector[0][2] = planes[2][0] * ilocalsize;
13314 projectionvector[1][0] = planes[0][1] * ilocalsize;
13315 projectionvector[1][1] = planes[1][1] * ilocalsize;
13316 projectionvector[1][2] = planes[2][1] * ilocalsize;
13317 projectionvector[2][0] = planes[0][2] * ilocalsize;
13318 projectionvector[2][1] = planes[1][2] * ilocalsize;
13319 projectionvector[2][2] = planes[2][2] * ilocalsize;
13320 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13321 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13322 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13323 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13327 dynamic = model->surfmesh.isanimated;
13328 numsurfacelist = model->nummodelsurfaces;
13329 surfacelist = model->sortedmodelsurfaces;
13330 surfaces = model->data_surfaces;
13333 bih_triangles_count = -1;
13336 if(model->render_bih.numleafs)
13337 bih = &model->render_bih;
13338 else if(model->collision_bih.numleafs)
13339 bih = &model->collision_bih;
13342 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13343 if(bih_triangles_count == 0)
13345 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13347 if(bih_triangles_count > 0)
13349 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13351 surfaceindex = bih_surfaces[triangleindex];
13352 surface = surfaces + surfaceindex;
13353 texture = surface->texture;
13354 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13356 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13358 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13363 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13365 surfaceindex = surfacelist[surfacelistindex];
13366 surface = surfaces + surfaceindex;
13367 // check cull box first because it rejects more than any other check
13368 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13370 // skip transparent surfaces
13371 texture = surface->texture;
13372 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13374 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13376 numtriangles = surface->num_triangles;
13377 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13378 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13383 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13384 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13386 int renderentityindex;
13387 float worldmins[3];
13388 float worldmaxs[3];
13389 entity_render_t *ent;
13391 if (!cl_decals_newsystem.integer)
13394 worldmins[0] = worldorigin[0] - worldsize;
13395 worldmins[1] = worldorigin[1] - worldsize;
13396 worldmins[2] = worldorigin[2] - worldsize;
13397 worldmaxs[0] = worldorigin[0] + worldsize;
13398 worldmaxs[1] = worldorigin[1] + worldsize;
13399 worldmaxs[2] = worldorigin[2] + worldsize;
13401 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13403 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13405 ent = r_refdef.scene.entities[renderentityindex];
13406 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13409 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13413 typedef struct r_decalsystem_splatqueue_s
13415 vec3_t worldorigin;
13416 vec3_t worldnormal;
13422 r_decalsystem_splatqueue_t;
13424 int r_decalsystem_numqueued = 0;
13425 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13427 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
13429 r_decalsystem_splatqueue_t *queue;
13431 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13434 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13435 VectorCopy(worldorigin, queue->worldorigin);
13436 VectorCopy(worldnormal, queue->worldnormal);
13437 Vector4Set(queue->color, r, g, b, a);
13438 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13439 queue->worldsize = worldsize;
13440 queue->decalsequence = cl.decalsequence++;
13443 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13446 r_decalsystem_splatqueue_t *queue;
13448 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13449 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
13450 r_decalsystem_numqueued = 0;
13453 extern cvar_t cl_decals_max;
13454 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13457 decalsystem_t *decalsystem = &ent->decalsystem;
13464 if (!decalsystem->numdecals)
13467 if (r_showsurfaces.integer)
13470 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13472 R_DecalSystem_Reset(decalsystem);
13476 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13477 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13479 if (decalsystem->lastupdatetime)
13480 frametime = (cl.time - decalsystem->lastupdatetime);
13483 decalsystem->lastupdatetime = cl.time;
13484 decal = decalsystem->decals;
13485 numdecals = decalsystem->numdecals;
13487 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13489 if (decal->color4ub[0][3])
13491 decal->lived += frametime;
13492 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13494 memset(decal, 0, sizeof(*decal));
13495 if (decalsystem->freedecal > i)
13496 decalsystem->freedecal = i;
13500 decal = decalsystem->decals;
13501 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13504 // collapse the array by shuffling the tail decals into the gaps
13507 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13508 decalsystem->freedecal++;
13509 if (decalsystem->freedecal == numdecals)
13511 decal[decalsystem->freedecal] = decal[--numdecals];
13514 decalsystem->numdecals = numdecals;
13516 if (numdecals <= 0)
13518 // if there are no decals left, reset decalsystem
13519 R_DecalSystem_Reset(decalsystem);
13523 extern skinframe_t *decalskinframe;
13524 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13527 decalsystem_t *decalsystem = &ent->decalsystem;
13536 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13539 numdecals = decalsystem->numdecals;
13543 if (r_showsurfaces.integer)
