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"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 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)"};
130 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"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
151 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
181 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"};
183 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"};
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
193 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)"};
195 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
196 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
198 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)"};
200 extern cvar_t v_glslgamma;
202 extern qboolean v_flipped_state;
204 static struct r_bloomstate_s
209 int bloomwidth, bloomheight;
211 int screentexturewidth, screentextureheight;
212 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
214 int bloomtexturewidth, bloomtextureheight;
215 rtexture_t *texture_bloom;
217 // arrays for rendering the screen passes
218 float screentexcoord2f[8];
219 float bloomtexcoord2f[8];
220 float offsettexcoord2f[8];
222 r_viewport_t viewport;
226 r_waterstate_t r_waterstate;
228 /// shadow volume bsp struct with automatically growing nodes buffer
231 rtexture_t *r_texture_blanknormalmap;
232 rtexture_t *r_texture_white;
233 rtexture_t *r_texture_grey128;
234 rtexture_t *r_texture_black;
235 rtexture_t *r_texture_notexture;
236 rtexture_t *r_texture_whitecube;
237 rtexture_t *r_texture_normalizationcube;
238 rtexture_t *r_texture_fogattenuation;
239 rtexture_t *r_texture_fogheighttexture;
240 rtexture_t *r_texture_gammaramps;
241 unsigned int r_texture_gammaramps_serial;
242 //rtexture_t *r_texture_fogintensity;
243 rtexture_t *r_texture_reflectcube;
245 // TODO: hash lookups?
246 typedef struct cubemapinfo_s
253 int r_texture_numcubemaps;
254 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
256 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
257 unsigned int r_numqueries;
258 unsigned int r_maxqueries;
260 typedef struct r_qwskincache_s
262 char name[MAX_QPATH];
263 skinframe_t *skinframe;
267 static r_qwskincache_t *r_qwskincache;
268 static int r_qwskincache_size;
270 /// vertex coordinates for a quad that covers the screen exactly
271 extern const float r_screenvertex3f[12];
272 extern const float r_d3dscreenvertex3f[12];
273 const float r_screenvertex3f[12] =
280 const float r_d3dscreenvertex3f[12] =
288 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
291 for (i = 0;i < verts;i++)
302 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
305 for (i = 0;i < verts;i++)
315 // FIXME: move this to client?
318 if (gamemode == GAME_NEHAHRA)
320 Cvar_Set("gl_fogenable", "0");
321 Cvar_Set("gl_fogdensity", "0.2");
322 Cvar_Set("gl_fogred", "0.3");
323 Cvar_Set("gl_foggreen", "0.3");
324 Cvar_Set("gl_fogblue", "0.3");
326 r_refdef.fog_density = 0;
327 r_refdef.fog_red = 0;
328 r_refdef.fog_green = 0;
329 r_refdef.fog_blue = 0;
330 r_refdef.fog_alpha = 1;
331 r_refdef.fog_start = 0;
332 r_refdef.fog_end = 16384;
333 r_refdef.fog_height = 1<<30;
334 r_refdef.fog_fadedepth = 128;
335 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
338 static void R_BuildBlankTextures(void)
340 unsigned char data[4];
341 data[2] = 128; // normal X
342 data[1] = 128; // normal Y
343 data[0] = 255; // normal Z
344 data[3] = 128; // height
345 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 static void R_BuildNoTexture(void)
366 unsigned char pix[16][16][4];
367 // this makes a light grey/dark grey checkerboard texture
368 for (y = 0;y < 16;y++)
370 for (x = 0;x < 16;x++)
372 if ((y < 8) ^ (x < 8))
388 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
391 static void R_BuildWhiteCube(void)
393 unsigned char data[6*1*1*4];
394 memset(data, 255, sizeof(data));
395 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNormalizationCube(void)
402 vec_t s, t, intensity;
405 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
406 for (side = 0;side < 6;side++)
408 for (y = 0;y < NORMSIZE;y++)
410 for (x = 0;x < NORMSIZE;x++)
412 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
413 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448 intensity = 127.0f / sqrt(DotProduct(v, v));
449 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
450 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
451 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
452 data[((side*64+y)*64+x)*4+3] = 255;
456 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
460 static void R_BuildFogTexture(void)
464 unsigned char data1[FOGWIDTH][4];
465 //unsigned char data2[FOGWIDTH][4];
468 r_refdef.fogmasktable_start = r_refdef.fog_start;
469 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
470 r_refdef.fogmasktable_range = r_refdef.fogrange;
471 r_refdef.fogmasktable_density = r_refdef.fog_density;
473 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
474 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
476 d = (x * r - r_refdef.fogmasktable_start);
477 if(developer_extra.integer)
478 Con_DPrintf("%f ", d);
480 if (r_fog_exp2.integer)
481 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
483 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
484 if(developer_extra.integer)
485 Con_DPrintf(" : %f ", alpha);
486 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
487 if(developer_extra.integer)
488 Con_DPrintf(" = %f\n", alpha);
489 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
492 for (x = 0;x < FOGWIDTH;x++)
494 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
499 //data2[x][0] = 255 - b;
500 //data2[x][1] = 255 - b;
501 //data2[x][2] = 255 - b;
504 if (r_texture_fogattenuation)
506 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
507 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
511 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
512 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
516 static void R_BuildFogHeightTexture(void)
518 unsigned char *inpixels;
526 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
527 if (r_refdef.fogheighttexturename[0])
528 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
531 r_refdef.fog_height_tablesize = 0;
532 if (r_texture_fogheighttexture)
533 R_FreeTexture(r_texture_fogheighttexture);
534 r_texture_fogheighttexture = NULL;
535 if (r_refdef.fog_height_table2d)
536 Mem_Free(r_refdef.fog_height_table2d);
537 r_refdef.fog_height_table2d = NULL;
538 if (r_refdef.fog_height_table1d)
539 Mem_Free(r_refdef.fog_height_table1d);
540 r_refdef.fog_height_table1d = NULL;
544 r_refdef.fog_height_tablesize = size;
545 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
546 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
547 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
549 // LordHavoc: now the magic - what is that table2d for? it is a cooked
550 // average fog color table accounting for every fog layer between a point
551 // and the camera. (Note: attenuation is handled separately!)
552 for (y = 0;y < size;y++)
554 for (x = 0;x < size;x++)
560 for (j = x;j <= y;j++)
562 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
568 for (j = x;j >= y;j--)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
576 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
577 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
578 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
581 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
584 //=======================================================================================================================================================
586 static const char *builtinshaderstring =
587 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
588 "// written by Forest 'LordHavoc' Hale\n"
589 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
591 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
594 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
595 "#define USELIGHTMAP\n"
597 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
598 "#define USEEYEVECTOR\n"
601 "#ifdef USESHADOWMAP2D\n"
602 "# ifdef GL_EXT_gpu_shader4\n"
603 "# extension GL_EXT_gpu_shader4 : enable\n"
605 "# ifdef GL_ARB_texture_gather\n"
606 "# extension GL_ARB_texture_gather : enable\n"
608 "# ifdef GL_AMD_texture_texture4\n"
609 "# extension GL_AMD_texture_texture4 : enable\n"
614 "//#ifdef USESHADOWSAMPLER\n"
615 "//# extension GL_ARB_shadow : enable\n"
618 "//#ifdef __GLSL_CG_DATA_TYPES\n"
619 "//# define myhalf half\n"
620 "//# define myhalf2 half2\n"
621 "//# define myhalf3 half3\n"
622 "//# define myhalf4 half4\n"
624 "# define myhalf float\n"
625 "# define myhalf2 vec2\n"
626 "# define myhalf3 vec3\n"
627 "# define myhalf4 vec4\n"
630 "#ifdef VERTEX_SHADER\n"
631 "uniform mat4 ModelViewProjectionMatrix;\n"
634 "#ifdef MODE_DEPTH_OR_SHADOW\n"
635 "#ifdef VERTEX_SHADER\n"
638 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
641 "#else // !MODE_DEPTH_ORSHADOW\n"
646 "#ifdef MODE_SHOWDEPTH\n"
647 "#ifdef VERTEX_SHADER\n"
650 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
655 "#ifdef FRAGMENT_SHADER\n"
658 " gl_FragColor = gl_Color;\n"
661 "#else // !MODE_SHOWDEPTH\n"
666 "#ifdef MODE_POSTPROCESS\n"
667 "varying vec2 TexCoord1;\n"
668 "varying vec2 TexCoord2;\n"
670 "#ifdef VERTEX_SHADER\n"
673 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
674 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
676 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
681 "#ifdef FRAGMENT_SHADER\n"
682 "uniform sampler2D Texture_First;\n"
684 "uniform sampler2D Texture_Second;\n"
685 "uniform vec4 BloomColorSubtract;\n"
687 "#ifdef USEGAMMARAMPS\n"
688 "uniform sampler2D Texture_GammaRamps;\n"
690 "#ifdef USESATURATION\n"
691 "uniform float Saturation;\n"
693 "#ifdef USEVIEWTINT\n"
694 "uniform vec4 ViewTintColor;\n"
696 "//uncomment these if you want to use them:\n"
697 "uniform vec4 UserVec1;\n"
698 "uniform vec4 UserVec2;\n"
699 "// uniform vec4 UserVec3;\n"
700 "// uniform vec4 UserVec4;\n"
701 "// uniform float ClientTime;\n"
702 "uniform vec2 PixelSize;\n"
705 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
707 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
709 "#ifdef USEVIEWTINT\n"
710 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
713 "#ifdef USEPOSTPROCESSING\n"
714 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
715 "// 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"
716 " float sobel = 1.0;\n"
717 " // vec2 ts = textureSize(Texture_First, 0);\n"
718 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
719 " vec2 px = PixelSize;\n"
720 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
722 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
725 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
726 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
727 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
728 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
729 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
730 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
731 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
732 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
733 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
734 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
735 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
736 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
737 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
738 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
739 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
740 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
741 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
742 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
743 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
744 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
747 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
748 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
749 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
750 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
751 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
754 "#ifdef USESATURATION\n"
755 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
756 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
757 " // 'vampire sight' effect, wheres red is compensated\n"
758 " #ifdef SATURATION_REDCOMPENSATE\n"
759 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
760 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
761 " gl_FragColor.r += rboost;\n"
763 " // normal desaturation\n"
764 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
765 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
769 "#ifdef USEGAMMARAMPS\n"
770 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
771 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
772 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
776 "#else // !MODE_POSTPROCESS\n"
781 "#ifdef MODE_GENERIC\n"
782 "#ifdef USEDIFFUSE\n"
783 "varying vec2 TexCoord1;\n"
785 "#ifdef USESPECULAR\n"
786 "varying vec2 TexCoord2;\n"
788 "#ifdef VERTEX_SHADER\n"
791 " gl_FrontColor = gl_Color;\n"
792 "#ifdef USEDIFFUSE\n"
793 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
795 "#ifdef USESPECULAR\n"
796 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
798 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 "#ifdef FRAGMENT_SHADER\n"
803 "#ifdef USEDIFFUSE\n"
804 "uniform sampler2D Texture_First;\n"
806 "#ifdef USESPECULAR\n"
807 "uniform sampler2D Texture_Second;\n"
812 "#ifdef USEVIEWTINT\n"
813 " gl_FragColor = gl_Color;\n"
815 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
817 "#ifdef USEDIFFUSE\n"
818 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
821 "#ifdef USESPECULAR\n"
822 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
823 "# ifdef USECOLORMAPPING\n"
824 " gl_FragColor *= tex2;\n"
827 " gl_FragColor += tex2;\n"
829 "# ifdef USEVERTEXTEXTUREBLEND\n"
830 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
835 "#else // !MODE_GENERIC\n"
840 "#ifdef MODE_BLOOMBLUR\n"
841 "varying TexCoord;\n"
842 "#ifdef VERTEX_SHADER\n"
845 " gl_FrontColor = gl_Color;\n"
846 " TexCoord = gl_MultiTexCoord0.xy;\n"
847 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 "#ifdef FRAGMENT_SHADER\n"
852 "uniform sampler2D Texture_First;\n"
853 "uniform vec4 BloomBlur_Parameters;\n"
858 " vec2 tc = TexCoord;\n"
859 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
860 " tc += BloomBlur_Parameters.xy;\n"
861 " for (i = 1;i < SAMPLES;i++)\n"
863 " color += texture2D(Texture_First, tc).rgb;\n"
864 " tc += BloomBlur_Parameters.xy;\n"
866 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
869 "#else // !MODE_BLOOMBLUR\n"
870 "#ifdef MODE_REFRACTION\n"
871 "varying vec2 TexCoord;\n"
872 "varying vec4 ModelViewProjectionPosition;\n"
873 "uniform mat4 TexMatrix;\n"
874 "#ifdef VERTEX_SHADER\n"
878 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
879 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
880 " ModelViewProjectionPosition = gl_Position;\n"
884 "#ifdef FRAGMENT_SHADER\n"
885 "uniform sampler2D Texture_Normal;\n"
886 "uniform sampler2D Texture_Refraction;\n"
887 "uniform sampler2D Texture_Reflection;\n"
889 "uniform vec4 DistortScaleRefractReflect;\n"
890 "uniform vec4 ScreenScaleRefractReflect;\n"
891 "uniform vec4 ScreenCenterRefractReflect;\n"
892 "uniform vec4 RefractColor;\n"
893 "uniform vec4 ReflectColor;\n"
894 "uniform float ReflectFactor;\n"
895 "uniform float ReflectOffset;\n"
899 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
900 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
901 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
902 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
903 " // FIXME temporary hack to detect the case that the reflection\n"
904 " // gets blackened at edges due to leaving the area that contains actual\n"
906 " // Remove this 'ack once we have a better way to stop this thing from\n"
908 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
909 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
910 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
912 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
913 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
916 "#else // !MODE_REFRACTION\n"
921 "#ifdef MODE_WATER\n"
922 "varying vec2 TexCoord;\n"
923 "varying vec3 EyeVector;\n"
924 "varying vec4 ModelViewProjectionPosition;\n"
925 "#ifdef VERTEX_SHADER\n"
926 "uniform vec3 EyePosition;\n"
927 "uniform mat4 TexMatrix;\n"
931 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
932 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
933 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
934 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
935 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
936 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
937 " ModelViewProjectionPosition = gl_Position;\n"
941 "#ifdef FRAGMENT_SHADER\n"
942 "uniform sampler2D Texture_Normal;\n"
943 "uniform sampler2D Texture_Refraction;\n"
944 "uniform sampler2D Texture_Reflection;\n"
946 "uniform vec4 DistortScaleRefractReflect;\n"
947 "uniform vec4 ScreenScaleRefractReflect;\n"
948 "uniform vec4 ScreenCenterRefractReflect;\n"
949 "uniform vec4 RefractColor;\n"
950 "uniform vec4 ReflectColor;\n"
951 "uniform float ReflectFactor;\n"
952 "uniform float ReflectOffset;\n"
953 "uniform float ClientTime;\n"
954 "#ifdef USENORMALMAPSCROLLBLEND\n"
955 "uniform vec2 NormalmapScrollBlend;\n"
960 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
961 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
962 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
963 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
964 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
965 " #ifdef USENORMALMAPSCROLLBLEND\n"
966 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
967 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
968 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
970 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
972 " // FIXME temporary hack to detect the case that the reflection\n"
973 " // gets blackened at edges due to leaving the area that contains actual\n"
975 " // Remove this 'ack once we have a better way to stop this thing from\n"
977 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
978 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
979 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
980 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
981 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
982 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
983 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
984 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
985 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
986 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
987 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
988 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
989 " gl_FragColor.a = f1 + 0.5;\n"
992 "#else // !MODE_WATER\n"
997 "// common definitions between vertex shader and fragment shader:\n"
999 "varying vec2 TexCoord;\n"
1000 "#ifdef USEVERTEXTEXTUREBLEND\n"
1001 "varying vec2 TexCoord2;\n"
1003 "#ifdef USELIGHTMAP\n"
1004 "varying vec2 TexCoordLightmap;\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "varying vec3 CubeVector;\n"
1011 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1012 "varying vec3 LightVector;\n"
1015 "#ifdef USEEYEVECTOR\n"
1016 "varying vec3 EyeVector;\n"
1019 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1022 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1023 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1024 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1025 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1028 "#ifdef USEREFLECTION\n"
1029 "varying vec4 ModelViewProjectionPosition;\n"
1031 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1032 "uniform vec3 LightPosition;\n"
1033 "varying vec4 ModelViewPosition;\n"
1036 "#ifdef MODE_LIGHTSOURCE\n"
1037 "uniform vec3 LightPosition;\n"
1039 "uniform vec3 EyePosition;\n"
1040 "#ifdef MODE_LIGHTDIRECTION\n"
1041 "uniform vec3 LightDir;\n"
1043 "uniform vec4 FogPlane;\n"
1045 "#ifdef USESHADOWMAPORTHO\n"
1046 "varying vec3 ShadowMapTC;\n"
1053 "// 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"
1055 "// fragment shader specific:\n"
1056 "#ifdef FRAGMENT_SHADER\n"
1058 "uniform sampler2D Texture_Normal;\n"
1059 "uniform sampler2D Texture_Color;\n"
1060 "uniform sampler2D Texture_Gloss;\n"
1062 "uniform sampler2D Texture_Glow;\n"
1064 "#ifdef USEVERTEXTEXTUREBLEND\n"
1065 "uniform sampler2D Texture_SecondaryNormal;\n"
1066 "uniform sampler2D Texture_SecondaryColor;\n"
1067 "uniform sampler2D Texture_SecondaryGloss;\n"
1069 "uniform sampler2D Texture_SecondaryGlow;\n"
1072 "#ifdef USECOLORMAPPING\n"
1073 "uniform sampler2D Texture_Pants;\n"
1074 "uniform sampler2D Texture_Shirt;\n"
1077 "#ifdef USEFOGHEIGHTTEXTURE\n"
1078 "uniform sampler2D Texture_FogHeightTexture;\n"
1080 "uniform sampler2D Texture_FogMask;\n"
1082 "#ifdef USELIGHTMAP\n"
1083 "uniform sampler2D Texture_Lightmap;\n"
1085 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1086 "uniform sampler2D Texture_Deluxemap;\n"
1088 "#ifdef USEREFLECTION\n"
1089 "uniform sampler2D Texture_Reflection;\n"
1092 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1093 "uniform sampler2D Texture_ScreenDepth;\n"
1094 "uniform sampler2D Texture_ScreenNormalMap;\n"
1096 "#ifdef USEDEFERREDLIGHTMAP\n"
1097 "uniform sampler2D Texture_ScreenDiffuse;\n"
1098 "uniform sampler2D Texture_ScreenSpecular;\n"
1101 "uniform myhalf3 Color_Pants;\n"
1102 "uniform myhalf3 Color_Shirt;\n"
1103 "uniform myhalf3 FogColor;\n"
1106 "uniform float FogRangeRecip;\n"
1107 "uniform float FogPlaneViewDist;\n"
1108 "uniform float FogHeightFade;\n"
1109 "vec3 FogVertex(vec3 surfacecolor)\n"
1111 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1112 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1114 "#ifdef USEFOGHEIGHTTEXTURE\n"
1115 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1116 " fogfrac = fogheightpixel.a;\n"
1117 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1119 "# ifdef USEFOGOUTSIDE\n"
1120 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1122 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1124 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1129 "#ifdef USEOFFSETMAPPING\n"
1130 "uniform float OffsetMapping_Scale;\n"
1131 "vec2 OffsetMapping(vec2 TexCoord)\n"
1133 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1134 " // 14 sample relief mapping: linear search and then binary search\n"
1135 " // this basically steps forward a small amount repeatedly until it finds\n"
1136 " // itself inside solid, then jitters forward and back using decreasing\n"
1137 " // amounts to find the impact\n"
1138 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1139 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1140 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1141 " vec3 RT = vec3(TexCoord, 1);\n"
1142 " OffsetVector *= 0.1;\n"
1143 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1144 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1145 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1152 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1153 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1154 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1155 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1156 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1159 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1160 " // this basically moves forward the full distance, and then backs up based\n"
1161 " // on height of samples\n"
1162 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1163 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1164 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1165 " TexCoord += OffsetVector;\n"
1166 " OffsetVector *= 0.5;\n"
1167 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1168 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1169 " return TexCoord;\n"
1172 "#endif // USEOFFSETMAPPING\n"
1174 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1175 "uniform sampler2D Texture_Attenuation;\n"
1176 "uniform samplerCube Texture_Cube;\n"
1179 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1181 "#ifdef USESHADOWMAP2D\n"
1182 "# ifdef USESHADOWSAMPLER\n"
1183 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1185 "uniform sampler2D Texture_ShadowMap2D;\n"
1189 "#ifdef USESHADOWMAPVSDCT\n"
1190 "uniform samplerCube Texture_CubeProjection;\n"
1193 "#if defined(USESHADOWMAP2D)\n"
1194 "uniform vec2 ShadowMap_TextureScale;\n"
1195 "uniform vec4 ShadowMap_Parameters;\n"
1198 "#if defined(USESHADOWMAP2D)\n"
1199 "# ifdef USESHADOWMAPORTHO\n"
1200 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1202 "# ifdef USESHADOWMAPVSDCT\n"
1203 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1205 " vec3 adir = abs(dir);\n"
1206 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1207 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1208 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1211 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1213 " vec3 adir = abs(dir);\n"
1214 " float ma = adir.z;\n"
1215 " vec4 proj = vec4(dir, 2.5);\n"
1216 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1217 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1218 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1219 " 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"
1223 "#endif // defined(USESHADOWMAP2D)\n"
1225 "# ifdef USESHADOWMAP2D\n"
1226 "float ShadowMapCompare(vec3 dir)\n"
1228 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1231 "# ifdef USESHADOWSAMPLER\n"
1232 "# ifdef USESHADOWMAPPCF\n"
1233 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1234 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1235 " 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"
1237 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1240 "# ifdef USESHADOWMAPPCF\n"
1241 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1242 "# ifdef GL_ARB_texture_gather\n"
1243 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1245 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1247 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1248 "# if USESHADOWMAPPCF > 1\n"
1249 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1250 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1251 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1252 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1253 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1254 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1255 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1256 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1257 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1258 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1259 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1260 " locols.yz += group2.ab;\n"
1261 " hicols.yz += group8.rg;\n"
1262 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1263 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1264 " mix(locols, hicols, offset.y);\n"
1265 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1266 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1267 " f = dot(cols, vec4(1.0/25.0));\n"
1269 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1270 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1271 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1272 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1273 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1274 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1275 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1278 "# ifdef GL_EXT_gpu_shader4\n"
1279 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1281 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1283 "# if USESHADOWMAPPCF > 1\n"
1284 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1285 " center *= ShadowMap_TextureScale;\n"
1286 " 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"
1287 " 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"
1288 " 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"
1289 " 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"
1290 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1291 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1293 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1294 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1295 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1296 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1297 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1298 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1302 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1305 "# ifdef USESHADOWMAPORTHO\n"
1306 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1312 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1313 "#endif // FRAGMENT_SHADER\n"
1318 "#ifdef MODE_DEFERREDGEOMETRY\n"
1319 "#ifdef VERTEX_SHADER\n"
1320 "uniform mat4 TexMatrix;\n"
1321 "#ifdef USEVERTEXTEXTUREBLEND\n"
1322 "uniform mat4 BackgroundTexMatrix;\n"
1324 "uniform mat4 ModelViewMatrix;\n"
1327 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 " gl_FrontColor = gl_Color;\n"
1330 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1333 " // transform unnormalized eye direction into tangent space\n"
1334 "#ifdef USEOFFSETMAPPING\n"
1335 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1336 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1337 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1338 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1341 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1342 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1343 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1344 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1346 "#endif // VERTEX_SHADER\n"
1348 "#ifdef FRAGMENT_SHADER\n"
1351 "#ifdef USEOFFSETMAPPING\n"
1352 " // apply offsetmapping\n"
1353 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1354 "#define TexCoord TexCoordOffset\n"
1357 "#ifdef USEALPHAKILL\n"
1358 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1362 "#ifdef USEVERTEXTEXTUREBLEND\n"
1363 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1364 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1365 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1366 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1369 "#ifdef USEVERTEXTEXTUREBLEND\n"
1370 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1371 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1373 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1374 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1377 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1379 "#endif // FRAGMENT_SHADER\n"
1380 "#else // !MODE_DEFERREDGEOMETRY\n"
1385 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1386 "#ifdef VERTEX_SHADER\n"
1387 "uniform mat4 ModelViewMatrix;\n"
1390 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1396 "uniform mat4 ViewToLight;\n"
1397 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1398 "uniform vec2 ScreenToDepth;\n"
1399 "uniform myhalf3 DeferredColor_Ambient;\n"
1400 "uniform myhalf3 DeferredColor_Diffuse;\n"
1401 "#ifdef USESPECULAR\n"
1402 "uniform myhalf3 DeferredColor_Specular;\n"
1403 "uniform myhalf SpecularPower;\n"
1405 "uniform myhalf2 PixelToScreenTexCoord;\n"
1408 " // calculate viewspace pixel position\n"
1409 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1411 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1412 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1413 " // decode viewspace pixel normal\n"
1414 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1415 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1416 " // surfacenormal = pixel normal in viewspace\n"
1417 " // LightVector = pixel to light in viewspace\n"
1418 " // CubeVector = position in lightspace\n"
1419 " // eyevector = pixel to view in viewspace\n"
1420 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1421 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1422 "#ifdef USEDIFFUSE\n"
1423 " // calculate diffuse shading\n"
1424 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1425 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1427 "#ifdef USESPECULAR\n"
1428 " // calculate directional shading\n"
1429 " vec3 eyevector = position * -1.0;\n"
1430 "# ifdef USEEXACTSPECULARMATH\n"
1431 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1433 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1434 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1438 "#if defined(USESHADOWMAP2D)\n"
1439 " fade *= ShadowMapCompare(CubeVector);\n"
1442 "#ifdef USEDIFFUSE\n"
1443 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1445 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1447 "#ifdef USESPECULAR\n"
1448 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1450 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1453 "# ifdef USECUBEFILTER\n"
1454 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1455 " gl_FragData[0].rgb *= cubecolor;\n"
1456 " gl_FragData[1].rgb *= cubecolor;\n"
1459 "#endif // FRAGMENT_SHADER\n"
1460 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1465 "#ifdef VERTEX_SHADER\n"
1466 "uniform mat4 TexMatrix;\n"
1467 "#ifdef USEVERTEXTEXTUREBLEND\n"
1468 "uniform mat4 BackgroundTexMatrix;\n"
1470 "#ifdef MODE_LIGHTSOURCE\n"
1471 "uniform mat4 ModelToLight;\n"
1473 "#ifdef USESHADOWMAPORTHO\n"
1474 "uniform mat4 ShadowMapMatrix;\n"
1478 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1479 " gl_FrontColor = gl_Color;\n"
1481 " // copy the surface texcoord\n"
1482 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1483 "#ifdef USEVERTEXTEXTUREBLEND\n"
1484 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1486 "#ifdef USELIGHTMAP\n"
1487 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 " // transform vertex position into light attenuation/cubemap space\n"
1492 " // (-1 to +1 across the light box)\n"
1493 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1495 "# ifdef USEDIFFUSE\n"
1496 " // transform unnormalized light direction into tangent space\n"
1497 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1498 " // normalize it per pixel)\n"
1499 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1500 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1501 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1502 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1506 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1507 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1508 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1509 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1512 " // transform unnormalized eye direction into tangent space\n"
1513 "#ifdef USEEYEVECTOR\n"
1514 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1515 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1516 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1517 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1521 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1522 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1525 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1526 " VectorS = gl_MultiTexCoord1.xyz;\n"
1527 " VectorT = gl_MultiTexCoord2.xyz;\n"
1528 " VectorR = gl_MultiTexCoord3.xyz;\n"
1531 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1532 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1538 "#ifdef USEREFLECTION\n"
1539 " ModelViewProjectionPosition = gl_Position;\n"
1542 "#endif // VERTEX_SHADER\n"
1547 "#ifdef FRAGMENT_SHADER\n"
1548 "#ifdef USEDEFERREDLIGHTMAP\n"
1549 "uniform myhalf2 PixelToScreenTexCoord;\n"
1550 "uniform myhalf3 DeferredMod_Diffuse;\n"
1551 "uniform myhalf3 DeferredMod_Specular;\n"
1553 "uniform myhalf3 Color_Ambient;\n"
1554 "uniform myhalf3 Color_Diffuse;\n"
1555 "uniform myhalf3 Color_Specular;\n"
1556 "uniform myhalf SpecularPower;\n"
1558 "uniform myhalf3 Color_Glow;\n"
1560 "uniform myhalf Alpha;\n"
1561 "#ifdef USEREFLECTION\n"
1562 "uniform vec4 DistortScaleRefractReflect;\n"
1563 "uniform vec4 ScreenScaleRefractReflect;\n"
1564 "uniform vec4 ScreenCenterRefractReflect;\n"
1565 "uniform myhalf4 ReflectColor;\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 "uniform mat4 ModelToReflectCube;\n"
1569 "uniform sampler2D Texture_ReflectMask;\n"
1570 "uniform samplerCube Texture_ReflectCube;\n"
1572 "#ifdef MODE_LIGHTDIRECTION\n"
1573 "uniform myhalf3 LightColor;\n"
1575 "#ifdef MODE_LIGHTSOURCE\n"
1576 "uniform myhalf3 LightColor;\n"
1580 "#ifdef USEOFFSETMAPPING\n"
1581 " // apply offsetmapping\n"
1582 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1583 "#define TexCoord TexCoordOffset\n"
1586 " // combine the diffuse textures (base, pants, shirt)\n"
1587 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1588 "#ifdef USEALPHAKILL\n"
1589 " if (color.a < 0.5)\n"
1592 " color.a *= Alpha;\n"
1593 "#ifdef USECOLORMAPPING\n"
1594 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1596 "#ifdef USEVERTEXTEXTUREBLEND\n"
1597 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1598 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1599 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1600 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1602 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1605 " // get the surface normal\n"
1606 "#ifdef USEVERTEXTEXTUREBLEND\n"
1607 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1609 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1612 " // get the material colors\n"
1613 " myhalf3 diffusetex = color.rgb;\n"
1614 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1615 "# ifdef USEVERTEXTEXTUREBLEND\n"
1616 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1618 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1622 "#ifdef USEREFLECTCUBE\n"
1623 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1624 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1625 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1626 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1632 "#ifdef MODE_LIGHTSOURCE\n"
1633 " // light source\n"
1634 "#ifdef USEDIFFUSE\n"
1635 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1636 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1637 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1638 "#ifdef USESPECULAR\n"
1639 "#ifdef USEEXACTSPECULARMATH\n"
1640 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1642 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1643 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1645 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1648 " color.rgb = diffusetex * Color_Ambient;\n"
1650 " color.rgb *= LightColor;\n"
1651 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1652 "#if defined(USESHADOWMAP2D)\n"
1653 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1655 "# ifdef USECUBEFILTER\n"
1656 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1658 "#endif // MODE_LIGHTSOURCE\n"
1663 "#ifdef MODE_LIGHTDIRECTION\n"
1665 "#ifdef USEDIFFUSE\n"
1666 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1668 "#define lightcolor LightColor\n"
1669 "#endif // MODE_LIGHTDIRECTION\n"
1670 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1672 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1673 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1674 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1675 " // convert modelspace light vector to tangentspace\n"
1676 " myhalf3 lightnormal;\n"
1677 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1678 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1679 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1680 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1681 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1682 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1683 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1684 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1685 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1686 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1687 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1688 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1689 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1690 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1691 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1693 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1694 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1695 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1701 "#ifdef MODE_FAKELIGHT\n"
1703 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1704 "myhalf3 lightcolor = myhalf3(1.0);\n"
1705 "#endif // MODE_FAKELIGHT\n"
1710 "#ifdef MODE_LIGHTMAP\n"
1711 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1712 "#endif // MODE_LIGHTMAP\n"
1713 "#ifdef MODE_VERTEXCOLOR\n"
1714 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1715 "#endif // MODE_VERTEXCOLOR\n"
1716 "#ifdef MODE_FLATCOLOR\n"
1717 " color.rgb = diffusetex * Color_Ambient;\n"
1718 "#endif // MODE_FLATCOLOR\n"
1724 "# ifdef USEDIFFUSE\n"
1725 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1726 "# ifdef USESPECULAR\n"
1727 "# ifdef USEEXACTSPECULARMATH\n"
1728 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1730 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1731 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1733 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1735 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1738 " color.rgb = diffusetex * Color_Ambient;\n"
1742 "#ifdef USESHADOWMAPORTHO\n"
1743 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1746 "#ifdef USEDEFERREDLIGHTMAP\n"
1747 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1748 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1749 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1753 "#ifdef USEVERTEXTEXTUREBLEND\n"
1754 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1756 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1761 " color.rgb = FogVertex(color.rgb);\n"
1764 " // 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"
1765 "#ifdef USEREFLECTION\n"
1766 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1767 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1768 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1769 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1770 " // FIXME temporary hack to detect the case that the reflection\n"
1771 " // gets blackened at edges due to leaving the area that contains actual\n"
1773 " // Remove this 'ack once we have a better way to stop this thing from\n"
1775 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1776 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1777 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1778 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1779 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1780 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1783 " gl_FragColor = vec4(color);\n"
1785 "#endif // FRAGMENT_SHADER\n"
1787 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1788 "#endif // !MODE_DEFERREDGEOMETRY\n"
1789 "#endif // !MODE_WATER\n"
1790 "#endif // !MODE_REFRACTION\n"
1791 "#endif // !MODE_BLOOMBLUR\n"
1792 "#endif // !MODE_GENERIC\n"
1793 "#endif // !MODE_POSTPROCESS\n"
1794 "#endif // !MODE_SHOWDEPTH\n"
1795 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1799 =========================================================================================================================================================
1803 =========================================================================================================================================================
1807 =========================================================================================================================================================
1811 =========================================================================================================================================================
1815 =========================================================================================================================================================
1819 =========================================================================================================================================================
1823 =========================================================================================================================================================
1826 const char *builtincgshaderstring =
1827 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1828 "// written by Forest 'LordHavoc' Hale\n"
1829 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1831 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1832 "#if defined(USEREFLECTION)\n"
1833 "#undef USESHADOWMAPORTHO\n"
1836 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1839 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1840 "#define USELIGHTMAP\n"
1842 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1843 "#define USEEYEVECTOR\n"
1846 "#ifdef FRAGMENT_SHADER\n"
1848 "//#undef USESHADOWMAPPCF\n"
1849 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1850 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1852 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1856 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1857 "#ifdef VERTEX_SHADER\n"
1860 "float4 gl_Vertex : POSITION,\n"
1861 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1862 "out float4 gl_Position : POSITION,\n"
1863 "out float Depth : TEXCOORD0\n"
1866 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1867 " Depth = gl_Position.z;\n"
1871 "#ifdef FRAGMENT_SHADER\n"
1874 "float Depth : TEXCOORD0,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1878 "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1879 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1880 " temp.yz -= floor(temp.yz);\n"
1881 " gl_FragColor = temp;\n"
1882 "// gl_FragColor = float4(Depth,0,0,0);\n"
1885 "#else // !MODE_DEPTH_ORSHADOW\n"
1890 "#ifdef MODE_SHOWDEPTH\n"
1891 "#ifdef VERTEX_SHADER\n"
1894 "float4 gl_Vertex : POSITION,\n"
1895 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1896 "out float4 gl_Position : POSITION,\n"
1897 "out float4 gl_FrontColor : COLOR0\n"
1900 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1901 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1905 "#ifdef FRAGMENT_SHADER\n"
1908 "float4 gl_FrontColor : COLOR0,\n"
1909 "out float4 gl_FragColor : COLOR\n"
1912 " gl_FragColor = gl_FrontColor;\n"
1915 "#else // !MODE_SHOWDEPTH\n"
1920 "#ifdef MODE_POSTPROCESS\n"
1922 "#ifdef VERTEX_SHADER\n"
1925 "float4 gl_Vertex : POSITION,\n"
1926 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1927 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1928 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1929 "out float4 gl_Position : POSITION,\n"
1930 "out float2 TexCoord1 : TEXCOORD0,\n"
1931 "out float2 TexCoord2 : TEXCOORD1\n"
1934 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1935 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1937 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1945 "float2 TexCoord1 : TEXCOORD0,\n"
1946 "float2 TexCoord2 : TEXCOORD1,\n"
1947 "uniform sampler Texture_First : register(s0),\n"
1949 "uniform sampler Texture_Second : register(s1),\n"
1951 "#ifdef USEGAMMARAMPS\n"
1952 "uniform sampler Texture_GammaRamps : register(s2),\n"
1954 "#ifdef USESATURATION\n"
1955 "uniform float Saturation : register(c30),\n"
1957 "#ifdef USEVIEWTINT\n"
1958 "uniform float4 ViewTintColor : register(c41),\n"
1960 "uniform float4 UserVec1 : register(c37),\n"
1961 "uniform float4 UserVec2 : register(c38),\n"
1962 "uniform float4 UserVec3 : register(c39),\n"
1963 "uniform float4 UserVec4 : register(c40),\n"
1964 "uniform float ClientTime : register(c2),\n"
1965 "uniform float2 PixelSize : register(c25),\n"
1966 "uniform float4 BloomColorSubtract : register(c43),\n"
1967 "out float4 gl_FragColor : COLOR\n"
1970 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1972 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1974 "#ifdef USEVIEWTINT\n"
1975 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1978 "#ifdef USEPOSTPROCESSING\n"
1979 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1980 "// 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"
1981 " float sobel = 1.0;\n"
1982 " // float2 ts = textureSize(Texture_First, 0);\n"
1983 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1984 " float2 px = PixelSize;\n"
1985 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1986 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1987 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1988 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1989 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1990 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1991 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1992 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1993 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1994 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1995 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1996 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1997 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1998 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1999 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2000 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2001 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2002 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2003 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2004 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2005 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2006 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2007 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2008 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2009 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2010 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2011 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2015 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2016 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2019 "#ifdef USESATURATION\n"
2020 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2021 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2022 " // 'vampire sight' effect, wheres red is compensated\n"
2023 " #ifdef SATURATION_REDCOMPENSATE\n"
2024 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2025 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2026 " gl_FragColor.r += r;\n"
2028 " // normal desaturation\n"
2029 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2030 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2034 "#ifdef USEGAMMARAMPS\n"
2035 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2036 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2037 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2041 "#else // !MODE_POSTPROCESS\n"
2046 "#ifdef MODE_GENERIC\n"
2047 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2052 "float4 gl_Color : COLOR0,\n"
2053 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2054 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "#ifdef USEDIFFUSE\n"
2057 "out float2 TexCoord1 : TEXCOORD0,\n"
2059 "#ifdef USESPECULAR\n"
2060 "out float2 TexCoord2 : TEXCOORD1,\n"
2062 "out float4 gl_FrontColor : COLOR\n"
2066 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2068 " gl_FrontColor = gl_Color; // Cg is forward\n"
2070 "#ifdef USEDIFFUSE\n"
2071 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2073 "#ifdef USESPECULAR\n"
2074 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2076 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2080 "#ifdef FRAGMENT_SHADER\n"
2084 "float4 gl_FrontColor : COLOR0,\n"
2085 "float2 TexCoord1 : TEXCOORD0,\n"
2086 "float2 TexCoord2 : TEXCOORD1,\n"
2087 "#ifdef USEDIFFUSE\n"
2088 "uniform sampler Texture_First : register(s0),\n"
2090 "#ifdef USESPECULAR\n"
2091 "uniform sampler Texture_Second : register(s1),\n"
2093 "out float4 gl_FragColor : COLOR\n"
2096 "#ifdef USEVIEWTINT\n"
2097 " gl_FragColor = gl_FrontColor;\n"
2099 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2101 "#ifdef USEDIFFUSE\n"
2102 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2105 "#ifdef USESPECULAR\n"
2106 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2107 "# ifdef USECOLORMAPPING\n"
2108 " gl_FragColor *= tex2;\n"
2111 " gl_FragColor += tex2;\n"
2113 "# ifdef USEVERTEXTEXTUREBLEND\n"
2114 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2119 "#else // !MODE_GENERIC\n"
2124 "#ifdef MODE_BLOOMBLUR\n"
2125 "#ifdef VERTEX_SHADER\n"
2128 "float4 gl_Vertex : POSITION,\n"
2129 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2130 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2131 "out float4 gl_Position : POSITION,\n"
2132 "out float2 TexCoord : TEXCOORD0\n"
2135 " TexCoord = gl_MultiTexCoord0.xy;\n"
2136 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 "#ifdef FRAGMENT_SHADER\n"
2144 "float2 TexCoord : TEXCOORD0,\n"
2145 "uniform sampler Texture_First : register(s0),\n"
2146 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2147 "out float4 gl_FragColor : COLOR\n"
2151 " float2 tc = TexCoord;\n"
2152 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2153 " tc += BloomBlur_Parameters.xy;\n"
2154 " for (i = 1;i < SAMPLES;i++)\n"
2156 " color += tex2D(Texture_First, tc).rgb;\n"
2157 " tc += BloomBlur_Parameters.xy;\n"
2159 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2162 "#else // !MODE_BLOOMBLUR\n"
2163 "#ifdef MODE_REFRACTION\n"
2164 "#ifdef VERTEX_SHADER\n"
2167 "float4 gl_Vertex : POSITION,\n"
2168 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2169 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2170 "uniform float4x4 TexMatrix : register(c0),\n"
2171 "uniform float3 EyePosition : register(c24),\n"
2172 "out float4 gl_Position : POSITION,\n"
2173 "out float2 TexCoord : TEXCOORD0,\n"
2174 "out float3 EyeVector : TEXCOORD1,\n"
2175 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2178 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2179 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2180 " ModelViewProjectionPosition = gl_Position;\n"
2184 "#ifdef FRAGMENT_SHADER\n"
2187 "float2 TexCoord : TEXCOORD0,\n"
2188 "float3 EyeVector : TEXCOORD1,\n"
2189 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2190 "uniform sampler Texture_Normal : register(s0),\n"
2191 "uniform sampler Texture_Refraction : register(s3),\n"
2192 "uniform sampler Texture_Reflection : register(s7),\n"
2193 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2194 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2195 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2196 "uniform float4 RefractColor : register(c29),\n"
2197 "out float4 gl_FragColor : COLOR\n"
2200 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2201 " //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"
2202 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2203 " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2204 " // FIXME temporary hack to detect the case that the reflection\n"
2205 " // gets blackened at edges due to leaving the area that contains actual\n"
2207 " // Remove this 'ack once we have a better way to stop this thing from\n"
2209 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2210 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2211 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2212 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2213 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2214 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2217 "#else // !MODE_REFRACTION\n"
2222 "#ifdef MODE_WATER\n"
2223 "#ifdef VERTEX_SHADER\n"
2227 "float4 gl_Vertex : POSITION,\n"
2228 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2229 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2230 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2231 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2232 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2233 "uniform float4x4 TexMatrix : register(c0),\n"
2234 "uniform float3 EyePosition : register(c24),\n"
2235 "out float4 gl_Position : POSITION,\n"
2236 "out float2 TexCoord : TEXCOORD0,\n"
2237 "out float3 EyeVector : TEXCOORD1,\n"
2238 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2241 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2242 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2243 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2244 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2245 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2246 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2247 " ModelViewProjectionPosition = gl_Position;\n"
2251 "#ifdef FRAGMENT_SHADER\n"
2254 "float2 TexCoord : TEXCOORD0,\n"
2255 "float3 EyeVector : TEXCOORD1,\n"
2256 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2257 "uniform sampler Texture_Normal : register(s0),\n"
2258 "uniform sampler Texture_Refraction : register(s3),\n"
2259 "uniform sampler Texture_Reflection : register(s7),\n"
2260 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2261 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2262 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2263 "uniform float4 RefractColor : register(c29),\n"
2264 "uniform float4 ReflectColor : register(c26),\n"
2265 "uniform float ReflectFactor : register(c27),\n"
2266 "uniform float ReflectOffset : register(c28),\n"
2267 "out float4 gl_FragColor : COLOR\n"
2270 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2271 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2272 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2273 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2274 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2275 " // FIXME temporary hack to detect the case that the reflection\n"
2276 " // gets blackened at edges due to leaving the area that contains actual\n"
2278 " // Remove this 'ack once we have a better way to stop this thing from\n"
2280 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2281 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2282 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2283 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2284 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2285 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2286 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2287 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2289 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2290 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2291 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2294 "#else // !MODE_WATER\n"
2299 "// 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"
2301 "// fragment shader specific:\n"
2302 "#ifdef FRAGMENT_SHADER\n"
2305 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2308 "#ifdef USEFOGHEIGHTTEXTURE\n"
2309 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2310 " fogfrac = fogheightpixel.a;\n"
2311 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2313 "# ifdef USEFOGOUTSIDE\n"
2314 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2316 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2318 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2323 "#ifdef USEOFFSETMAPPING\n"
2324 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2326 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2327 " // 14 sample relief mapping: linear search and then binary search\n"
2328 " // this basically steps forward a small amount repeatedly until it finds\n"
2329 " // itself inside solid, then jitters forward and back using decreasing\n"
2330 " // amounts to find the impact\n"
2331 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2332 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2333 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2334 " float3 RT = float3(TexCoord, 1);\n"
2335 " OffsetVector *= 0.1;\n"
2336 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2337 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2338 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2346 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2347 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2348 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2349 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2352 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2353 " // this basically moves forward the full distance, and then backs up based\n"