13546 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13548 R_DecalSystem_Reset(decalsystem);
13552 // if the model is static it doesn't matter what value we give for
13553 // wantnormals and wanttangents, so this logic uses only rules applicable
13554 // to a model, knowing that they are meaningless otherwise
13555 if (ent == r_refdef.scene.worldentity)
13556 RSurf_ActiveWorldEntity();
13558 RSurf_ActiveModelEntity(ent, false, false, false);
13560 decalsystem->lastupdatetime = cl.time;
13561 decal = decalsystem->decals;
13563 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13565 // update vertex positions for animated models
13566 v3f = decalsystem->vertex3f;
13567 c4f = decalsystem->color4f;
13568 t2f = decalsystem->texcoord2f;
13569 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13571 if (!decal->color4ub[0][3])
13574 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13577 // update color values for fading decals
13578 if (decal->lived >= cl_decals_time.value)
13580 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13581 alpha *= (1.0f/255.0f);
13584 alpha = 1.0f/255.0f;
13586 c4f[ 0] = decal->color4ub[0][0] * alpha;
13587 c4f[ 1] = decal->color4ub[0][1] * alpha;
13588 c4f[ 2] = decal->color4ub[0][2] * alpha;
13590 c4f[ 4] = decal->color4ub[1][0] * alpha;
13591 c4f[ 5] = decal->color4ub[1][1] * alpha;
13592 c4f[ 6] = decal->color4ub[1][2] * alpha;
13594 c4f[ 8] = decal->color4ub[2][0] * alpha;
13595 c4f[ 9] = decal->color4ub[2][1] * alpha;
13596 c4f[10] = decal->color4ub[2][2] * alpha;
13599 t2f[0] = decal->texcoord2f[0][0];
13600 t2f[1] = decal->texcoord2f[0][1];
13601 t2f[2] = decal->texcoord2f[1][0];
13602 t2f[3] = decal->texcoord2f[1][1];
13603 t2f[4] = decal->texcoord2f[2][0];
13604 t2f[5] = decal->texcoord2f[2][1];
13606 // update vertex positions for animated models
13607 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13609 e = rsurface.modelelement3i + 3*decal->triangleindex;
13610 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13611 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13612 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13616 VectorCopy(decal->vertex3f[0], v3f);
13617 VectorCopy(decal->vertex3f[1], v3f + 3);
13618 VectorCopy(decal->vertex3f[2], v3f + 6);
13621 if (r_refdef.fogenabled)
13623 alpha = RSurf_FogVertex(v3f);
13624 VectorScale(c4f, alpha, c4f);
13625 alpha = RSurf_FogVertex(v3f + 3);
13626 VectorScale(c4f + 4, alpha, c4f + 4);
13627 alpha = RSurf_FogVertex(v3f + 6);
13628 VectorScale(c4f + 8, alpha, c4f + 8);
13639 r_refdef.stats.drawndecals += numtris;
13641 // now render the decals all at once
13642 // (this assumes they all use one particle font texture!)
13643 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);
13644 R_Mesh_ResetTextureState();
13645 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13646 GL_DepthMask(false);
13647 GL_DepthRange(0, 1);
13648 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13649 GL_DepthTest(true);
13650 GL_CullFace(GL_NONE);
13651 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13652 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13653 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13657 static void R_DrawModelDecals(void)
13661 // fade faster when there are too many decals
13662 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13663 for (i = 0;i < r_refdef.scene.numentities;i++)
13664 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13666 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13667 for (i = 0;i < r_refdef.scene.numentities;i++)
13668 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13669 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13671 R_DecalSystem_ApplySplatEntitiesQueue();
13673 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13674 for (i = 0;i < r_refdef.scene.numentities;i++)
13675 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13677 r_refdef.stats.totaldecals += numdecals;
13679 if (r_showsurfaces.integer)
13682 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13684 for (i = 0;i < r_refdef.scene.numentities;i++)
13686 if (!r_refdef.viewcache.entityvisible[i])
13688 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13689 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13693 extern cvar_t mod_collision_bih;
13694 void R_DrawDebugModel(void)
13696 entity_render_t *ent = rsurface.entity;
13697 int i, j, k, l, flagsmask;
13698 const msurface_t *surface;
13699 dp_model_t *model = ent->model;
13702 switch(vid.renderpath)
13704 case RENDERPATH_GL11:
13705 case RENDERPATH_GL13:
13706 case RENDERPATH_GL20:
13707 case RENDERPATH_CGGL:
13709 case RENDERPATH_D3D9:
13710 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13712 case RENDERPATH_D3D10:
13713 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13715 case RENDERPATH_D3D11:
13716 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13720 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13722 R_Mesh_ResetTextureState();
13723 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13724 GL_DepthRange(0, 1);
13725 GL_DepthTest(!r_showdisabledepthtest.integer);
13726 GL_DepthMask(false);
13727 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13729 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13733 qboolean cullbox = ent == r_refdef.scene.worldentity;
13734 const q3mbrush_t *brush;
13735 const bih_t *bih = &model->collision_bih;
13736 const bih_leaf_t *bihleaf;
13737 float vertex3f[3][3];
13738 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13740 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13742 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13744 switch (bihleaf->type)
13747 brush = model->brush.data_brushes + bihleaf->itemindex;
13748 if (brush->colbrushf && brush->colbrushf->numtriangles)