2354 " // on height of samples\n"
2355 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2356 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2357 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2358 " TexCoord += OffsetVector;\n"
2359 " OffsetVector *= 0.333;\n"
2360 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2361 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2362 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 " return TexCoord;\n"
2366 "#endif // USEOFFSETMAPPING\n"
2368 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2369 "#if defined(USESHADOWMAP2D)\n"
2370 "# ifdef USESHADOWMAPORTHO\n"
2371 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2373 "# ifdef USESHADOWMAPVSDCT\n"
2374 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2376 " float3 adir = abs(dir);\n"
2377 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2378 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2379 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2382 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2384 " float3 adir = abs(dir);\n"
2385 " float ma = adir.z;\n"
2386 " float4 proj = float4(dir, 2.5);\n"
2387 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2388 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2390 " 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"
2392 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2393 " 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"
2398 "#endif // defined(USESHADOWMAP2D)\n"
2400 "# ifdef USESHADOWMAP2D\n"
2401 "#ifdef USESHADOWMAPVSDCT\n"
2402 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2404 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2407 "#ifdef USESHADOWMAPVSDCT\n"
2408 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2410 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2414 "# ifdef USESHADOWSAMPLER\n"
2415 "# ifdef USESHADOWMAPPCF\n"
2416 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2417 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2418 " 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"
2420 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2423 "# ifdef USESHADOWMAPPCF\n"
2424 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2425 "# ifdef GL_ARB_texture_gather\n"
2426 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2428 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2430 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2431 "# if USESHADOWMAPPCF > 1\n"
2432 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2433 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2434 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2435 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2436 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2437 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2438 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2439 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2440 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2441 " float4 locols = float4(group1.ab, group3.ab);\n"
2442 " float4 hicols = float4(group7.rg, group9.rg);\n"
2443 " locols.yz += group2.ab;\n"
2444 " hicols.yz += group8.rg;\n"
2445 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2446 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2447 " lerp(locols, hicols, offset.y);\n"
2448 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2449 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2450 " f = dot(cols, float4(1.0/25.0));\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2461 "# ifdef GL_EXT_gpu_shader4\n"
2462 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2464 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2466 "# if USESHADOWMAPPCF > 1\n"
2467 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2468 " center *= ShadowMap_TextureScale;\n"
2469 " 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"
2470 " 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"
2471 " 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"
2472 " 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"
2473 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2474 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2476 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2477 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2478 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2479 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2480 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2481 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2485 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2488 "# ifdef USESHADOWMAPORTHO\n"
2489 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2495 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2496 "#endif // FRAGMENT_SHADER\n"
2501 "#ifdef MODE_DEFERREDGEOMETRY\n"
2502 "#ifdef VERTEX_SHADER\n"
2505 "float4 gl_Vertex : POSITION,\n"
2506 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2507 "#ifdef USEVERTEXTEXTUREBLEND\n"
2508 "float4 gl_Color : COLOR0,\n"
2510 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2511 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2512 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2513 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2514 "uniform float4x4 TexMatrix : register(c0),\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2518 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2519 "#ifdef USEOFFSETMAPPING\n"
2520 "uniform float3 EyePosition : register(c24),\n"
2522 "out float4 gl_Position : POSITION,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "out float4 gl_FrontColor : COLOR,\n"
2526 "out float4 TexCoordBoth : TEXCOORD0,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "out float3 EyeVector : TEXCOORD2,\n"
2530 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2531 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2532 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2535 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2536 "#ifdef USEVERTEXTEXTUREBLEND\n"
2538 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2540 " gl_FrontColor = gl_Color; // Cg is forward\n"
2542 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 " // transform unnormalized eye direction into tangent space\n"
2546 "#ifdef USEOFFSETMAPPING\n"
2547 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2548 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2549 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2550 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2554 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2555 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2556 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2557 " VectorR.w = gl_Position.z;\n"
2559 "#endif // VERTEX_SHADER\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2564 "float4 TexCoordBoth : TEXCOORD0,\n"
2565 "float3 EyeVector : TEXCOORD2,\n"
2566 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2567 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2568 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2569 "uniform sampler Texture_Normal : register(s0),\n"
2570 "#ifdef USEALPHAKILL\n"
2571 "uniform sampler Texture_Color : register(s1),\n"
2573 "uniform sampler Texture_Gloss : register(s2),\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2576 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2578 "#ifdef USEOFFSETMAPPING\n"
2579 "uniform float OffsetMapping_Scale : register(c24),\n"
2581 "uniform half SpecularPower : register(c36),\n"
2583 "out float4 gl_FragData0 : COLOR0,\n"
2584 "out float4 gl_FragData1 : COLOR1\n"
2586 "out float4 gl_FragColor : COLOR\n"
2590 " float2 TexCoord = TexCoordBoth.xy;\n"
2591 "#ifdef USEOFFSETMAPPING\n"
2592 " // apply offsetmapping\n"
2593 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2594 "#define TexCoord TexCoordOffset\n"
2597 "#ifdef USEALPHAKILL\n"
2598 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2602 "#ifdef USEVERTEXTEXTUREBLEND\n"
2603 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2604 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2605 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2606 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2609 "#ifdef USEVERTEXTEXTUREBLEND\n"
2610 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2613 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2614 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2618 " 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"
2619 " float Depth = VectorR.w / 256.0;\n"
2620 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2621 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2622 " depthcolor.yz -= floor(depthcolor.yz);\n"
2623 " gl_FragData1 = depthcolor;\n"
2625 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2628 "#endif // FRAGMENT_SHADER\n"
2629 "#else // !MODE_DEFERREDGEOMETRY\n"
2634 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2635 "#ifdef VERTEX_SHADER\n"
2638 "float4 gl_Vertex : POSITION,\n"
2639 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2640 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2641 "out float4 gl_Position : POSITION,\n"
2642 "out float4 ModelViewPosition : TEXCOORD0\n"
2645 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2646 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2648 "#endif // VERTEX_SHADER\n"
2650 "#ifdef FRAGMENT_SHADER\n"
2654 "float2 Pixel : VPOS,\n"
2656 "float2 Pixel : WPOS,\n"
2658 "float4 ModelViewPosition : TEXCOORD0,\n"
2659 "uniform float4x4 ViewToLight : register(c44),\n"
2660 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2661 "uniform float3 LightPosition : register(c23),\n"
2662 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2663 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2664 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2665 "#ifdef USESPECULAR\n"
2666 "uniform half3 DeferredColor_Specular : register(c11),\n"
2667 "uniform half SpecularPower : register(c36),\n"
2669 "uniform sampler Texture_Attenuation : register(s9),\n"
2670 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2671 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2673 "#ifdef USECUBEFILTER\n"
2674 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2677 "#ifdef USESHADOWMAP2D\n"
2678 "# ifdef USESHADOWSAMPLER\n"
2679 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2681 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2685 "#ifdef USESHADOWMAPVSDCT\n"
2686 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2689 "#if defined(USESHADOWMAP2D)\n"
2690 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2691 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2698 " // calculate viewspace pixel position\n"
2699 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 " float3 position;\n"
2703 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2705 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2707 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2708 " // decode viewspace pixel normal\n"
2709 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2710 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2711 " // surfacenormal = pixel normal in viewspace\n"
2712 " // LightVector = pixel to light in viewspace\n"
2713 " // CubeVector = position in lightspace\n"
2714 " // eyevector = pixel to view in viewspace\n"
2715 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2716 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2717 "#ifdef USEDIFFUSE\n"
2718 " // calculate diffuse shading\n"
2719 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2720 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2722 "#ifdef USESPECULAR\n"
2723 " // calculate directional shading\n"
2724 " float3 eyevector = position * -1.0;\n"
2725 "# ifdef USEEXACTSPECULARMATH\n"
2726 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2728 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2729 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2733 "#if defined(USESHADOWMAP2D)\n"
2734 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "#ifdef USESHADOWMAPVSDCT\n"
2736 ", Texture_CubeProjection\n"
2741 "#ifdef USEDIFFUSE\n"
2742 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2744 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2746 "#ifdef USESPECULAR\n"
2747 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2749 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2752 "# ifdef USECUBEFILTER\n"
2753 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2754 " gl_FragData0.rgb *= cubecolor;\n"
2755 " gl_FragData1.rgb *= cubecolor;\n"
2758 "#endif // FRAGMENT_SHADER\n"
2759 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2764 "#ifdef VERTEX_SHADER\n"
2767 "float4 gl_Vertex : POSITION,\n"
2768 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2769 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2770 "float4 gl_Color : COLOR0,\n"
2772 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2773 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2774 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2775 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2776 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2778 "uniform float3 EyePosition : register(c24),\n"
2779 "uniform float4x4 TexMatrix : register(c0),\n"
2780 "#ifdef USEVERTEXTEXTUREBLEND\n"
2781 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2783 "#ifdef MODE_LIGHTSOURCE\n"
2784 "uniform float4x4 ModelToLight : register(c20),\n"
2786 "#ifdef MODE_LIGHTSOURCE\n"
2787 "uniform float3 LightPosition : register(c27),\n"
2789 "#ifdef MODE_LIGHTDIRECTION\n"
2790 "uniform float3 LightDir : register(c26),\n"
2792 "uniform float4 FogPlane : register(c25),\n"
2793 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2794 "uniform float3 LightPosition : register(c27),\n"
2796 "#ifdef USESHADOWMAPORTHO\n"
2797 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2799 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2800 "out float4 gl_FrontColor : COLOR,\n"
2802 "out float4 TexCoordBoth : TEXCOORD0,\n"
2803 "#ifdef USELIGHTMAP\n"
2804 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2806 "#ifdef USEEYEVECTOR\n"
2807 "out float3 EyeVector : TEXCOORD2,\n"
2809 "#ifdef USEREFLECTION\n"
2810 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2813 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2815 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2816 "out float3 LightVector : TEXCOORD1,\n"
2818 "#ifdef MODE_LIGHTSOURCE\n"
2819 "out float3 CubeVector : TEXCOORD3,\n"
2821 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2822 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2823 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2824 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2826 "#ifdef USESHADOWMAPORTHO\n"
2827 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2829 "out float4 gl_Position : POSITION\n"
2832 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2834 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2836 " gl_FrontColor = gl_Color; // Cg is forward\n"
2839 " // copy the surface texcoord\n"
2840 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#ifdef USELIGHTMAP\n"
2845 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 " // transform vertex position into light attenuation/cubemap space\n"
2850 " // (-1 to +1 across the light box)\n"
2851 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2853 "# ifdef USEDIFFUSE\n"
2854 " // transform unnormalized light direction into tangent space\n"
2855 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 " // normalize it per pixel)\n"
2857 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 " // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 " VectorS = gl_MultiTexCoord1.xyz;\n"
2885 " VectorT = gl_MultiTexCoord2.xyz;\n"
2886 " VectorR = gl_MultiTexCoord3.xyz;\n"
2889 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2896 "#ifdef USEREFLECTION\n"
2897 " ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif // VERTEX_SHADER\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : VPOS,\n"
2912 "float2 Pixel : WPOS,\n"
2915 "float4 gl_FrontColor : COLOR,\n"
2916 "float4 TexCoordBoth : TEXCOORD0,\n"
2917 "#ifdef USELIGHTMAP\n"
2918 "float2 TexCoordLightmap : TEXCOORD1,\n"
2920 "#ifdef USEEYEVECTOR\n"
2921 "float3 EyeVector : TEXCOORD2,\n"
2923 "#ifdef USEREFLECTION\n"
2924 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2927 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2929 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2930 "float3 LightVector : TEXCOORD1,\n"
2932 "#ifdef MODE_LIGHTSOURCE\n"
2933 "float3 CubeVector : TEXCOORD3,\n"
2935 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2936 "float4 ModelViewPosition : TEXCOORD0,\n"
2938 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2939 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2940 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2941 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2943 "#ifdef USESHADOWMAPORTHO\n"
2944 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2947 "uniform sampler Texture_Normal : register(s0),\n"
2948 "uniform sampler Texture_Color : register(s1),\n"
2949 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2950 "uniform sampler Texture_Gloss : register(s2),\n"
2953 "uniform sampler Texture_Glow : register(s3),\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2957 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2958 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2959 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2962 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2965 "#ifdef USECOLORMAPPING\n"
2966 "uniform sampler Texture_Pants : register(s4),\n"
2967 "uniform sampler Texture_Shirt : register(s7),\n"
2970 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2971 "uniform sampler Texture_FogMask : register(s8),\n"
2973 "#ifdef USELIGHTMAP\n"
2974 "uniform sampler Texture_Lightmap : register(s9),\n"
2976 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2977 "uniform sampler Texture_Deluxemap : register(s10),\n"
2979 "#ifdef USEREFLECTION\n"
2980 "uniform sampler Texture_Reflection : register(s7),\n"
2983 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2984 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2985 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2987 "#ifdef USEDEFERREDLIGHTMAP\n"
2988 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2989 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2990 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2991 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2994 "#ifdef USECOLORMAPPING\n"
2995 "uniform half3 Color_Pants : register(c7),\n"
2996 "uniform half3 Color_Shirt : register(c8),\n"
2999 "uniform float3 FogColor : register(c16),\n"
3000 "uniform float FogRangeRecip : register(c20),\n"
3001 "uniform float FogPlaneViewDist : register(c19),\n"
3002 "uniform float FogHeightFade : register(c17),\n"
3005 "#ifdef USEOFFSETMAPPING\n"
3006 "uniform float OffsetMapping_Scale : register(c24),\n"
3009 "#ifdef USEDEFERREDLIGHTMAP\n"
3010 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3011 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3012 "uniform half3 DeferredMod_Specular : register(c13),\n"
3014 "uniform half3 Color_Ambient : register(c3),\n"
3015 "uniform half3 Color_Diffuse : register(c4),\n"
3016 "uniform half3 Color_Specular : register(c5),\n"
3017 "uniform half SpecularPower : register(c36),\n"
3019 "uniform half3 Color_Glow : register(c6),\n"
3021 "uniform half Alpha : register(c0),\n"
3022 "#ifdef USEREFLECTION\n"
3023 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3024 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3025 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3026 "uniform half4 ReflectColor : register(c26),\n"
3028 "#ifdef USEREFLECTCUBE\n"
3029 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3030 "uniform sampler Texture_ReflectMask : register(s5),\n"
3031 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3033 "#ifdef MODE_LIGHTDIRECTION\n"
3034 "uniform half3 LightColor : register(c21),\n"
3036 "#ifdef MODE_LIGHTSOURCE\n"
3037 "uniform half3 LightColor : register(c21),\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3041 "uniform sampler Texture_Attenuation : register(s9),\n"
3042 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3045 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3047 "#ifdef USESHADOWMAP2D\n"
3048 "# ifdef USESHADOWSAMPLER\n"
3049 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3051 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3055 "#ifdef USESHADOWMAPVSDCT\n"
3056 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3059 "#if defined(USESHADOWMAP2D)\n"
3060 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3061 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3063 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3065 "out float4 gl_FragColor : COLOR\n"
3068 " float2 TexCoord = TexCoordBoth.xy;\n"
3069 "#ifdef USEVERTEXTEXTUREBLEND\n"
3070 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3072 "#ifdef USEOFFSETMAPPING\n"
3073 " // apply offsetmapping\n"
3074 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3075 "#define TexCoord TexCoordOffset\n"
3078 " // combine the diffuse textures (base, pants, shirt)\n"
3079 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3080 "#ifdef USEALPHAKILL\n"
3081 " if (color.a < 0.5)\n"
3084 " color.a *= Alpha;\n"
3085 "#ifdef USECOLORMAPPING\n"
3086 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3088 "#ifdef USEVERTEXTEXTUREBLEND\n"
3089 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3090 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3091 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3092 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3094 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3097 " // get the surface normal\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3101 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3104 " // get the material colors\n"
3105 " half3 diffusetex = color.rgb;\n"
3106 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3107 "# ifdef USEVERTEXTEXTUREBLEND\n"
3108 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3110 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3114 "#ifdef USEREFLECTCUBE\n"
3115 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3116 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3117 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3118 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3124 "#ifdef MODE_LIGHTSOURCE\n"
3125 " // light source\n"
3126 "#ifdef USEDIFFUSE\n"
3127 " half3 lightnormal = half3(normalize(LightVector));\n"
3128 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3129 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3130 "#ifdef USESPECULAR\n"
3131 "#ifdef USEEXACTSPECULARMATH\n"
3132 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3134 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3135 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3137 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3140 " color.rgb = diffusetex * Color_Ambient;\n"
3142 " color.rgb *= LightColor;\n"
3143 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3144 "#if defined(USESHADOWMAP2D)\n"
3145 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3146 "#ifdef USESHADOWMAPVSDCT\n"
3147 ", Texture_CubeProjection\n"
3152 "# ifdef USECUBEFILTER\n"
3153 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3156 "#ifdef USESHADOWMAP2D\n"
3157 "#ifdef USESHADOWMAPVSDCT\n"
3158 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3160 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3162 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3163 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3164 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3165 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3166 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3167 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3168 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3169 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3170 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3171 "// color.r = half(shadowmaptc.z);\n"
3172 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3173 "// color.r = half(shadowmaptc.z);\n"
3175 "// color.rgb = abs(CubeVector);\n"
3177 "// color.rgb = half3(1,1,1);\n"
3178 "#endif // MODE_LIGHTSOURCE\n"
3183 "#ifdef MODE_LIGHTDIRECTION\n"
3185 "#ifdef USEDIFFUSE\n"
3186 " half3 lightnormal = half3(normalize(LightVector));\n"
3188 "#define lightcolor LightColor\n"
3189 "#endif // MODE_LIGHTDIRECTION\n"
3190 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3192 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3193 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3194 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3195 " // convert modelspace light vector to tangentspace\n"
3196 " half3 lightnormal;\n"
3197 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3198 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3199 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3200 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3201 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3202 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3203 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3204 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3205 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3206 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3207 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3208 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3209 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3210 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3211 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3213 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3214 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3215 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3221 "#ifdef MODE_FAKELIGHT\n"
3223 "half3 lightnormal = half3(normalize(EyeVector));\n"
3224 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3225 "#endif // MODE_FAKELIGHT\n"
3230 "#ifdef MODE_LIGHTMAP\n"
3231 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3232 "#endif // MODE_LIGHTMAP\n"
3233 "#ifdef MODE_VERTEXCOLOR\n"
3234 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3235 "#endif // MODE_VERTEXCOLOR\n"
3236 "#ifdef MODE_FLATCOLOR\n"
3237 " color.rgb = diffusetex * Color_Ambient;\n"
3238 "#endif // MODE_FLATCOLOR\n"
3244 "# ifdef USEDIFFUSE\n"
3245 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3246 "# ifdef USESPECULAR\n"
3247 "# ifdef USEEXACTSPECULARMATH\n"
3248 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3250 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3251 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3253 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3255 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3258 " color.rgb = diffusetex * Color_Ambient;\n"
3262 "#ifdef USESHADOWMAPORTHO\n"
3263 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3266 "#ifdef USEDEFERREDLIGHTMAP\n"
3267 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3268 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3269 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3270 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3271 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3275 "#ifdef USEVERTEXTEXTUREBLEND\n"
3276 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3278 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3283 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3286 " // 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"
3287 "#ifdef USEREFLECTION\n"
3288 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3289 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3290 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3291 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3292 " // FIXME temporary hack to detect the case that the reflection\n"
3293 " // gets blackened at edges due to leaving the area that contains actual\n"
3295 " // Remove this 'ack once we have a better way to stop this thing from\n"
3297 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3298 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3299 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3300 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3301 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3302 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3305 " gl_FragColor = float4(color);\n"
3307 "#endif // FRAGMENT_SHADER\n"
3309 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3310 "#endif // !MODE_DEFERREDGEOMETRY\n"
3311 "#endif // !MODE_WATER\n"
3312 "#endif // !MODE_REFRACTION\n"
3313 "#endif // !MODE_BLOOMBLUR\n"
3314 "#endif // !MODE_GENERIC\n"
3315 "#endif // !MODE_POSTPROCESS\n"
3316 "#endif // !MODE_SHOWDEPTH\n"
3317 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3320 char *glslshaderstring = NULL;
3321 char *cgshaderstring = NULL;
3322 char *hlslshaderstring = NULL;
3324 //=======================================================================================================================================================
3326 typedef struct shaderpermutationinfo_s
3328 const char *pretext;
3331 shaderpermutationinfo_t;
3333 typedef struct shadermodeinfo_s
3335 const char *vertexfilename;
3336 const char *geometryfilename;
3337 const char *fragmentfilename;
3338 const char *pretext;
3343 typedef enum shaderpermutation_e
3345 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3346 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3347 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3348 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3349 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3350 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3351 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3352 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3353 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3354 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3355 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3356 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3357 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3358 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3359 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3360 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3361 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3362 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3363 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3364 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3365 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3366 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3367 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3368 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3369 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3370 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3371 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3372 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3373 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3375 shaderpermutation_t;
3377 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3378 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3380 {"#define USEDIFFUSE\n", " diffuse"},
3381 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3382 {"#define USEVIEWTINT\n", " viewtint"},
3383 {"#define USECOLORMAPPING\n", " colormapping"},
3384 {"#define USESATURATION\n", " saturation"},
3385 {"#define USEFOGINSIDE\n", " foginside"},
3386 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3387 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3388 {"#define USEGAMMARAMPS\n", " gammaramps"},
3389 {"#define USECUBEFILTER\n", " cubefilter"},
3390 {"#define USEGLOW\n", " glow"},
3391 {"#define USEBLOOM\n", " bloom"},
3392 {"#define USESPECULAR\n", " specular"},
3393 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3394 {"#define USEREFLECTION\n", " reflection"},
3395 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3396 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3397 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3398 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3399 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3400 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3401 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3402 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3403 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3404 {"#define USEALPHAKILL\n", " alphakill"},
3405 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3409 // this enum selects which of the glslshadermodeinfo entries should be used
3410 typedef enum shadermode_e
3412 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3413 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3414 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3415 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3416 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3417 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3418 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3419 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3420 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3421 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3422 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3423 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3424 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3425 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3426 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3427 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3432 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3433 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3437 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3454 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3467 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3468 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3469 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3470 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3471 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3476 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3478 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3479 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3484 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3485 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3486 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3487 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3488 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3489 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3490 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3491 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3492 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3493 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3497 struct r_glsl_permutation_s;
3498 typedef struct r_glsl_permutation_s
3500 /// hash lookup data
3501 struct r_glsl_permutation_s *hashnext;
3503 unsigned int permutation;
3505 /// indicates if we have tried compiling this permutation already
3507 /// 0 if compilation failed
3509 /// locations of detected uniforms in program object, or -1 if not found
3510 int loc_Texture_First;
3511 int loc_Texture_Second;
3512 int loc_Texture_GammaRamps;
3513 int loc_Texture_Normal;
3514 int loc_Texture_Color;
3515 int loc_Texture_Gloss;
3516 int loc_Texture_Glow;
3517 int loc_Texture_SecondaryNormal;
3518 int loc_Texture_SecondaryColor;
3519 int loc_Texture_SecondaryGloss;
3520 int loc_Texture_SecondaryGlow;
3521 int loc_Texture_Pants;
3522 int loc_Texture_Shirt;
3523 int loc_Texture_FogHeightTexture;
3524 int loc_Texture_FogMask;
3525 int loc_Texture_Lightmap;
3526 int loc_Texture_Deluxemap;
3527 int loc_Texture_Attenuation;
3528 int loc_Texture_Cube;
3529 int loc_Texture_Refraction;
3530 int loc_Texture_Reflection;
3531 int loc_Texture_ShadowMap2D;
3532 int loc_Texture_CubeProjection;
3533 int loc_Texture_ScreenDepth;
3534 int loc_Texture_ScreenNormalMap;
3535 int loc_Texture_ScreenDiffuse;
3536 int loc_Texture_ScreenSpecular;
3537 int loc_Texture_ReflectMask;
3538 int loc_Texture_ReflectCube;
3540 int loc_BloomBlur_Parameters;
3542 int loc_Color_Ambient;
3543 int loc_Color_Diffuse;
3544 int loc_Color_Specular;
3546 int loc_Color_Pants;
3547 int loc_Color_Shirt;
3548 int loc_DeferredColor_Ambient;
3549 int loc_DeferredColor_Diffuse;
3550 int loc_DeferredColor_Specular;
3551 int loc_DeferredMod_Diffuse;
3552 int loc_DeferredMod_Specular;
3553 int loc_DistortScaleRefractReflect;
3554 int loc_EyePosition;
3556 int loc_FogHeightFade;
3558 int loc_FogPlaneViewDist;
3559 int loc_FogRangeRecip;
3562 int loc_LightPosition;
3563 int loc_OffsetMapping_Scale;
3565 int loc_ReflectColor;
3566 int loc_ReflectFactor;
3567 int loc_ReflectOffset;
3568 int loc_RefractColor;
3570 int loc_ScreenCenterRefractReflect;
3571 int loc_ScreenScaleRefractReflect;
3572 int loc_ScreenToDepth;
3573 int loc_ShadowMap_Parameters;
3574 int loc_ShadowMap_TextureScale;
3575 int loc_SpecularPower;
3580 int loc_ViewTintColor;
3581 int loc_ViewToLight;
3582 int loc_ModelToLight;
3584 int loc_BackgroundTexMatrix;
3585 int loc_ModelViewProjectionMatrix;
3586 int loc_ModelViewMatrix;
3587 int loc_PixelToScreenTexCoord;
3588 int loc_ModelToReflectCube;
3589 int loc_ShadowMapMatrix;
3590 int loc_BloomColorSubtract;
3591 int loc_NormalmapScrollBlend;
3593 r_glsl_permutation_t;
3595 #define SHADERPERMUTATION_HASHSIZE 256
3598 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3599 // these can NOT degrade! only use for simple stuff
3602 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3603 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3604 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3605 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3606 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3607 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3609 #define SHADERSTATICPARMS_COUNT 6
3611 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3612 static int shaderstaticparms_count = 0;
3614 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3615 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3616 qboolean R_CompileShader_CheckStaticParms(void)
3618 static int r_compileshader_staticparms_save[1];
3619 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3620 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3623 if (r_glsl_saturation_redcompensate.integer)
3624 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3625 if (r_shadow_glossexact.integer)
3626 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3627 if (r_glsl_postprocess.integer)
3629 if (r_glsl_postprocess_uservec1_enable.integer)
3630 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3631 if (r_glsl_postprocess_uservec2_enable.integer)
3632 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3633 if (r_glsl_postprocess_uservec3_enable.integer)
3634 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3635 if (r_glsl_postprocess_uservec4_enable.integer)
3636 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3638 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3641 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3642 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3643 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3645 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3646 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3648 shaderstaticparms_count = 0;
3651 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3652 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3653 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3654 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3655 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3656 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3659 /// information about each possible shader permutation
3660 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3661 /// currently selected permutation
3662 r_glsl_permutation_t *r_glsl_permutation;
3663 /// storage for permutations linked in the hash table
3664 memexpandablearray_t r_glsl_permutationarray;
3666 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3668 //unsigned int hashdepth = 0;
3669 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3670 r_glsl_permutation_t *p;
3671 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3673 if (p->mode == mode && p->permutation == permutation)
3675 //if (hashdepth > 10)
3676 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3681 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3683 p->permutation = permutation;
3684 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3685 r_glsl_permutationhash[mode][hashindex] = p;
3686 //if (hashdepth > 10)
3687 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3691 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3694 if (!filename || !filename[0])
3696 if (!strcmp(filename, "glsl/default.glsl"))
3698 if (!glslshaderstring)
3700 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3701 if (glslshaderstring)
3702 Con_DPrintf("Loading shaders from file %s...\n", filename);
3704 glslshaderstring = (char *)builtinshaderstring;
3706 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3707 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3708 return shaderstring;
3710 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3713 if (printfromdisknotice)
3714 Con_DPrintf("from disk %s... ", filename);
3715 return shaderstring;
3717 return shaderstring;
3720 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3723 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3724 char *vertexstring, *geometrystring, *fragmentstring;
3725 char permutationname[256];
3726 int vertstrings_count = 0;
3727 int geomstrings_count = 0;
3728 int fragstrings_count = 0;
3729 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3730 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3731 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3738 permutationname[0] = 0;
3739 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3740 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3741 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3743 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3745 // the first pretext is which type of shader to compile as
3746 // (later these will all be bound together as a program object)
3747 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3748 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3749 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3751 // the second pretext is the mode (for example a light source)
3752 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3753 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3754 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3755 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3757 // now add all the permutation pretexts
3758 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3760 if (permutation & (1<<i))
3762 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3763 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3764 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3765 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3769 // keep line numbers correct
3770 vertstrings_list[vertstrings_count++] = "\n";
3771 geomstrings_list[geomstrings_count++] = "\n";
3772 fragstrings_list[fragstrings_count++] = "\n";
3777 R_CompileShader_AddStaticParms(mode, permutation);
3778 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3779 vertstrings_count += shaderstaticparms_count;
3780 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3781 geomstrings_count += shaderstaticparms_count;
3782 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3783 fragstrings_count += shaderstaticparms_count;
3785 // now append the shader text itself
3786 vertstrings_list[vertstrings_count++] = vertexstring;
3787 geomstrings_list[geomstrings_count++] = geometrystring;
3788 fragstrings_list[fragstrings_count++] = fragmentstring;
3790 // if any sources were NULL, clear the respective list
3792 vertstrings_count = 0;
3793 if (!geometrystring)
3794 geomstrings_count = 0;
3795 if (!fragmentstring)
3796 fragstrings_count = 0;
3798 // compile the shader program
3799 if (vertstrings_count + geomstrings_count + fragstrings_count)
3800 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3804 qglUseProgramObjectARB(p->program);CHECKGLERROR
3805 // look up all the uniform variable names we care about, so we don't
3806 // have to look them up every time we set them
3808 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3809 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3810 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3811 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3812 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3813 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3814 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3815 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3816 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3817 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3818 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3819 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3820 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3821 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3822 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3823 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3824 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3825 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3826 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3827 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3828 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3829 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3830 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3831 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3832 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3833 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3834 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3835 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3836 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3837 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3838 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3839 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3840 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3841 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3842 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3843 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3844 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3845 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3846 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3847 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3848 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3849 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3850 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3851 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3852 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3853 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3854 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3855 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3856 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3857 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3858 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3859 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3860 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3861 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3862 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3863 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3864 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3865 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3866 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3867 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3868 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3869 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3870 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3871 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3872 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3873 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3874 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3875 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3876 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3877 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3878 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3879 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3880 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3881 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3882 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3883 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3884 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3885 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3886 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3887 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3888 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3889 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3890 // initialize the samplers to refer to the texture units we use
3891 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3892 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3893 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3894 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3895 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3896 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3897 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3898 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3899 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3900 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3901 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3902 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3903 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3904 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3905 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3906 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3907 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3908 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3909 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3910 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3911 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3912 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3913 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3914 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3915 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3916 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3917 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3918 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3919 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3921 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3924 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3928 Mem_Free(vertexstring);
3930 Mem_Free(geometrystring);
3932 Mem_Free(fragmentstring);
3935 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3937 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3938 if (r_glsl_permutation != perm)
3940 r_glsl_permutation = perm;
3941 if (!r_glsl_permutation->program)
3943 if (!r_glsl_permutation->compiled)
3944 R_GLSL_CompilePermutation(perm, mode, permutation);
3945 if (!r_glsl_permutation->program)
3947 // remove features until we find a valid permutation
3949 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3951 // reduce i more quickly whenever it would not remove any bits
3952 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3953 if (!(permutation & j))
3956 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3957 if (!r_glsl_permutation->compiled)
3958 R_GLSL_CompilePermutation(perm, mode, permutation);
3959 if (r_glsl_permutation->program)
3962 if (i >= SHADERPERMUTATION_COUNT)
3964 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3965 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3966 qglUseProgramObjectARB(0);CHECKGLERROR
3967 return; // no bit left to clear, entire mode is broken
3972 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3974 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3975 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3976 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3980 #include <Cg/cgGL.h>
3981 struct r_cg_permutation_s;
3982 typedef struct r_cg_permutation_s
3984 /// hash lookup data
3985 struct r_cg_permutation_s *hashnext;
3987 unsigned int permutation;
3989 /// indicates if we have tried compiling this permutation already
3991 /// 0 if compilation failed
3994 /// locations of detected parameters in programs, or NULL if not found
3995 CGparameter vp_EyePosition;
3996 CGparameter vp_FogPlane;
3997 CGparameter vp_LightDir;
3998 CGparameter vp_LightPosition;
3999 CGparameter vp_ModelToLight;
4000 CGparameter vp_TexMatrix;
4001 CGparameter vp_BackgroundTexMatrix;
4002 CGparameter vp_ModelViewProjectionMatrix;
4003 CGparameter vp_ModelViewMatrix;
4004 CGparameter vp_ShadowMapMatrix;
4006 CGparameter fp_Texture_First;
4007 CGparameter fp_Texture_Second;
4008 CGparameter fp_Texture_GammaRamps;
4009 CGparameter fp_Texture_Normal;
4010 CGparameter fp_Texture_Color;
4011 CGparameter fp_Texture_Gloss;
4012 CGparameter fp_Texture_Glow;
4013 CGparameter fp_Texture_SecondaryNormal;
4014 CGparameter fp_Texture_SecondaryColor;
4015 CGparameter fp_Texture_SecondaryGloss;
4016 CGparameter fp_Texture_SecondaryGlow;
4017 CGparameter fp_Texture_Pants;
4018 CGparameter fp_Texture_Shirt;
4019 CGparameter fp_Texture_FogHeightTexture;
4020 CGparameter fp_Texture_FogMask;
4021 CGparameter fp_Texture_Lightmap;
4022 CGparameter fp_Texture_Deluxemap;
4023 CGparameter fp_Texture_Attenuation;
4024 CGparameter fp_Texture_Cube;
4025 CGparameter fp_Texture_Refraction;
4026 CGparameter fp_Texture_Reflection;
4027 CGparameter fp_Texture_ShadowMap2D;
4028 CGparameter fp_Texture_CubeProjection;
4029 CGparameter fp_Texture_ScreenDepth;
4030 CGparameter fp_Texture_ScreenNormalMap;
4031 CGparameter fp_Texture_ScreenDiffuse;
4032 CGparameter fp_Texture_ScreenSpecular;
4033 CGparameter fp_Texture_ReflectMask;
4034 CGparameter fp_Texture_ReflectCube;
4035 CGparameter fp_Alpha;
4036 CGparameter fp_BloomBlur_Parameters;
4037 CGparameter fp_ClientTime;
4038 CGparameter fp_Color_Ambient;
4039 CGparameter fp_Color_Diffuse;
4040 CGparameter fp_Color_Specular;
4041 CGparameter fp_Color_Glow;
4042 CGparameter fp_Color_Pants;
4043 CGparameter fp_Color_Shirt;
4044 CGparameter fp_DeferredColor_Ambient;
4045 CGparameter fp_DeferredColor_Diffuse;
4046 CGparameter fp_DeferredColor_Specular;
4047 CGparameter fp_DeferredMod_Diffuse;
4048 CGparameter fp_DeferredMod_Specular;
4049 CGparameter fp_DistortScaleRefractReflect;
4050 CGparameter fp_EyePosition;
4051 CGparameter fp_FogColor;
4052 CGparameter fp_FogHeightFade;
4053 CGparameter fp_FogPlane;
4054 CGparameter fp_FogPlaneViewDist;
4055 CGparameter fp_FogRangeRecip;
4056 CGparameter fp_LightColor;
4057 CGparameter fp_LightDir;
4058 CGparameter fp_LightPosition;
4059 CGparameter fp_OffsetMapping_Scale;
4060 CGparameter fp_PixelSize;
4061 CGparameter fp_ReflectColor;
4062 CGparameter fp_ReflectFactor;
4063 CGparameter fp_ReflectOffset;
4064 CGparameter fp_RefractColor;
4065 CGparameter fp_Saturation;
4066 CGparameter fp_ScreenCenterRefractReflect;
4067 CGparameter fp_ScreenScaleRefractReflect;
4068 CGparameter fp_ScreenToDepth;
4069 CGparameter fp_ShadowMap_Parameters;
4070 CGparameter fp_ShadowMap_TextureScale;
4071 CGparameter fp_SpecularPower;
4072 CGparameter fp_UserVec1;
4073 CGparameter fp_UserVec2;
4074 CGparameter fp_UserVec3;
4075 CGparameter fp_UserVec4;
4076 CGparameter fp_ViewTintColor;
4077 CGparameter fp_ViewToLight;
4078 CGparameter fp_PixelToScreenTexCoord;
4079 CGparameter fp_ModelToReflectCube;
4080 CGparameter fp_BloomColorSubtract;
4081 CGparameter fp_NormalmapScrollBlend;
4085 /// information about each possible shader permutation
4086 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4087 /// currently selected permutation
4088 r_cg_permutation_t *r_cg_permutation;
4089 /// storage for permutations linked in the hash table
4090 memexpandablearray_t r_cg_permutationarray;
4092 #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));}}
4094 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4096 //unsigned int hashdepth = 0;
4097 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4098 r_cg_permutation_t *p;
4099 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4101 if (p->mode == mode && p->permutation == permutation)
4103 //if (hashdepth > 10)
4104 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4109 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4111 p->permutation = permutation;
4112 p->hashnext = r_cg_permutationhash[mode][hashindex];
4113 r_cg_permutationhash[mode][hashindex] = p;
4114 //if (hashdepth > 10)
4115 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4119 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4122 if (!filename || !filename[0])
4124 if (!strcmp(filename, "cg/default.cg"))
4126 if (!cgshaderstring)
4128 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4130 Con_DPrintf("Loading shaders from file %s...\n", filename);
4132 cgshaderstring = (char *)builtincgshaderstring;
4134 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4135 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4136 return shaderstring;
4138 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4141 if (printfromdisknotice)
4142 Con_DPrintf("from disk %s... ", filename);
4143 return shaderstring;
4145 return shaderstring;
4148 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4150 // TODO: load or create .fp and .vp shader files
4153 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4156 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4157 int vertstring_length = 0;
4158 int geomstring_length = 0;
4159 int fragstring_length = 0;
4161 char *vertexstring, *geometrystring, *fragmentstring;
4162 char *vertstring, *geomstring, *fragstring;
4163 char permutationname[256];
4164 char cachename[256];
4165 CGprofile vertexProfile;
4166 CGprofile fragmentProfile;
4167 int vertstrings_count = 0;
4168 int geomstrings_count = 0;
4169 int fragstrings_count = 0;
4170 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4171 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4172 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4180 permutationname[0] = 0;
4182 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4183 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4184 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4186 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4187 strlcat(cachename, "cg/", sizeof(cachename));
4189 // the first pretext is which type of shader to compile as
4190 // (later these will all be bound together as a program object)
4191 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4192 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4193 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4195 // the second pretext is the mode (for example a light source)
4196 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4197 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4198 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4199 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4200 strlcat(cachename, modeinfo->name, sizeof(cachename));
4202 // now add all the permutation pretexts
4203 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4205 if (permutation & (1<<i))
4207 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4208 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4209 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4210 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4211 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4215 // keep line numbers correct
4216 vertstrings_list[vertstrings_count++] = "\n";
4217 geomstrings_list[geomstrings_count++] = "\n";
4218 fragstrings_list[fragstrings_count++] = "\n";
4223 R_CompileShader_AddStaticParms(mode, permutation);