13750 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);
13751 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13752 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13755 case BIH_COLLISIONTRIANGLE:
13756 triangleindex = bihleaf->itemindex;
13757 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13758 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13759 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13760 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);
13761 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13762 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13764 case BIH_RENDERTRIANGLE:
13765 triangleindex = bihleaf->itemindex;
13766 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13767 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13768 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13769 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);
13770 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13771 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13777 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13779 if (r_showtris.integer || r_shownormals.integer)
13781 if (r_showdisabledepthtest.integer)
13783 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13784 GL_DepthMask(false);
13788 GL_BlendFunc(GL_ONE, GL_ZERO);
13789 GL_DepthMask(true);
13791 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13793 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13795 rsurface.texture = R_GetCurrentTexture(surface->texture);
13796 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13799 if (r_showtris.value > 0)
13801 if (!rsurface.texture->currentlayers->depthmask)
13802 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13803 else if (ent == r_refdef.scene.worldentity)
13804 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13806 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13807 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13808 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13810 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13813 if (r_shownormals.value < 0)
13815 qglBegin(GL_LINES);
13816 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13818 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13819 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13820 qglVertex3f(v[0], v[1], v[2]);
13821 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13822 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13823 qglVertex3f(v[0], v[1], v[2]);
13828 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13830 qglBegin(GL_LINES);
13831 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13833 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13834 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13835 qglVertex3f(v[0], v[1], v[2]);
13836 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13837 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13838 qglVertex3f(v[0], v[1], v[2]);
13842 qglBegin(GL_LINES);
13843 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13845 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13846 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13847 qglVertex3f(v[0], v[1], v[2]);
13848 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13849 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13850 qglVertex3f(v[0], v[1], v[2]);
13854 qglBegin(GL_LINES);
13855 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13857 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13858 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13859 qglVertex3f(v[0], v[1], v[2]);
13860 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13861 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13862 qglVertex3f(v[0], v[1], v[2]);
13869 rsurface.texture = NULL;
13873 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13874 int r_maxsurfacelist = 0;
13875 const msurface_t **r_surfacelist = NULL;
13876 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13878 int i, j, endj, flagsmask;
13879 dp_model_t *model = r_refdef.scene.worldmodel;
13880 msurface_t *surfaces;
13881 unsigned char *update;
13882 int numsurfacelist = 0;
13886 if (r_maxsurfacelist < model->num_surfaces)
13888 r_maxsurfacelist = model->num_surfaces;
13890 Mem_Free((msurface_t**)r_surfacelist);
13891 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13894 RSurf_ActiveWorldEntity();
13896 surfaces = model->data_surfaces;
13897 update = model->brushq1.lightmapupdateflags;
13899 // update light styles on this submodel
13900 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13902 model_brush_lightstyleinfo_t *style;
13903 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13905 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13907 int *list = style->surfacelist;
13908 style->value = r_refdef.scene.lightstylevalue[style->style];
13909 for (j = 0;j < style->numsurfaces;j++)
13910 update[list[j]] = true;
13915 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13919 R_DrawDebugModel();
13920 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13924 rsurface.lightmaptexture = NULL;
13925 rsurface.deluxemaptexture = NULL;
13926 rsurface.uselightmaptexture = false;
13927 rsurface.texture = NULL;
13928 rsurface.rtlight = NULL;
13929 numsurfacelist = 0;
13930 // add visible surfaces to draw list
13931 for (i = 0;i < model->nummodelsurfaces;i++)
13933 j = model->sortedmodelsurfaces[i];
13934 if (r_refdef.viewcache.world_surfacevisible[j])
13935 r_surfacelist[numsurfacelist++] = surfaces + j;
13937 // update lightmaps if needed
13938 if (model->brushq1.firstrender)
13940 model->brushq1.firstrender = false;
13941 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13943 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13947 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13948 if (r_refdef.viewcache.world_surfacevisible[j])
13950 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13952 // don't do anything if there were no surfaces
13953 if (!numsurfacelist)
13955 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13958 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13959 GL_AlphaTest(false);
13961 // add to stats if desired
13962 if (r_speeds.integer && !skysurfaces && !depthonly)
13964 r_refdef.stats.world_surfaces += numsurfacelist;
13965 for (j = 0;j < numsurfacelist;j++)
13966 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13969 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13972 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13974 int i, j, endj, flagsmask;
13975 dp_model_t *model = ent->model;
13976 msurface_t *surfaces;
13977 unsigned char *update;
13978 int numsurfacelist = 0;
13982 if (r_maxsurfacelist < model->num_surfaces)
13984 r_maxsurfacelist = model->num_surfaces;
13986 Mem_Free((msurface_t **)r_surfacelist);
13987 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13990 // if the model is static it doesn't matter what value we give for
13991 // wantnormals and wanttangents, so this logic uses only rules applicable
13992 // to a model, knowing that they are meaningless otherwise
13993 if (ent == r_refdef.scene.worldentity)
13994 RSurf_ActiveWorldEntity();
13995 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13996 RSurf_ActiveModelEntity(ent, false, false, false);
13998 RSurf_ActiveModelEntity(ent, true, true, true);
13999 else if (depthonly)
14001 switch (vid.renderpath)
14003 case RENDERPATH_GL20:
14004 case RENDERPATH_CGGL:
14005 case RENDERPATH_D3D9:
14006 case RENDERPATH_D3D10:
14007 case RENDERPATH_D3D11:
14008 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14010 case RENDERPATH_GL13:
14011 case RENDERPATH_GL11:
14012 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14018 switch (vid.renderpath)
14020 case RENDERPATH_GL20:
14021 case RENDERPATH_CGGL:
14022 case RENDERPATH_D3D9:
14023 case RENDERPATH_D3D10:
14024 case RENDERPATH_D3D11:
14025 RSurf_ActiveModelEntity(ent, true, true, false);
14027 case RENDERPATH_GL13:
14028 case RENDERPATH_GL11:
14029 RSurf_ActiveModelEntity(ent, true, false, false);
14034 surfaces = model->data_surfaces;
14035 update = model->brushq1.lightmapupdateflags;
14037 // update light styles
14038 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14040 model_brush_lightstyleinfo_t *style;
14041 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14043 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14045 int *list = style->surfacelist;
14046 style->value = r_refdef.scene.lightstylevalue[style->style];
14047 for (j = 0;j < style->numsurfaces;j++)
14048 update[list[j]] = true;
14053 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14057 R_DrawDebugModel();
14058 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14062 rsurface.lightmaptexture = NULL;
14063 rsurface.deluxemaptexture = NULL;
14064 rsurface.uselightmaptexture = false;
14065 rsurface.texture = NULL;
14066 rsurface.rtlight = NULL;
14067 numsurfacelist = 0;
14068 // add visible surfaces to draw list
14069 for (i = 0;i < model->nummodelsurfaces;i++)
14070 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14071 // don't do anything if there were no surfaces
14072 if (!numsurfacelist)
14074 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14077 // update lightmaps if needed
14081 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14086 R_BuildLightMap(ent, surfaces + j);
14091 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14093 R_BuildLightMap(ent, surfaces + j);
14094 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14095 GL_AlphaTest(false);
14097 // add to stats if desired
14098 if (r_speeds.integer && !skysurfaces && !depthonly)
14100 r_refdef.stats.entities_surfaces += numsurfacelist;
14101 for (j = 0;j < numsurfacelist;j++)
14102 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14105 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14108 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14110 static texture_t texture;
14111 static msurface_t surface;
14112 const msurface_t *surfacelist = &surface;
14114 // fake enough texture and surface state to render this geometry
14116 texture.update_lastrenderframe = -1; // regenerate this texture
14117 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14118 texture.currentskinframe = skinframe;
14119 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14120 texture.offsetmapping = OFFSETMAPPING_OFF;
14121 texture.offsetscale = 1;
14122 texture.specularscalemod = 1;
14123 texture.specularpowermod = 1;
14125 surface.texture = &texture;
14126 surface.num_triangles = numtriangles;
14127 surface.num_firsttriangle = firsttriangle;
14128 surface.num_vertices = numvertices;
14129 surface.num_firstvertex = firstvertex;
14132 rsurface.texture = R_GetCurrentTexture(surface.texture);
14133 rsurface.lightmaptexture = NULL;
14134 rsurface.deluxemaptexture = NULL;
14135 rsurface.uselightmaptexture = false;
14136 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14139 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14141 static msurface_t surface;
14142 const msurface_t *surfacelist = &surface;
14144 // fake enough texture and surface state to render this geometry
14146 surface.texture = texture;
14147 surface.num_triangles = numtriangles;
14148 surface.num_firsttriangle = firsttriangle;
14149 surface.num_vertices = numvertices;
14150 surface.num_firstvertex = firstvertex;
14153 rsurface.texture = R_GetCurrentTexture(surface.texture);
14154 rsurface.lightmaptexture = NULL;
14155 rsurface.deluxemaptexture = NULL;
14156 rsurface.uselightmaptexture = false;
14157 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);