4224 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4225 vertstrings_count += shaderstaticparms_count;
4226 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4227 geomstrings_count += shaderstaticparms_count;
4228 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4229 fragstrings_count += shaderstaticparms_count;
4231 // replace spaces in the cachename with _ characters
4232 for (i = 0;cachename[i];i++)
4233 if (cachename[i] == ' ')
4236 // now append the shader text itself
4237 vertstrings_list[vertstrings_count++] = vertexstring;
4238 geomstrings_list[geomstrings_count++] = geometrystring;
4239 fragstrings_list[fragstrings_count++] = fragmentstring;
4241 // if any sources were NULL, clear the respective list
4243 vertstrings_count = 0;
4244 if (!geometrystring)
4245 geomstrings_count = 0;
4246 if (!fragmentstring)
4247 fragstrings_count = 0;
4249 vertstring_length = 0;
4250 for (i = 0;i < vertstrings_count;i++)
4251 vertstring_length += strlen(vertstrings_list[i]);
4252 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4253 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4254 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4256 geomstring_length = 0;
4257 for (i = 0;i < geomstrings_count;i++)
4258 geomstring_length += strlen(geomstrings_list[i]);
4259 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4260 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4261 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4263 fragstring_length = 0;
4264 for (i = 0;i < fragstrings_count;i++)
4265 fragstring_length += strlen(fragstrings_list[i]);
4266 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4267 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4268 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4272 //vertexProfile = CG_PROFILE_ARBVP1;
4273 //fragmentProfile = CG_PROFILE_ARBFP1;
4274 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4275 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4276 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4277 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4278 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4281 // try to load the cached shader, or generate one
4282 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4284 // if caching failed, do a dynamic compile for now
4286 if (vertstring[0] && !p->vprogram)
4287 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4289 if (fragstring[0] && !p->fprogram)
4290 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4293 // look up all the uniform variable names we care about, so we don't
4294 // have to look them up every time we set them
4298 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4299 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4300 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4301 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4302 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4303 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4304 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4305 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4306 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4307 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4308 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4309 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4315 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4316 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4317 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4318 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4319 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4320 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4321 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4322 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4323 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4324 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4325 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4326 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4327 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4328 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4329 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4330 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4331 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4332 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4333 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4334 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4335 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4336 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4337 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4338 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4339 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4340 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4341 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4342 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4343 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4344 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4345 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4346 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4347 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4348 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4349 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4350 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4351 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4352 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4353 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4354 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4355 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4356 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4357 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4358 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4359 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4360 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4361 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4362 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4363 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4364 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4365 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4366 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4367 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4368 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4369 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4370 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4371 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4372 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4373 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4374 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4375 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4376 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4377 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4378 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4379 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4380 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4381 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4382 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4383 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4384 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4385 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4386 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4387 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4388 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4389 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4390 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4391 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4392 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4396 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4397 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4399 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4403 Mem_Free(vertstring);
4405 Mem_Free(geomstring);
4407 Mem_Free(fragstring);
4409 Mem_Free(vertexstring);
4411 Mem_Free(geometrystring);
4413 Mem_Free(fragmentstring);
4416 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4418 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4421 if (r_cg_permutation != perm)
4423 r_cg_permutation = perm;
4424 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4426 if (!r_cg_permutation->compiled)
4427 R_CG_CompilePermutation(perm, mode, permutation);
4428 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4430 // remove features until we find a valid permutation
4432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4434 // reduce i more quickly whenever it would not remove any bits
4435 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4436 if (!(permutation & j))
4439 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4440 if (!r_cg_permutation->compiled)
4441 R_CG_CompilePermutation(perm, mode, permutation);
4442 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4445 if (i >= SHADERPERMUTATION_COUNT)
4447 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4448 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4449 return; // no bit left to clear, entire mode is broken
4455 if (r_cg_permutation->vprogram)
4457 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4458 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4459 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4463 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4464 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4466 if (r_cg_permutation->fprogram)
4468 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4469 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4470 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4474 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4475 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4479 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4480 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4481 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4484 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4486 cgGLSetTextureParameter(param, R_GetTexture(tex));
4487 cgGLEnableTextureParameter(param);
4495 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4496 extern D3DCAPS9 vid_d3d9caps;
4499 struct r_hlsl_permutation_s;
4500 typedef struct r_hlsl_permutation_s
4502 /// hash lookup data
4503 struct r_hlsl_permutation_s *hashnext;
4505 unsigned int permutation;
4507 /// indicates if we have tried compiling this permutation already
4509 /// NULL if compilation failed
4510 IDirect3DVertexShader9 *vertexshader;
4511 IDirect3DPixelShader9 *pixelshader;
4513 r_hlsl_permutation_t;
4515 typedef enum D3DVSREGISTER_e
4517 D3DVSREGISTER_TexMatrix = 0, // float4x4
4518 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4519 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4520 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4521 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4522 D3DVSREGISTER_ModelToLight = 20, // float4x4
4523 D3DVSREGISTER_EyePosition = 24,
4524 D3DVSREGISTER_FogPlane = 25,
4525 D3DVSREGISTER_LightDir = 26,
4526 D3DVSREGISTER_LightPosition = 27,
4530 typedef enum D3DPSREGISTER_e
4532 D3DPSREGISTER_Alpha = 0,
4533 D3DPSREGISTER_BloomBlur_Parameters = 1,
4534 D3DPSREGISTER_ClientTime = 2,
4535 D3DPSREGISTER_Color_Ambient = 3,
4536 D3DPSREGISTER_Color_Diffuse = 4,
4537 D3DPSREGISTER_Color_Specular = 5,
4538 D3DPSREGISTER_Color_Glow = 6,
4539 D3DPSREGISTER_Color_Pants = 7,
4540 D3DPSREGISTER_Color_Shirt = 8,
4541 D3DPSREGISTER_DeferredColor_Ambient = 9,
4542 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4543 D3DPSREGISTER_DeferredColor_Specular = 11,
4544 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4545 D3DPSREGISTER_DeferredMod_Specular = 13,
4546 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4547 D3DPSREGISTER_EyePosition = 15, // unused
4548 D3DPSREGISTER_FogColor = 16,
4549 D3DPSREGISTER_FogHeightFade = 17,
4550 D3DPSREGISTER_FogPlane = 18,
4551 D3DPSREGISTER_FogPlaneViewDist = 19,
4552 D3DPSREGISTER_FogRangeRecip = 20,
4553 D3DPSREGISTER_LightColor = 21,
4554 D3DPSREGISTER_LightDir = 22, // unused
4555 D3DPSREGISTER_LightPosition = 23,
4556 D3DPSREGISTER_OffsetMapping_Scale = 24,
4557 D3DPSREGISTER_PixelSize = 25,
4558 D3DPSREGISTER_ReflectColor = 26,
4559 D3DPSREGISTER_ReflectFactor = 27,
4560 D3DPSREGISTER_ReflectOffset = 28,
4561 D3DPSREGISTER_RefractColor = 29,
4562 D3DPSREGISTER_Saturation = 30,
4563 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4564 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4565 D3DPSREGISTER_ScreenToDepth = 33,
4566 D3DPSREGISTER_ShadowMap_Parameters = 34,
4567 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4568 D3DPSREGISTER_SpecularPower = 36,
4569 D3DPSREGISTER_UserVec1 = 37,
4570 D3DPSREGISTER_UserVec2 = 38,
4571 D3DPSREGISTER_UserVec3 = 39,
4572 D3DPSREGISTER_UserVec4 = 40,
4573 D3DPSREGISTER_ViewTintColor = 41,
4574 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4575 D3DPSREGISTER_BloomColorSubtract = 43,
4576 D3DPSREGISTER_ViewToLight = 44, // float4x4
4577 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4578 D3DPSREGISTER_NormalmapScrollBlend = 52,
4583 /// information about each possible shader permutation
4584 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4585 /// currently selected permutation
4586 r_hlsl_permutation_t *r_hlsl_permutation;
4587 /// storage for permutations linked in the hash table
4588 memexpandablearray_t r_hlsl_permutationarray;
4590 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4592 //unsigned int hashdepth = 0;
4593 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4594 r_hlsl_permutation_t *p;
4595 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4597 if (p->mode == mode && p->permutation == permutation)
4599 //if (hashdepth > 10)
4600 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4605 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4607 p->permutation = permutation;
4608 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4609 r_hlsl_permutationhash[mode][hashindex] = p;
4610 //if (hashdepth > 10)
4611 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4615 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4618 if (!filename || !filename[0])
4620 if (!strcmp(filename, "hlsl/default.hlsl"))
4622 if (!hlslshaderstring)
4624 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4625 if (hlslshaderstring)
4626 Con_DPrintf("Loading shaders from file %s...\n", filename);
4628 hlslshaderstring = (char *)builtincgshaderstring;
4630 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4631 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4632 return shaderstring;
4634 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4637 if (printfromdisknotice)
4638 Con_DPrintf("from disk %s... ", filename);
4639 return shaderstring;
4641 return shaderstring;
4645 //#include <d3dx9shader.h>
4646 //#include <d3dx9mesh.h>
4648 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4650 DWORD *vsbin = NULL;
4651 DWORD *psbin = NULL;
4652 fs_offset_t vsbinsize;
4653 fs_offset_t psbinsize;
4654 // IDirect3DVertexShader9 *vs = NULL;
4655 // IDirect3DPixelShader9 *ps = NULL;
4656 ID3DXBuffer *vslog = NULL;
4657 ID3DXBuffer *vsbuffer = NULL;
4658 ID3DXConstantTable *vsconstanttable = NULL;
4659 ID3DXBuffer *pslog = NULL;
4660 ID3DXBuffer *psbuffer = NULL;
4661 ID3DXConstantTable *psconstanttable = NULL;
4664 char temp[MAX_INPUTLINE];
4665 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4666 qboolean debugshader = gl_paranoid.integer != 0;
4667 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4668 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4671 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4672 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4674 if ((!vsbin && vertstring) || (!psbin && fragstring))
4676 const char* dllnames_d3dx9 [] =
4700 dllhandle_t d3dx9_dll = NULL;
4701 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4702 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4703 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4704 dllfunction_t d3dx9_dllfuncs[] =
4706 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4707 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4708 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4711 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4713 DWORD shaderflags = 0;
4715 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4716 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4717 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4718 if (vertstring && vertstring[0])
4722 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4723 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4724 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4725 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4728 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4731 vsbinsize = vsbuffer->GetBufferSize();
4732 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4733 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4734 vsbuffer->Release();
4738 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4739 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4743 if (fragstring && fragstring[0])
4747 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4748 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4749 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4750 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4753 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4756 psbinsize = psbuffer->GetBufferSize();
4757 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4758 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4759 psbuffer->Release();
4763 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4764 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4768 Sys_UnloadLibrary(&d3dx9_dll);
4771 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4775 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4776 if (FAILED(vsresult))
4777 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4778 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4779 if (FAILED(psresult))
4780 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4782 // free the shader data
4783 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4784 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4787 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4790 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4791 int vertstring_length = 0;
4792 int geomstring_length = 0;
4793 int fragstring_length = 0;
4795 char *vertexstring, *geometrystring, *fragmentstring;
4796 char *vertstring, *geomstring, *fragstring;
4797 char permutationname[256];
4798 char cachename[256];
4799 int vertstrings_count = 0;
4800 int geomstrings_count = 0;
4801 int fragstrings_count = 0;
4802 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4803 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4804 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4809 p->vertexshader = NULL;
4810 p->pixelshader = NULL;
4812 permutationname[0] = 0;
4814 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4815 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4816 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4819 strlcat(cachename, "hlsl/", sizeof(cachename));
4821 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4822 vertstrings_count = 0;
4823 geomstrings_count = 0;
4824 fragstrings_count = 0;
4825 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4826 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4827 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4829 // the first pretext is which type of shader to compile as
4830 // (later these will all be bound together as a program object)
4831 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4832 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4833 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4835 // the second pretext is the mode (for example a light source)
4836 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4837 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4838 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4839 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4840 strlcat(cachename, modeinfo->name, sizeof(cachename));
4842 // now add all the permutation pretexts
4843 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4845 if (permutation & (1<<i))
4847 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4848 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4849 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4850 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4851 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4855 // keep line numbers correct
4856 vertstrings_list[vertstrings_count++] = "\n";
4857 geomstrings_list[geomstrings_count++] = "\n";
4858 fragstrings_list[fragstrings_count++] = "\n";
4863 R_CompileShader_AddStaticParms(mode, permutation);
4864 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4865 vertstrings_count += shaderstaticparms_count;
4866 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4867 geomstrings_count += shaderstaticparms_count;
4868 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4869 fragstrings_count += shaderstaticparms_count;
4871 // replace spaces in the cachename with _ characters
4872 for (i = 0;cachename[i];i++)
4873 if (cachename[i] == ' ')
4876 // now append the shader text itself
4877 vertstrings_list[vertstrings_count++] = vertexstring;
4878 geomstrings_list[geomstrings_count++] = geometrystring;
4879 fragstrings_list[fragstrings_count++] = fragmentstring;
4881 // if any sources were NULL, clear the respective list
4883 vertstrings_count = 0;
4884 if (!geometrystring)
4885 geomstrings_count = 0;
4886 if (!fragmentstring)
4887 fragstrings_count = 0;
4889 vertstring_length = 0;
4890 for (i = 0;i < vertstrings_count;i++)
4891 vertstring_length += strlen(vertstrings_list[i]);
4892 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4893 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4894 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4896 geomstring_length = 0;
4897 for (i = 0;i < geomstrings_count;i++)
4898 geomstring_length += strlen(geomstrings_list[i]);
4899 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4900 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4901 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4903 fragstring_length = 0;
4904 for (i = 0;i < fragstrings_count;i++)
4905 fragstring_length += strlen(fragstrings_list[i]);
4906 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4907 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4908 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4910 // try to load the cached shader, or generate one
4911 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4913 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4914 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4916 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4920 Mem_Free(vertstring);
4922 Mem_Free(geomstring);
4924 Mem_Free(fragstring);
4926 Mem_Free(vertexstring);
4928 Mem_Free(geometrystring);
4930 Mem_Free(fragmentstring);
4933 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4934 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4935 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);}
4936 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);}
4937 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);}
4938 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);}
4940 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4941 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4942 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);}
4943 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);}
4944 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);}
4945 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);}
4947 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4949 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4950 if (r_hlsl_permutation != perm)
4952 r_hlsl_permutation = perm;
4953 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4955 if (!r_hlsl_permutation->compiled)
4956 R_HLSL_CompilePermutation(perm, mode, permutation);
4957 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4959 // remove features until we find a valid permutation
4961 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4963 // reduce i more quickly whenever it would not remove any bits
4964 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4965 if (!(permutation & j))
4968 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4969 if (!r_hlsl_permutation->compiled)
4970 R_HLSL_CompilePermutation(perm, mode, permutation);
4971 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4974 if (i >= SHADERPERMUTATION_COUNT)
4976 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4977 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4978 return; // no bit left to clear, entire mode is broken
4982 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4983 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4985 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4986 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4987 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4991 void R_GLSL_Restart_f(void)
4993 unsigned int i, limit;
4994 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4995 Mem_Free(glslshaderstring);
4996 glslshaderstring = NULL;
4997 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4998 Mem_Free(cgshaderstring);
4999 cgshaderstring = NULL;
5000 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5001 Mem_Free(hlslshaderstring);
5002 hlslshaderstring = NULL;
5003 switch(vid.renderpath)
5005 case RENDERPATH_D3D9:
5008 r_hlsl_permutation_t *p;
5009 r_hlsl_permutation = NULL;
5010 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5011 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5012 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5013 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5014 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5015 for (i = 0;i < limit;i++)
5017 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5019 if (p->vertexshader)
5020 IDirect3DVertexShader9_Release(p->vertexshader);
5022 IDirect3DPixelShader9_Release(p->pixelshader);
5023 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5026 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5030 case RENDERPATH_D3D10:
5031 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5033 case RENDERPATH_D3D11:
5034 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5036 case RENDERPATH_GL20:
5038 r_glsl_permutation_t *p;
5039 r_glsl_permutation = NULL;
5040 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5041 for (i = 0;i < limit;i++)
5043 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5045 GL_Backend_FreeProgram(p->program);
5046 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5049 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5052 case RENDERPATH_CGGL:
5055 r_cg_permutation_t *p;
5056 r_cg_permutation = NULL;
5057 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5058 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5059 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5060 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5061 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5062 for (i = 0;i < limit;i++)
5064 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5067 cgDestroyProgram(p->vprogram);
5069 cgDestroyProgram(p->fprogram);
5070 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5073 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5077 case RENDERPATH_GL13:
5078 case RENDERPATH_GL11:
5083 void R_GLSL_DumpShader_f(void)
5088 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5091 FS_Print(file, "/* The engine may define the following macros:\n");
5092 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5093 for (i = 0;i < SHADERMODE_COUNT;i++)
5094 FS_Print(file, glslshadermodeinfo[i].pretext);
5095 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5096 FS_Print(file, shaderpermutationinfo[i].pretext);
5097 FS_Print(file, "*/\n");
5098 FS_Print(file, builtinshaderstring);
5100 Con_Printf("glsl/default.glsl written\n");
5103 Con_Printf("failed to write to glsl/default.glsl\n");
5106 file = FS_OpenRealFile("cg/default.cg", "w", false);
5109 FS_Print(file, "/* The engine may define the following macros:\n");
5110 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5111 for (i = 0;i < SHADERMODE_COUNT;i++)
5112 FS_Print(file, cgshadermodeinfo[i].pretext);
5113 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5114 FS_Print(file, shaderpermutationinfo[i].pretext);
5115 FS_Print(file, "*/\n");
5116 FS_Print(file, builtincgshaderstring);
5118 Con_Printf("cg/default.cg written\n");
5121 Con_Printf("failed to write to cg/default.cg\n");
5125 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5128 FS_Print(file, "/* The engine may define the following macros:\n");
5129 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5130 for (i = 0;i < SHADERMODE_COUNT;i++)
5131 FS_Print(file, hlslshadermodeinfo[i].pretext);
5132 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5133 FS_Print(file, shaderpermutationinfo[i].pretext);
5134 FS_Print(file, "*/\n");
5135 FS_Print(file, builtincgshaderstring);
5137 Con_Printf("hlsl/default.hlsl written\n");
5140 Con_Printf("failed to write to hlsl/default.hlsl\n");
5144 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5147 texturemode = GL_MODULATE;
5148 switch (vid.renderpath)
5150 case RENDERPATH_D3D9:
5152 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5153 R_Mesh_TexBind(GL20TU_FIRST , first );
5154 R_Mesh_TexBind(GL20TU_SECOND, second);
5157 case RENDERPATH_D3D10:
5158 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5160 case RENDERPATH_D3D11:
5161 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5163 case RENDERPATH_GL20:
5164 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5165 R_Mesh_TexBind(GL20TU_FIRST , first );
5166 R_Mesh_TexBind(GL20TU_SECOND, second);
5168 case RENDERPATH_CGGL:
5171 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5172 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5173 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5176 case RENDERPATH_GL13:
5177 R_Mesh_TexBind(0, first );
5178 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5179 R_Mesh_TexBind(1, second);
5181 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5183 case RENDERPATH_GL11:
5184 R_Mesh_TexBind(0, first );
5189 void R_SetupShader_DepthOrShadow(void)
5191 switch (vid.renderpath)
5193 case RENDERPATH_D3D9:
5195 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5198 case RENDERPATH_D3D10:
5199 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5201 case RENDERPATH_D3D11:
5202 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5204 case RENDERPATH_GL20:
5205 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5207 case RENDERPATH_CGGL:
5209 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5212 case RENDERPATH_GL13:
5213 R_Mesh_TexBind(0, 0);
5214 R_Mesh_TexBind(1, 0);
5216 case RENDERPATH_GL11:
5217 R_Mesh_TexBind(0, 0);
5222 void R_SetupShader_ShowDepth(void)
5224 switch (vid.renderpath)
5226 case RENDERPATH_D3D9:
5228 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5231 case RENDERPATH_D3D10:
5232 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5234 case RENDERPATH_D3D11:
5235 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5237 case RENDERPATH_GL20:
5238 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5240 case RENDERPATH_CGGL:
5242 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5245 case RENDERPATH_GL13:
5247 case RENDERPATH_GL11:
5252 extern qboolean r_shadow_usingdeferredprepass;
5253 extern cvar_t r_shadow_deferred_8bitrange;
5254 extern rtexture_t *r_shadow_attenuationgradienttexture;
5255 extern rtexture_t *r_shadow_attenuation2dtexture;
5256 extern rtexture_t *r_shadow_attenuation3dtexture;
5257 extern qboolean r_shadow_usingshadowmap2d;
5258 extern qboolean r_shadow_usingshadowmaportho;
5259 extern float r_shadow_shadowmap_texturescale[2];
5260 extern float r_shadow_shadowmap_parameters[4];
5261 extern qboolean r_shadow_shadowmapvsdct;
5262 extern qboolean r_shadow_shadowmapsampler;
5263 extern int r_shadow_shadowmappcf;
5264 extern rtexture_t *r_shadow_shadowmap2dtexture;
5265 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5266 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5267 extern matrix4x4_t r_shadow_shadowmapmatrix;
5268 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5269 extern int r_shadow_prepass_width;
5270 extern int r_shadow_prepass_height;
5271 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5272 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5273 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5274 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5275 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5276 extern cvar_t gl_mesh_separatearrays;
5277 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5279 // a blendfunc allows colormod if:
5280 // a) it can never keep the destination pixel invariant, or
5281 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5282 // this is to prevent unintended side effects from colormod
5285 // IF there is a (s, sa) for which for all (d, da),
5286 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5287 // THEN, for this (s, sa) and all (colormod, d, da):
5288 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5289 // OBVIOUSLY, this means that
5290 // s*colormod * src(s*colormod, d, sa, da) = 0
5291 // dst(s*colormod, d, sa, da) = 1
5293 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5295 // main condition to leave dst color invariant:
5296 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5298 // s * 0 + d * dst(s, d, sa, da) == d
5299 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5300 // => colormod is a problem for GL_SRC_COLOR only
5302 // s + d * dst(s, d, sa, da) == d
5304 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5305 // => colormod is never problematic for these
5306 // src == GL_SRC_COLOR:
5307 // s*s + d * dst(s, d, sa, da) == d
5309 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5310 // => colormod is never problematic for these
5311 // src == GL_ONE_MINUS_SRC_COLOR:
5312 // s*(1-s) + d * dst(s, d, sa, da) == d
5313 // => s == 0 or s == 1
5314 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5315 // => colormod is a problem for GL_SRC_COLOR only
5316 // src == GL_DST_COLOR
5317 // s*d + d * dst(s, d, sa, da) == d
5319 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5320 // => colormod is always a problem
5323 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5324 // => colormod is never problematic for these
5325 // => BUT, we do not know s! We must assume it is problematic
5326 // then... except in GL_ONE case, where we know all invariant
5328 // src == GL_ONE_MINUS_DST_COLOR
5329 // s*(1-d) + d * dst(s, d, sa, da) == d
5330 // => s == 0 (1-d is impossible to handle for our desired result)
5331 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5332 // => colormod is never problematic for these
5333 // src == GL_SRC_ALPHA
5334 // s*sa + d * dst(s, d, sa, da) == d
5335 // => s == 0, or sa == 0
5336 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5337 // => colormod breaks in the case GL_SRC_COLOR only
5338 // src == GL_ONE_MINUS_SRC_ALPHA
5339 // s*(1-sa) + d * dst(s, d, sa, da) == d
5340 // => s == 0, or sa == 1
5341 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5342 // => colormod breaks in the case GL_SRC_COLOR only
5343 // src == GL_DST_ALPHA
5344 // s*da + d * dst(s, d, sa, da) == d
5346 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5347 // => colormod is never problematic for these
5352 case GL_ONE_MINUS_SRC_COLOR:
5354 case GL_ONE_MINUS_SRC_ALPHA:
5355 if(dst == GL_SRC_COLOR)
5360 case GL_ONE_MINUS_DST_COLOR:
5362 case GL_ONE_MINUS_DST_ALPHA:
5372 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)
5374 // select a permutation of the lighting shader appropriate to this
5375 // combination of texture, entity, light source, and fogging, only use the
5376 // minimum features necessary to avoid wasting rendering time in the
5377 // fragment shader on features that are not being used
5378 unsigned int permutation = 0;
5379 unsigned int mode = 0;
5380 qboolean allow_colormod;
5381 static float dummy_colormod[3] = {1, 1, 1};
5382 float *colormod = rsurface.colormod;
5384 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5385 if (rsurfacepass == RSURFPASS_BACKGROUND)
5387 // distorted background
5388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5390 mode = SHADERMODE_WATER;
5391 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5392 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5393 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5394 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5396 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5398 mode = SHADERMODE_REFRACTION;
5399 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5400 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5404 mode = SHADERMODE_GENERIC;
5405 permutation |= SHADERPERMUTATION_DIFFUSE;
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5409 GL_AlphaTest(false);
5411 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5413 if (r_glsl_offsetmapping.integer)
5415 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5417 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5419 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5421 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5422 if (r_glsl_offsetmapping_reliefmapping.integer)
5423 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5429 permutation |= SHADERPERMUTATION_ALPHAKILL;
5430 // normalmap (deferred prepass), may use alpha test on diffuse
5431 mode = SHADERMODE_DEFERREDGEOMETRY;
5432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5433 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5434 GL_AlphaTest(false);
5435 GL_BlendFunc(GL_ONE, GL_ZERO);
5436 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5438 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5440 if (r_glsl_offsetmapping.integer)
5442 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5443 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5444 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5445 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5446 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5448 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5449 if (r_glsl_offsetmapping_reliefmapping.integer)
5450 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5453 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5454 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5456 mode = SHADERMODE_LIGHTSOURCE;
5457 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5458 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5459 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5460 permutation |= SHADERPERMUTATION_CUBEFILTER;
5461 if (diffusescale > 0)
5462 permutation |= SHADERPERMUTATION_DIFFUSE;
5463 if (specularscale > 0)
5464 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5465 if (r_refdef.fogenabled)
5466 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5467 if (rsurface.texture->colormapping)
5468 permutation |= SHADERPERMUTATION_COLORMAPPING;
5469 if (r_shadow_usingshadowmap2d)
5471 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5472 if(r_shadow_shadowmapvsdct)
5473 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5475 if (r_shadow_shadowmapsampler)
5476 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5477 if (r_shadow_shadowmappcf > 1)
5478 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5479 else if (r_shadow_shadowmappcf)
5480 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5482 if (rsurface.texture->reflectmasktexture)
5483 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5484 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5486 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5488 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5490 if (r_glsl_offsetmapping.integer)
5492 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5493 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5494 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5495 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5496 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5498 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499 if (r_glsl_offsetmapping_reliefmapping.integer)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5503 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5504 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5505 // unshaded geometry (fullbright or ambient model lighting)
5506 mode = SHADERMODE_FLATCOLOR;
5507 ambientscale = diffusescale = specularscale = 0;
5508 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5509 permutation |= SHADERPERMUTATION_GLOW;
5510 if (r_refdef.fogenabled)
5511 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5512 if (rsurface.texture->colormapping)
5513 permutation |= SHADERPERMUTATION_COLORMAPPING;
5514 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5516 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5517 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5519 if (r_shadow_shadowmapsampler)
5520 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5521 if (r_shadow_shadowmappcf > 1)
5522 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5523 else if (r_shadow_shadowmappcf)
5524 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5527 permutation |= SHADERPERMUTATION_REFLECTION;
5528 if (rsurface.texture->reflectmasktexture)
5529 permutation |= SHADERPERMUTATION_REFLECTCUBE;
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);
5534 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5536 if (r_glsl_offsetmapping.integer)
5538 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5539 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5540 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5541 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5542 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5544 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5545 if (r_glsl_offsetmapping_reliefmapping.integer)
5546 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5550 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5551 // directional model lighting
5552 mode = SHADERMODE_LIGHTDIRECTION;
5553 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5554 permutation |= SHADERPERMUTATION_GLOW;
5555 permutation |= SHADERPERMUTATION_DIFFUSE;
5556 if (specularscale > 0)
5557 permutation |= SHADERPERMUTATION_SPECULAR;
5558 if (r_refdef.fogenabled)
5559 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5560 if (rsurface.texture->colormapping)
5561 permutation |= SHADERPERMUTATION_COLORMAPPING;
5562 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5564 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5565 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5567 if (r_shadow_shadowmapsampler)
5568 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5569 if (r_shadow_shadowmappcf > 1)
5570 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5571 else if (r_shadow_shadowmappcf)
5572 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5574 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5575 permutation |= SHADERPERMUTATION_REFLECTION;
5576 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5577 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5578 if (rsurface.texture->reflectmasktexture)
5579 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5580 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5581 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5582 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5584 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5586 if (r_glsl_offsetmapping.integer)
5588 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5589 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5590 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5591 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5592 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5594 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5595 if (r_glsl_offsetmapping_reliefmapping.integer)
5596 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5600 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5601 // ambient model lighting
5602 mode = SHADERMODE_LIGHTDIRECTION;
5603 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5604 permutation |= SHADERPERMUTATION_GLOW;
5605 if (r_refdef.fogenabled)
5606 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5607 if (rsurface.texture->colormapping)
5608 permutation |= SHADERPERMUTATION_COLORMAPPING;
5609 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5611 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5612 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5614 if (r_shadow_shadowmapsampler)
5615 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5616 if (r_shadow_shadowmappcf > 1)
5617 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5618 else if (r_shadow_shadowmappcf)
5619 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5622 permutation |= SHADERPERMUTATION_REFLECTION;
5623 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5624 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5625 if (rsurface.texture->reflectmasktexture)
5626 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5627 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5628 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5629 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5633 if (r_glsl_offsetmapping.integer)
5635 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5636 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5637 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5638 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5639 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5641 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5642 if (r_glsl_offsetmapping_reliefmapping.integer)
5643 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5647 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5649 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5650 permutation |= SHADERPERMUTATION_GLOW;
5651 if (r_refdef.fogenabled)
5652 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5653 if (rsurface.texture->colormapping)
5654 permutation |= SHADERPERMUTATION_COLORMAPPING;
5655 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5657 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5658 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5660 if (r_shadow_shadowmapsampler)
5661 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5662 if (r_shadow_shadowmappcf > 1)
5663 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5664 else if (r_shadow_shadowmappcf)
5665 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5667 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5668 permutation |= SHADERPERMUTATION_REFLECTION;
5669 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5670 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5671 if (rsurface.texture->reflectmasktexture)
5672 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5673 if (FAKELIGHT_ENABLED)
5675 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5676 mode = SHADERMODE_FAKELIGHT;
5677 permutation |= SHADERPERMUTATION_DIFFUSE;
5678 if (specularscale > 0)
5679 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5681 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5683 // deluxemapping (light direction texture)
5684 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5685 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5687 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5688 permutation |= SHADERPERMUTATION_DIFFUSE;
5689 if (specularscale > 0)
5690 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5692 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5694 // fake deluxemapping (uniform light direction in tangentspace)
5695 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5696 permutation |= SHADERPERMUTATION_DIFFUSE;
5697 if (specularscale > 0)
5698 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5700 else if (rsurface.uselightmaptexture)
5702 // ordinary lightmapping (q1bsp, q3bsp)
5703 mode = SHADERMODE_LIGHTMAP;
5707 // ordinary vertex coloring (q3bsp)
5708 mode = SHADERMODE_VERTEXCOLOR;
5710 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5711 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5712 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5715 colormod = dummy_colormod;
5716 switch(vid.renderpath)
5718 case RENDERPATH_D3D9:
5720 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);
5721 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5722 R_SetupShader_SetPermutationHLSL(mode, permutation);
5723 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5724 if (mode == SHADERMODE_LIGHTSOURCE)
5726 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5727 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5731 if (mode == SHADERMODE_LIGHTDIRECTION)
5733 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5736 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5737 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5738 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5739 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5740 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5742 if (mode == SHADERMODE_LIGHTSOURCE)
5744 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5745 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5746 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5747 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5748 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5750 // additive passes are only darkened by fog, not tinted
5751 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5752 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5756 if (mode == SHADERMODE_FLATCOLOR)
5758 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5760 else if (mode == SHADERMODE_LIGHTDIRECTION)
5762 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]);
5763 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5764 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);
5765 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);
5766 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5767 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5768 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5772 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5773 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5774 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);
5775 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);
5776 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5778 // additive passes are only darkened by fog, not tinted
5779 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5780 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5782 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5783 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);
5784 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5785 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5786 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5787 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5788 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5789 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5790 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5791 if (mode == SHADERMODE_WATER)
5792 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5794 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5795 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5796 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5797 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5798 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5799 if (rsurface.texture->pantstexture)
5800 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5802 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5803 if (rsurface.texture->shirttexture)
5804 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5806 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5807 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5808 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5809 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5810 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5811 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5812 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5813 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5815 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5816 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5817 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5818 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5819 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5820 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5821 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5822 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5823 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5824 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5825 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5826 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5827 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5828 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5829 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5830 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5831 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5832 if (rsurfacepass == RSURFPASS_BACKGROUND)
5834 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5835 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5836 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5840 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5842 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5843 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5844 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5845 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5846 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5848 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5849 if (rsurface.rtlight)
5851 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5852 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5857 case RENDERPATH_D3D10:
5858 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5860 case RENDERPATH_D3D11:
5861 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5863 case RENDERPATH_GL20:
5864 if (gl_mesh_separatearrays.integer)
5866 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);
5867 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5868 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5869 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5870 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5871 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5872 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5873 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5877 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);
5878 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5880 R_SetupShader_SetPermutationGLSL(mode, permutation);
5881 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5882 if (mode == SHADERMODE_LIGHTSOURCE)
5884 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5885 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5886 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5887 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5888 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5889 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);
5891 // additive passes are only darkened by fog, not tinted
5892 if (r_glsl_permutation->loc_FogColor >= 0)
5893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5894 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5898 if (mode == SHADERMODE_FLATCOLOR)
5900 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5902 else if (mode == SHADERMODE_LIGHTDIRECTION)
5904 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5905 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]);
5906 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);
5907 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);
5908 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);
5909 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5910 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]);
5914 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]);
5915 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]);
5916 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);
5917 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);
5918 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);
5920 // additive passes are only darkened by fog, not tinted
5921 if (r_glsl_permutation->loc_FogColor >= 0)
5923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5924 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5926 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5928 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);
5929 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]);
5930 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]);
5931 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5932 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5933 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5934 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5935 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5936 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5938 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5939 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5940 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5941 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]);
5942 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]);
5944 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5945 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5946 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5947 if (r_glsl_permutation->loc_Color_Pants >= 0)
5949 if (rsurface.texture->pantstexture)
5950 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5952 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5954 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5956 if (rsurface.texture->shirttexture)
5957 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5959 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5961 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]);
5962 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5963 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5964 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5965 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5966 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]);
5967 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5969 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5970 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5971 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5972 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5973 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5974 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5975 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5976 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5977 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5978 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5979 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5980 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5981 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5982 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5983 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5984 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5985 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5986 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5987 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5988 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5989 if (rsurfacepass == RSURFPASS_BACKGROUND)
5991 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5992 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5993 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5997 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5999 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6000 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6001 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6002 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6003 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6005 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6006 if (rsurface.rtlight)
6008 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6009 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6014 case RENDERPATH_CGGL:
6016 if (gl_mesh_separatearrays.integer)
6018 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);
6019 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6020 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6021 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6022 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6023 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6024 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6025 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6029 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);
6030 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6032 R_SetupShader_SetPermutationCG(mode, permutation);
6033 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6034 if (mode == SHADERMODE_LIGHTSOURCE)
6036 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6037 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6041 if (mode == SHADERMODE_LIGHTDIRECTION)
6043 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
6046 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6047 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6048 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6049 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6050 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
6053 if (mode == SHADERMODE_LIGHTSOURCE)
6055 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6056 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6057 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6058 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6059 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
6061 // additive passes are only darkened by fog, not tinted
6062 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6063 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6067 if (mode == SHADERMODE_FLATCOLOR)
6069 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6071 else if (mode == SHADERMODE_LIGHTDIRECTION)
6073 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
6074 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
6075 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
6076 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
6077 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
6078 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
6079 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
6083 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
6084 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
6085 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
6086 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
6087 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
6089 // additive passes are only darkened by fog, not tinted
6090 if (r_cg_permutation->fp_FogColor)
6092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6093 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6095 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6098 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
6099 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
6100 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
6101 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6102 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6103 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6104 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6105 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6106 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6108 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
6109 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
6110 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6111 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6112 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6113 if (r_cg_permutation->fp_Color_Pants)
6115 if (rsurface.texture->pantstexture)
6116 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6118 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6121 if (r_cg_permutation->fp_Color_Shirt)
6123 if (rsurface.texture->shirttexture)
6124 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6126 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6129 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
6130 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6131 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6132 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6133 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6134 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
6135 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6137 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6138 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6139 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6140 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6141 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6142 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6143 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6144 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6145 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6146 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6147 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6149 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6150 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6151 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
6152 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6153 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6154 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6157 if (rsurfacepass == RSURFPASS_BACKGROUND)
6159 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
6160 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
6161 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
6165 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
6167 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6168 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6169 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6170 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6171 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6173 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6174 if (rsurface.rtlight)
6176 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6184 case RENDERPATH_GL13:
6185 case RENDERPATH_GL11:
6190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6192 // select a permutation of the lighting shader appropriate to this
6193 // combination of texture, entity, light source, and fogging, only use the
6194 // minimum features necessary to avoid wasting rendering time in the
6195 // fragment shader on features that are not being used
6196 unsigned int permutation = 0;
6197 unsigned int mode = 0;
6198 const float *lightcolorbase = rtlight->currentcolor;
6199 float ambientscale = rtlight->ambientscale;
6200 float diffusescale = rtlight->diffusescale;
6201 float specularscale = rtlight->specularscale;
6202 // this is the location of the light in view space
6203 vec3_t viewlightorigin;
6204 // this transforms from view space (camera) to light space (cubemap)
6205 matrix4x4_t viewtolight;
6206 matrix4x4_t lighttoview;
6207 float viewtolight16f[16];
6208 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6210 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6211 if (rtlight->currentcubemap != r_texture_whitecube)
6212 permutation |= SHADERPERMUTATION_CUBEFILTER;
6213 if (diffusescale > 0)
6214 permutation |= SHADERPERMUTATION_DIFFUSE;
6215 if (specularscale > 0)
6216 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6217 if (r_shadow_usingshadowmap2d)
6219 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6220 if (r_shadow_shadowmapvsdct)
6221 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6223 if (r_shadow_shadowmapsampler)
6224 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6225 if (r_shadow_shadowmappcf > 1)
6226 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6227 else if (r_shadow_shadowmappcf)
6228 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6230 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6231 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6232 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6233 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6234 switch(vid.renderpath)
6236 case RENDERPATH_D3D9:
6238 R_SetupShader_SetPermutationHLSL(mode, permutation);
6239 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6240 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6241 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6242 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6243 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6244 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6245 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6246 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6247 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6248 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6250 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6251 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6252 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6253 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6254 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6255 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6258 case RENDERPATH_D3D10:
6259 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6261 case RENDERPATH_D3D11:
6262 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6264 case RENDERPATH_GL20:
6265 R_SetupShader_SetPermutationGLSL(mode, permutation);
6266 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6267 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6268 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);
6269 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);
6270 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);
6271 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]);
6272 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]);
6273 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6274 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]);
6275 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6277 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6278 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6279 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6280 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6281 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6282 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6284 case RENDERPATH_CGGL:
6286 R_SetupShader_SetPermutationCG(mode, permutation);
6287 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6288 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6289 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
6290 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
6291 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
6292 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
6293 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
6294 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6295 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
6296 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6298 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6299 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6300 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6301 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6302 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6303 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6306 case RENDERPATH_GL13:
6307 case RENDERPATH_GL11:
6312 #define SKINFRAME_HASH 1024
6316 int loadsequence; // incremented each level change
6317 memexpandablearray_t array;
6318 skinframe_t *hash[SKINFRAME_HASH];
6321 r_skinframe_t r_skinframe;
6323 void R_SkinFrame_PrepareForPurge(void)
6325 r_skinframe.loadsequence++;
6326 // wrap it without hitting zero
6327 if (r_skinframe.loadsequence >= 200)
6328 r_skinframe.loadsequence = 1;
6331 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6335 // mark the skinframe as used for the purging code
6336 skinframe->loadsequence = r_skinframe.loadsequence;
6339 void R_SkinFrame_Purge(void)
6343 for (i = 0;i < SKINFRAME_HASH;i++)
6345 for (s = r_skinframe.hash[i];s;s = s->next)
6347 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6349 if (s->merged == s->base)
6351 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6352 R_PurgeTexture(s->stain );s->stain = NULL;
6353 R_PurgeTexture(s->merged);s->merged = NULL;
6354 R_PurgeTexture(s->base );s->base = NULL;
6355 R_PurgeTexture(s->pants );s->pants = NULL;
6356 R_PurgeTexture(s->shirt );s->shirt = NULL;
6357 R_PurgeTexture(s->nmap );s->nmap = NULL;
6358 R_PurgeTexture(s->gloss );s->gloss = NULL;
6359 R_PurgeTexture(s->glow );s->glow = NULL;
6360 R_PurgeTexture(s->fog );s->fog = NULL;
6361 R_PurgeTexture(s->reflect);s->reflect = NULL;
6362 s->loadsequence = 0;
6368 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6370 char basename[MAX_QPATH];
6372 Image_StripImageExtension(name, basename, sizeof(basename));
6374 if( last == NULL ) {
6376 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6377 item = r_skinframe.hash[hashindex];
6382 // linearly search through the hash bucket
6383 for( ; item ; item = item->next ) {
6384 if( !strcmp( item->basename, basename ) ) {
6391 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6395 char basename[MAX_QPATH];
6397 Image_StripImageExtension(name, basename, sizeof(basename));
6399 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6400 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6401 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6405 rtexture_t *dyntexture;
6406 // check whether its a dynamic texture
6407 dyntexture = CL_GetDynTexture( basename );
6408 if (!add && !dyntexture)
6410 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6411 memset(item, 0, sizeof(*item));
6412 strlcpy(item->basename, basename, sizeof(item->basename));
6413 item->base = dyntexture; // either NULL or dyntexture handle
6414 item->textureflags = textureflags;
6415 item->comparewidth = comparewidth;
6416 item->compareheight = compareheight;
6417 item->comparecrc = comparecrc;
6418 item->next = r_skinframe.hash[hashindex];
6419 r_skinframe.hash[hashindex] = item;
6421 else if( item->base == NULL )
6423 rtexture_t *dyntexture;
6424 // check whether its a dynamic texture
6425 // 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]
6426 dyntexture = CL_GetDynTexture( basename );
6427 item->base = dyntexture; // either NULL or dyntexture handle
6430 R_SkinFrame_MarkUsed(item);
6434 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6436 unsigned long long avgcolor[5], wsum; \
6444 for(pix = 0; pix < cnt; ++pix) \
6447 for(comp = 0; comp < 3; ++comp) \
6449 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6452 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6454 for(comp = 0; comp < 3; ++comp) \
6455 avgcolor[comp] += getpixel * w; \
6458 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6459 avgcolor[4] += getpixel; \
6461 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6463 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6464 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6465 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6466 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6469 extern cvar_t gl_picmip;
6470 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6473 unsigned char *pixels;
6474 unsigned char *bumppixels;
6475 unsigned char *basepixels = NULL;
6476 int basepixels_width = 0;
6477 int basepixels_height = 0;
6478 skinframe_t *skinframe;
6479 rtexture_t *ddsbase = NULL;
6480 qboolean ddshasalpha = false;
6481 float ddsavgcolor[4];
6482 char basename[MAX_QPATH];
6483 int miplevel = R_PicmipForFlags(textureflags);
6484 int savemiplevel = miplevel;
6487 if (cls.state == ca_dedicated)
6490 // return an existing skinframe if already loaded
6491 // if loading of the first image fails, don't make a new skinframe as it
6492 // would cause all future lookups of this to be missing
6493 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6494 if (skinframe && skinframe->base)
6497 Image_StripImageExtension(name, basename, sizeof(basename));
6499 // check for DDS texture file first
6500 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6502 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6503 if (basepixels == NULL)
6507 // FIXME handle miplevel
6509 if (developer_loading.integer)
6510 Con_Printf("loading skin \"%s\"\n", name);
6512 // we've got some pixels to store, so really allocate this new texture now
6514 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6515 skinframe->stain = NULL;
6516 skinframe->merged = NULL;
6517 skinframe->base = NULL;
6518 skinframe->pants = NULL;
6519 skinframe->shirt = NULL;
6520 skinframe->nmap = NULL;
6521 skinframe->gloss = NULL;
6522 skinframe->glow = NULL;
6523 skinframe->fog = NULL;
6524 skinframe->reflect = NULL;
6525 skinframe->hasalpha = false;
6529 skinframe->base = ddsbase;
6530 skinframe->hasalpha = ddshasalpha;
6531 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6532 if (r_loadfog && skinframe->hasalpha)
6533 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6534 //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]);
6538 basepixels_width = image_width;
6539 basepixels_height = image_height;
6540 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);
6541 if (textureflags & TEXF_ALPHA)
6543 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6545 if (basepixels[j] < 255)
6547 skinframe->hasalpha = true;
6551 if (r_loadfog && skinframe->hasalpha)
6553 // has transparent pixels
6554 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6555 for (j = 0;j < image_width * image_height * 4;j += 4)
6560 pixels[j+3] = basepixels[j+3];
6562 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);
6566 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6567 //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]);
6568 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6569 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6570 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6571 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6576 mymiplevel = savemiplevel;
6577 if (r_loadnormalmap)
6578 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);
6579 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6581 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6582 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6583 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6584 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6587 // _norm is the name used by tenebrae and has been adopted as standard
6588 if (r_loadnormalmap && skinframe->nmap == NULL)
6590 mymiplevel = savemiplevel;
6591 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6593 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);
6597 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6599 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6600 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6601 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);
6603 Mem_Free(bumppixels);
6605 else if (r_shadow_bumpscale_basetexture.value > 0)
6607 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6608 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6609 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);
6612 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6613 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6616 // _luma is supported only for tenebrae compatibility
6617 // _glow is the preferred name
6618 mymiplevel = savemiplevel;
6619 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))))
6621 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);
6622 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6623 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6624 Mem_Free(pixels);pixels = NULL;
6627 mymiplevel = savemiplevel;
6628 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6630 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);
6631 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6632 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6637 mymiplevel = savemiplevel;
6638 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6640 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);
6641 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6642 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6647 mymiplevel = savemiplevel;
6648 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6650 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);
6651 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6652 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6657 mymiplevel = savemiplevel;
6658 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6660 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);
6661 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6662 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6668 Mem_Free(basepixels);
6673 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6674 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6677 unsigned char *temp1, *temp2;
6678 skinframe_t *skinframe;
6680 if (cls.state == ca_dedicated)
6683 // if already loaded just return it, otherwise make a new skinframe
6684 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6685 if (skinframe && skinframe->base)
6688 skinframe->stain = NULL;
6689 skinframe->merged = NULL;
6690 skinframe->base = NULL;
6691 skinframe->pants = NULL;
6692 skinframe->shirt = NULL;
6693 skinframe->nmap = NULL;
6694 skinframe->gloss = NULL;
6695 skinframe->glow = NULL;
6696 skinframe->fog = NULL;
6697 skinframe->reflect = NULL;
6698 skinframe->hasalpha = false;
6700 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6704 if (developer_loading.integer)
6705 Con_Printf("loading 32bit skin \"%s\"\n", name);
6707 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6709 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6710 temp2 = temp1 + width * height * 4;
6711 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6712 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);
6715 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6716 if (textureflags & TEXF_ALPHA)
6718 for (i = 3;i < width * height * 4;i += 4)
6720 if (skindata[i] < 255)
6722 skinframe->hasalpha = true;
6726 if (r_loadfog && skinframe->hasalpha)
6728 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6729 memcpy(fogpixels, skindata, width * height * 4);
6730 for (i = 0;i < width * height * 4;i += 4)
6731 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6732 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6733 Mem_Free(fogpixels);
6737 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6738 //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]);
6743 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6747 skinframe_t *skinframe;
6749 if (cls.state == ca_dedicated)
6752 // if already loaded just return it, otherwise make a new skinframe
6753 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6754 if (skinframe && skinframe->base)
6757 skinframe->stain = NULL;
6758 skinframe->merged = NULL;
6759 skinframe->base = NULL;
6760 skinframe->pants = NULL;
6761 skinframe->shirt = NULL;
6762 skinframe->nmap = NULL;
6763 skinframe->gloss = NULL;
6764 skinframe->glow = NULL;
6765 skinframe->fog = NULL;
6766 skinframe->reflect = NULL;
6767 skinframe->hasalpha = false;
6769 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6773 if (developer_loading.integer)
6774 Con_Printf("loading quake skin \"%s\"\n", name);
6776 // 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)
6777 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6778 memcpy(skinframe->qpixels, skindata, width*height);
6779 skinframe->qwidth = width;
6780 skinframe->qheight = height;
6783 for (i = 0;i < width * height;i++)
6784 featuresmask |= palette_featureflags[skindata[i]];
6786 skinframe->hasalpha = false;
6787 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6788 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6789 skinframe->qgeneratemerged = true;
6790 skinframe->qgeneratebase = skinframe->qhascolormapping;
6791 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6793 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6794 //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]);
6799 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6803 unsigned char *skindata;
6805 if (!skinframe->qpixels)
6808 if (!skinframe->qhascolormapping)
6809 colormapped = false;
6813 if (!skinframe->qgeneratebase)
6818 if (!skinframe->qgeneratemerged)
6822 width = skinframe->qwidth;
6823 height = skinframe->qheight;
6824 skindata = skinframe->qpixels;
6826 if (skinframe->qgeneratenmap)
6828 unsigned char *temp1, *temp2;
6829 skinframe->qgeneratenmap = false;
6830 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6831 temp2 = temp1 + width * height * 4;
6832 // use either a custom palette or the quake palette
6833 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6834 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6835 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);
6839 if (skinframe->qgenerateglow)
6841 skinframe->qgenerateglow = false;
6842 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6847 skinframe->qgeneratebase = false;
6848 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);
6849 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6850 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6854 skinframe->qgeneratemerged = false;
6855 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);
6858 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6860 Mem_Free(skinframe->qpixels);
6861 skinframe->qpixels = NULL;
6865 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)
6868 skinframe_t *skinframe;
6870 if (cls.state == ca_dedicated)
6873 // if already loaded just return it, otherwise make a new skinframe
6874 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6875 if (skinframe && skinframe->base)
6878 skinframe->stain = NULL;
6879 skinframe->merged = NULL;
6880 skinframe->base = NULL;
6881 skinframe->pants = NULL;
6882 skinframe->shirt = NULL;
6883 skinframe->nmap = NULL;
6884 skinframe->gloss = NULL;
6885 skinframe->glow = NULL;
6886 skinframe->fog = NULL;
6887 skinframe->reflect = NULL;
6888 skinframe->hasalpha = false;
6890 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6894 if (developer_loading.integer)
6895 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6897 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6898 if (textureflags & TEXF_ALPHA)
6900 for (i = 0;i < width * height;i++)
6902 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6904 skinframe->hasalpha = true;
6908 if (r_loadfog && skinframe->hasalpha)
6909 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6912 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6913 //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]);
6918 skinframe_t *R_SkinFrame_LoadMissing(void)
6920 skinframe_t *skinframe;
6922 if (cls.state == ca_dedicated)
6925 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6926 skinframe->stain = NULL;
6927 skinframe->merged = NULL;
6928 skinframe->base = NULL;
6929 skinframe->pants = NULL;
6930 skinframe->shirt = NULL;
6931 skinframe->nmap = NULL;
6932 skinframe->gloss = NULL;
6933 skinframe->glow = NULL;
6934 skinframe->fog = NULL;
6935 skinframe->reflect = NULL;
6936 skinframe->hasalpha = false;
6938 skinframe->avgcolor[0] = rand() / RAND_MAX;
6939 skinframe->avgcolor[1] = rand() / RAND_MAX;
6940 skinframe->avgcolor[2] = rand() / RAND_MAX;
6941 skinframe->avgcolor[3] = 1;
6946 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6947 typedef struct suffixinfo_s
6950 qboolean flipx, flipy, flipdiagonal;
6953 static suffixinfo_t suffix[3][6] =
6956 {"px", false, false, false},
6957 {"nx", false, false, false},
6958 {"py", false, false, false},
6959 {"ny", false, false, false},
6960 {"pz", false, false, false},
6961 {"nz", false, false, false}
6964 {"posx", false, false, false},
6965 {"negx", false, false, false},
6966 {"posy", false, false, false},
6967 {"negy", false, false, false},
6968 {"posz", false, false, false},
6969 {"negz", false, false, false}
6972 {"rt", true, false, true},
6973 {"lf", false, true, true},
6974 {"ft", true, true, false},
6975 {"bk", false, false, false},
6976 {"up", true, false, true},
6977 {"dn", true, false, true}
6981 static int componentorder[4] = {0, 1, 2, 3};
6983 rtexture_t *R_LoadCubemap(const char *basename)
6985 int i, j, cubemapsize;
6986 unsigned char *cubemappixels, *image_buffer;
6987 rtexture_t *cubemaptexture;
6989 // must start 0 so the first loadimagepixels has no requested width/height
6991 cubemappixels = NULL;
6992 cubemaptexture = NULL;
6993 // keep trying different suffix groups (posx, px, rt) until one loads
6994 for (j = 0;j < 3 && !cubemappixels;j++)
6996 // load the 6 images in the suffix group
6997 for (i = 0;i < 6;i++)
6999 // generate an image name based on the base and and suffix
7000 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7002 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7004 // an image loaded, make sure width and height are equal
7005 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7007 // if this is the first image to load successfully, allocate the cubemap memory
7008 if (!cubemappixels && image_width >= 1)
7010 cubemapsize = image_width;
7011 // note this clears to black, so unavailable sides are black
7012 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7014 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7016 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);
7019 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7021 Mem_Free(image_buffer);
7025 // if a cubemap loaded, upload it
7028 if (developer_loading.integer)
7029 Con_Printf("loading cubemap \"%s\"\n", basename);
7031 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7032 Mem_Free(cubemappixels);
7036 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7037 if (developer_loading.integer)
7039 Con_Printf("(tried tried images ");
7040 for (j = 0;j < 3;j++)
7041 for (i = 0;i < 6;i++)
7042 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7043 Con_Print(" and was unable to find any of them).\n");
7046 return cubemaptexture;
7049 rtexture_t *R_GetCubemap(const char *basename)
7052 for (i = 0;i < r_texture_numcubemaps;i++)
7053 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7054 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7055 if (i >= MAX_CUBEMAPS)
7056 return r_texture_whitecube;
7057 r_texture_numcubemaps++;
7058 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7059 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7060 return r_texture_cubemaps[i].texture;
7063 void R_FreeCubemaps(void)
7066 for (i = 0;i < r_texture_numcubemaps;i++)
7068 if (developer_loading.integer)
7069 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7070 if (r_texture_cubemaps[i].texture)
7071 R_FreeTexture(r_texture_cubemaps[i].texture);
7073 r_texture_numcubemaps = 0;
7076 void R_Main_FreeViewCache(void)
7078 if (r_refdef.viewcache.entityvisible)
7079 Mem_Free(r_refdef.viewcache.entityvisible);
7080 if (r_refdef.viewcache.world_pvsbits)
7081 Mem_Free(r_refdef.viewcache.world_pvsbits);
7082 if (r_refdef.viewcache.world_leafvisible)
7083 Mem_Free(r_refdef.viewcache.world_leafvisible);
7084 if (r_refdef.viewcache.world_surfacevisible)
7085 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7086 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7089 void R_Main_ResizeViewCache(void)
7091 int numentities = r_refdef.scene.numentities;
7092 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7093 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7094 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7095 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7096 if (r_refdef.viewcache.maxentities < numentities)
7098 r_refdef.viewcache.maxentities = numentities;
7099 if (r_refdef.viewcache.entityvisible)
7100 Mem_Free(r_refdef.viewcache.entityvisible);
7101 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7103 if (r_refdef.viewcache.world_numclusters != numclusters)
7105 r_refdef.viewcache.world_numclusters = numclusters;
7106 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7107 if (r_refdef.viewcache.world_pvsbits)
7108 Mem_Free(r_refdef.viewcache.world_pvsbits);
7109 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7111 if (r_refdef.viewcache.world_numleafs != numleafs)
7113 r_refdef.viewcache.world_numleafs = numleafs;
7114 if (r_refdef.viewcache.world_leafvisible)
7115 Mem_Free(r_refdef.viewcache.world_leafvisible);
7116 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7118 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7120 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7121 if (r_refdef.viewcache.world_surfacevisible)
7122 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7123 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7127 extern rtexture_t *loadingscreentexture;
7128 void gl_main_start(void)
7130 loadingscreentexture = NULL;
7131 r_texture_blanknormalmap = NULL;
7132 r_texture_white = NULL;
7133 r_texture_grey128 = NULL;
7134 r_texture_black = NULL;
7135 r_texture_whitecube = NULL;
7136 r_texture_normalizationcube = NULL;
7137 r_texture_fogattenuation = NULL;
7138 r_texture_fogheighttexture = NULL;
7139 r_texture_gammaramps = NULL;
7140 r_texture_numcubemaps = 0;
7142 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7143 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7145 switch(vid.renderpath)
7147 case RENDERPATH_GL20:
7148 case RENDERPATH_CGGL:
7149 case RENDERPATH_D3D9:
7150 case RENDERPATH_D3D10:
7151 case RENDERPATH_D3D11:
7152 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7153 Cvar_SetValueQuick(&gl_combine, 1);
7154 Cvar_SetValueQuick(&r_glsl, 1);
7155 r_loadnormalmap = true;
7159 case RENDERPATH_GL13:
7160 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7161 Cvar_SetValueQuick(&gl_combine, 1);
7162 Cvar_SetValueQuick(&r_glsl, 0);
7163 r_loadnormalmap = false;
7164 r_loadgloss = false;
7167 case RENDERPATH_GL11:
7168 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7169 Cvar_SetValueQuick(&gl_combine, 0);
7170 Cvar_SetValueQuick(&r_glsl, 0);
7171 r_loadnormalmap = false;
7172 r_loadgloss = false;
7178 R_FrameData_Reset();
7182 memset(r_queries, 0, sizeof(r_queries));
7184 r_qwskincache = NULL;
7185 r_qwskincache_size = 0;
7187 // set up r_skinframe loading system for textures
7188 memset(&r_skinframe, 0, sizeof(r_skinframe));
7189 r_skinframe.loadsequence = 1;
7190 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7192 r_main_texturepool = R_AllocTexturePool();
7193 R_BuildBlankTextures();
7195 if (vid.support.arb_texture_cube_map)
7198 R_BuildNormalizationCube();
7200 r_texture_fogattenuation = NULL;
7201 r_texture_fogheighttexture = NULL;
7202 r_texture_gammaramps = NULL;
7203 //r_texture_fogintensity = NULL;
7204 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7205 memset(&r_waterstate, 0, sizeof(r_waterstate));
7206 r_glsl_permutation = NULL;
7207 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7208 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7209 glslshaderstring = NULL;
7211 r_cg_permutation = NULL;
7212 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7213 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7214 cgshaderstring = NULL;
7217 r_hlsl_permutation = NULL;
7218 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7219 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7220 hlslshaderstring = NULL;
7222 memset(&r_svbsp, 0, sizeof (r_svbsp));
7224 r_refdef.fogmasktable_density = 0;
7227 void gl_main_shutdown(void)
7230 R_FrameData_Reset();
7232 R_Main_FreeViewCache();
7234 switch(vid.renderpath)
7236 case RENDERPATH_GL11:
7237 case RENDERPATH_GL13:
7238 case RENDERPATH_GL20:
7239 case RENDERPATH_CGGL:
7241 qglDeleteQueriesARB(r_maxqueries, r_queries);
7243 case RENDERPATH_D3D9:
7244 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7246 case RENDERPATH_D3D10:
7247 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7249 case RENDERPATH_D3D11:
7250 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7256 memset(r_queries, 0, sizeof(r_queries));
7258 r_qwskincache = NULL;
7259 r_qwskincache_size = 0;
7261 // clear out the r_skinframe state
7262 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7263 memset(&r_skinframe, 0, sizeof(r_skinframe));
7266 Mem_Free(r_svbsp.nodes);
7267 memset(&r_svbsp, 0, sizeof (r_svbsp));
7268 R_FreeTexturePool(&r_main_texturepool);
7269 loadingscreentexture = NULL;
7270 r_texture_blanknormalmap = NULL;
7271 r_texture_white = NULL;
7272 r_texture_grey128 = NULL;
7273 r_texture_black = NULL;
7274 r_texture_whitecube = NULL;
7275 r_texture_normalizationcube = NULL;
7276 r_texture_fogattenuation = NULL;
7277 r_texture_fogheighttexture = NULL;
7278 r_texture_gammaramps = NULL;
7279 r_texture_numcubemaps = 0;
7280 //r_texture_fogintensity = NULL;
7281 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7282 memset(&r_waterstate, 0, sizeof(r_waterstate));
7286 extern void CL_ParseEntityLump(char *entitystring);
7287 void gl_main_newmap(void)
7289 // FIXME: move this code to client
7290 char *entities, entname[MAX_QPATH];
7292 Mem_Free(r_qwskincache);
7293 r_qwskincache = NULL;
7294 r_qwskincache_size = 0;
7297 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7298 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7300 CL_ParseEntityLump(entities);
7304 if (cl.worldmodel->brush.entities)
7305 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7307 R_Main_FreeViewCache();
7309 R_FrameData_Reset();
7312 void GL_Main_Init(void)
7314 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7316 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7317 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7318 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7319 if (gamemode == GAME_NEHAHRA)
7321 Cvar_RegisterVariable (&gl_fogenable);
7322 Cvar_RegisterVariable (&gl_fogdensity);
7323 Cvar_RegisterVariable (&gl_fogred);
7324 Cvar_RegisterVariable (&gl_foggreen);
7325 Cvar_RegisterVariable (&gl_fogblue);
7326 Cvar_RegisterVariable (&gl_fogstart);
7327 Cvar_RegisterVariable (&gl_fogend);
7328 Cvar_RegisterVariable (&gl_skyclip);
7330 Cvar_RegisterVariable(&r_motionblur);
7331 Cvar_RegisterVariable(&r_motionblur_maxblur);
7332 Cvar_RegisterVariable(&r_motionblur_bmin);
7333 Cvar_RegisterVariable(&r_motionblur_vmin);
7334 Cvar_RegisterVariable(&r_motionblur_vmax);
7335 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7336 Cvar_RegisterVariable(&r_motionblur_randomize);
7337 Cvar_RegisterVariable(&r_damageblur);
7338 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7339 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7340 Cvar_RegisterVariable(&r_equalize_entities_by);
7341 Cvar_RegisterVariable(&r_equalize_entities_to);
7342 Cvar_RegisterVariable(&r_depthfirst);
7343 Cvar_RegisterVariable(&r_useinfinitefarclip);
7344 Cvar_RegisterVariable(&r_farclip_base);
7345 Cvar_RegisterVariable(&r_farclip_world);
7346 Cvar_RegisterVariable(&r_nearclip);
7347 Cvar_RegisterVariable(&r_showbboxes);
7348 Cvar_RegisterVariable(&r_showsurfaces);
7349 Cvar_RegisterVariable(&r_showtris);
7350 Cvar_RegisterVariable(&r_shownormals);
7351 Cvar_RegisterVariable(&r_showlighting);
7352 Cvar_RegisterVariable(&r_showshadowvolumes);
7353 Cvar_RegisterVariable(&r_showcollisionbrushes);
7354 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7355 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7356 Cvar_RegisterVariable(&r_showdisabledepthtest);
7357 Cvar_RegisterVariable(&r_drawportals);
7358 Cvar_RegisterVariable(&r_drawentities);
7359 Cvar_RegisterVariable(&r_draw2d);
7360 Cvar_RegisterVariable(&r_drawworld);
7361 Cvar_RegisterVariable(&r_cullentities_trace);
7362 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7363 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7364 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7365 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7366 Cvar_RegisterVariable(&r_drawviewmodel);
7367 Cvar_RegisterVariable(&r_drawexteriormodel);
7368 Cvar_RegisterVariable(&r_speeds);
7369 Cvar_RegisterVariable(&r_fullbrights);
7370 Cvar_RegisterVariable(&r_wateralpha);
7371 Cvar_RegisterVariable(&r_dynamic);
7372 Cvar_RegisterVariable(&r_fakelight);
7373 Cvar_RegisterVariable(&r_fakelight_intensity);
7374 Cvar_RegisterVariable(&r_fullbright);
7375 Cvar_RegisterVariable(&r_shadows);
7376 Cvar_RegisterVariable(&r_shadows_darken);
7377 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7378 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7379 Cvar_RegisterVariable(&r_shadows_throwdistance);
7380 Cvar_RegisterVariable(&r_shadows_throwdirection);
7381 Cvar_RegisterVariable(&r_shadows_focus);
7382 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7383 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7384 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7385 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7386 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7387 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7388 Cvar_RegisterVariable(&r_fog_exp2);
7389 Cvar_RegisterVariable(&r_drawfog);
7390 Cvar_RegisterVariable(&r_transparentdepthmasking);
7391 Cvar_RegisterVariable(&r_texture_dds_load);
7392 Cvar_RegisterVariable(&r_texture_dds_save);
7393 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7394 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7395 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7396 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7397 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7398 Cvar_RegisterVariable(&r_textureunits);
7399 Cvar_RegisterVariable(&gl_combine);
7400 Cvar_RegisterVariable(&r_glsl);
7401 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7402 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7403 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7404 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7405 Cvar_RegisterVariable(&r_glsl_postprocess);
7406 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7407 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7408 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7409 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7410 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7411 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7412 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7413 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7415 Cvar_RegisterVariable(&r_water);
7416 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7417 Cvar_RegisterVariable(&r_water_clippingplanebias);
7418 Cvar_RegisterVariable(&r_water_refractdistort);
7419 Cvar_RegisterVariable(&r_water_reflectdistort);
7420 Cvar_RegisterVariable(&r_water_scissormode);
7421 Cvar_RegisterVariable(&r_lerpsprites);
7422 Cvar_RegisterVariable(&r_lerpmodels);
7423 Cvar_RegisterVariable(&r_lerplightstyles);
7424 Cvar_RegisterVariable(&r_waterscroll);
7425 Cvar_RegisterVariable(&r_bloom);
7426 Cvar_RegisterVariable(&r_bloom_colorscale);
7427 Cvar_RegisterVariable(&r_bloom_brighten);
7428 Cvar_RegisterVariable(&r_bloom_blur);
7429 Cvar_RegisterVariable(&r_bloom_resolution);
7430 Cvar_RegisterVariable(&r_bloom_colorexponent);
7431 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7432 Cvar_RegisterVariable(&r_hdr);
7433 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7434 Cvar_RegisterVariable(&r_hdr_glowintensity);
7435 Cvar_RegisterVariable(&r_hdr_range);
7436 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7437 Cvar_RegisterVariable(&developer_texturelogging);
7438 Cvar_RegisterVariable(&gl_lightmaps);
7439 Cvar_RegisterVariable(&r_test);
7440 Cvar_RegisterVariable(&r_glsl_saturation);
7441 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7442 Cvar_RegisterVariable(&r_framedatasize);
7443 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7444 Cvar_SetValue("r_fullbrights", 0);
7445 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7447 Cvar_RegisterVariable(&r_track_sprites);
7448 Cvar_RegisterVariable(&r_track_sprites_flags);
7449 Cvar_RegisterVariable(&r_track_sprites_scalew);
7450 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7451 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7452 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7455 extern void R_Textures_Init(void);
7456 extern void GL_Draw_Init(void);
7457 extern void GL_Main_Init(void);
7458 extern void R_Shadow_Init(void);
7459 extern void R_Sky_Init(void);
7460 extern void GL_Surf_Init(void);
7461 extern void R_Particles_Init(void);
7462 extern void R_Explosion_Init(void);
7463 extern void gl_backend_init(void);
7464 extern void Sbar_Init(void);
7465 extern void R_LightningBeams_Init(void);
7466 extern void Mod_RenderInit(void);
7467 extern void Font_Init(void);
7469 void Render_Init(void)
7482 R_LightningBeams_Init();
7491 extern char *ENGINE_EXTENSIONS;
7494 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7495 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7496 gl_version = (const char *)qglGetString(GL_VERSION);
7497 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7501 if (!gl_platformextensions)
7502 gl_platformextensions = "";
7504 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7505 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7506 Con_Printf("GL_VERSION: %s\n", gl_version);
7507 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7508 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7510 VID_CheckExtensions();
7512 // LordHavoc: report supported extensions
7513 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7515 // clear to black (loading plaque will be seen over this)
7516 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7519 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7523 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7525 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7528 p = r_refdef.view.frustum + i;
7533 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7537 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7541 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7545 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7549 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7553 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7557 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7561 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7569 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7573 for (i = 0;i < numplanes;i++)
7580 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7584 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7588 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7592 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7596 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7600 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7604 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7608 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7616 //==================================================================================
7618 // LordHavoc: this stores temporary data used within the same frame
7620 qboolean r_framedata_failed;
7621 static size_t r_framedata_size;
7622 static size_t r_framedata_current;
7623 static void *r_framedata_base;
7625 void R_FrameData_Reset(void)
7627 if (r_framedata_base)
7628 Mem_Free(r_framedata_base);
7629 r_framedata_base = NULL;
7630 r_framedata_size = 0;
7631 r_framedata_current = 0;
7632 r_framedata_failed = false;
7635 void R_FrameData_NewFrame(void)
7638 if (r_framedata_failed)
7639 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7640 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7641 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7642 if (r_framedata_size != wantedsize)
7644 r_framedata_size = wantedsize;
7645 if (r_framedata_base)
7646 Mem_Free(r_framedata_base);
7647 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7649 r_framedata_current = 0;
7650 r_framedata_failed = false;
7653 void *R_FrameData_Alloc(size_t size)
7657 // align to 16 byte boundary
7658 size = (size + 15) & ~15;
7659 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7660 r_framedata_current += size;
7663 if (r_framedata_current > r_framedata_size)
7664 r_framedata_failed = true;
7666 // return NULL on everything after a failure
7667 if (r_framedata_failed)
7673 void *R_FrameData_Store(size_t size, void *data)
7675 void *d = R_FrameData_Alloc(size);
7677 memcpy(d, data, size);
7681 //==================================================================================
7683 // LordHavoc: animcache originally written by Echon, rewritten since then
7686 * Animation cache prevents re-generating mesh data for an animated model
7687 * multiple times in one frame for lighting, shadowing, reflections, etc.
7690 void R_AnimCache_Free(void)
7694 void R_AnimCache_ClearCache(void)
7697 entity_render_t *ent;
7699 for (i = 0;i < r_refdef.scene.numentities;i++)
7701 ent = r_refdef.scene.entities[i];
7702 ent->animcache_vertex3f = NULL;
7703 ent->animcache_normal3f = NULL;
7704 ent->animcache_svector3f = NULL;
7705 ent->animcache_tvector3f = NULL;
7706 ent->animcache_vertexposition = NULL;
7707 ent->animcache_vertexmesh = NULL;
7708 ent->animcache_vertexpositionbuffer = NULL;
7709 ent->animcache_vertexmeshbuffer = NULL;
7713 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7717 // identical memory layout, so no need to allocate...
7718 // this also provides the vertexposition structure to everything, e.g.
7719 // depth masked rendering currently uses it even if having separate
7721 // NOTE: get rid of this optimization if changing it to e.g. 4f
7722 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7725 // get rid of following uses of VERTEXPOSITION, change to the array:
7726 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7727 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7728 // R_DrawTextureSurfaceList_DepthOnly
7729 // R_Q1BSP_DrawShadowMap
7731 switch(vid.renderpath)
7733 case RENDERPATH_GL20:
7734 case RENDERPATH_CGGL:
7735 // need the meshbuffers if !gl_mesh_separatearrays.integer
7736 if (gl_mesh_separatearrays.integer)
7739 case RENDERPATH_D3D9:
7740 case RENDERPATH_D3D10:
7741 case RENDERPATH_D3D11:
7742 // always need the meshbuffers
7744 case RENDERPATH_GL13:
7745 case RENDERPATH_GL11:
7746 // never need the meshbuffers
7750 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7751 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7753 if (!ent->animcache_vertexposition)
7754 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7756 if (ent->animcache_vertexposition)
7759 for (i = 0;i < numvertices;i++)
7760 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7762 // TODO: upload vertex buffer?
7764 if (ent->animcache_vertexmesh)
7766 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7767 for (i = 0;i < numvertices;i++)
7768 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7769 if (ent->animcache_svector3f)
7770 for (i = 0;i < numvertices;i++)
7771 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7772 if (ent->animcache_tvector3f)
7773 for (i = 0;i < numvertices;i++)
7774 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7775 if (ent->animcache_normal3f)
7776 for (i = 0;i < numvertices;i++)
7777 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7778 // TODO: upload vertex buffer?
7782 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7784 dp_model_t *model = ent->model;
7786 // see if it's already cached this frame
7787 if (ent->animcache_vertex3f)
7789 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7790 if (wantnormals || wanttangents)
7792 if (ent->animcache_normal3f)
7793 wantnormals = false;
7794 if (ent->animcache_svector3f)
7795 wanttangents = false;
7796 if (wantnormals || wanttangents)
7798 numvertices = model->surfmesh.num_vertices;
7800 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7803 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7804 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7806 if (!r_framedata_failed)
7808 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7809 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7816 // see if this ent is worth caching
7817 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7819 // get some memory for this entity and generate mesh data
7820 numvertices = model->surfmesh.num_vertices;
7821 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7823 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7826 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7827 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7829 if (!r_framedata_failed)
7831 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7832 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7835 return !r_framedata_failed;
7838 void R_AnimCache_CacheVisibleEntities(void)
7841 qboolean wantnormals = true;
7842 qboolean wanttangents = !r_showsurfaces.integer;
7844 switch(vid.renderpath)
7846 case RENDERPATH_GL20:
7847 case RENDERPATH_CGGL:
7848 case RENDERPATH_D3D9:
7849 case RENDERPATH_D3D10:
7850 case RENDERPATH_D3D11:
7852 case RENDERPATH_GL13:
7853 case RENDERPATH_GL11:
7854 wanttangents = false;
7858 if (r_shownormals.integer)
7859 wanttangents = wantnormals = true;
7861 // TODO: thread this
7862 // NOTE: R_PrepareRTLights() also caches entities
7864 for (i = 0;i < r_refdef.scene.numentities;i++)
7865 if (r_refdef.viewcache.entityvisible[i])
7866 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7869 //==================================================================================
7871 static void R_View_UpdateEntityLighting (void)
7874 entity_render_t *ent;
7875 vec3_t tempdiffusenormal, avg;
7876 vec_t f, fa, fd, fdd;
7877 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7879 for (i = 0;i < r_refdef.scene.numentities;i++)
7881 ent = r_refdef.scene.entities[i];
7883 // skip unseen models
7884 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7888 if (ent->model && ent->model->brush.num_leafs)
7890 // TODO: use modellight for r_ambient settings on world?
7891 VectorSet(ent->modellight_ambient, 0, 0, 0);
7892 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7893 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7897 // fetch the lighting from the worldmodel data
7898 VectorClear(ent->modellight_ambient);
7899 VectorClear(ent->modellight_diffuse);
7900 VectorClear(tempdiffusenormal);
7901 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7904 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7906 // complete lightning for lit sprites
7907 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7908 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7910 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7911 org[2] = org[2] + r_overheadsprites_pushback.value;
7912 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7915 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7917 if(ent->flags & RENDER_EQUALIZE)
7919 // first fix up ambient lighting...
7920 if(r_equalize_entities_minambient.value > 0)
7922 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7925 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7926 if(fa < r_equalize_entities_minambient.value * fd)
7929 // fa'/fd' = minambient
7930 // fa'+0.25*fd' = fa+0.25*fd
7932 // fa' = fd' * minambient
7933 // fd'*(0.25+minambient) = fa+0.25*fd
7935 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7936 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7938 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7939 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
7940 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7941 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7946 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7948 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7949 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7952 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7953 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7954 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7960 VectorSet(ent->modellight_ambient, 1, 1, 1);
7962 // move the light direction into modelspace coordinates for lighting code
7963 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7964 if(VectorLength2(ent->modellight_lightdir) == 0)
7965 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7966 VectorNormalize(ent->modellight_lightdir);
7970 #define MAX_LINEOFSIGHTTRACES 64
7972 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7975 vec3_t boxmins, boxmaxs;
7978 dp_model_t *model = r_refdef.scene.worldmodel;
7980 if (!model || !model->brush.TraceLineOfSight)
7983 // expand the box a little
7984 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7985 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7986 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7987 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7988 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7989 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7991 // return true if eye is inside enlarged box
7992 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7996 VectorCopy(eye, start);
7997 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7998 if (model->brush.TraceLineOfSight(model, start, end))
8001 // try various random positions
8002 for (i = 0;i < numsamples;i++)
8004 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8005 if (model->brush.TraceLineOfSight(model, start, end))
8013 static void R_View_UpdateEntityVisible (void)
8018 entity_render_t *ent;
8020 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8021 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8022 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8023 : RENDER_EXTERIORMODEL;
8024 if (!r_drawviewmodel.integer)
8025 renderimask |= RENDER_VIEWMODEL;
8026 if (!r_drawexteriormodel.integer)
8027 renderimask |= RENDER_EXTERIORMODEL;
8028 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8030 // worldmodel can check visibility
8031 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8032 for (i = 0;i < r_refdef.scene.numentities;i++)
8034 ent = r_refdef.scene.entities[i];
8035 if (!(ent->flags & renderimask))
8036 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)))
8037 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))
8038 r_refdef.viewcache.entityvisible[i] = true;
8040 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8041 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8043 for (i = 0;i < r_refdef.scene.numentities;i++)
8045 ent = r_refdef.scene.entities[i];
8046 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8048 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8050 continue; // temp entities do pvs only
8051 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8052 ent->last_trace_visibility = realtime;
8053 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8054 r_refdef.viewcache.entityvisible[i] = 0;
8061 // no worldmodel or it can't check visibility
8062 for (i = 0;i < r_refdef.scene.numentities;i++)
8064 ent = r_refdef.scene.entities[i];
8065 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));
8070 /// only used if skyrendermasked, and normally returns false
8071 int R_DrawBrushModelsSky (void)
8074 entity_render_t *ent;
8077 for (i = 0;i < r_refdef.scene.numentities;i++)
8079 if (!r_refdef.viewcache.entityvisible[i])
8081 ent = r_refdef.scene.entities[i];
8082 if (!ent->model || !ent->model->DrawSky)
8084 ent->model->DrawSky(ent);
8090 static void R_DrawNoModel(entity_render_t *ent);
8091 static void R_DrawModels(void)
8094 entity_render_t *ent;
8096 for (i = 0;i < r_refdef.scene.numentities;i++)
8098 if (!r_refdef.viewcache.entityvisible[i])
8100 ent = r_refdef.scene.entities[i];
8101 r_refdef.stats.entities++;
8102 if (ent->model && ent->model->Draw != NULL)
8103 ent->model->Draw(ent);
8109 static void R_DrawModelsDepth(void)
8112 entity_render_t *ent;
8114 for (i = 0;i < r_refdef.scene.numentities;i++)
8116 if (!r_refdef.viewcache.entityvisible[i])
8118 ent = r_refdef.scene.entities[i];
8119 if (ent->model && ent->model->DrawDepth != NULL)
8120 ent->model->DrawDepth(ent);
8124 static void R_DrawModelsDebug(void)
8127 entity_render_t *ent;
8129 for (i = 0;i < r_refdef.scene.numentities;i++)
8131 if (!r_refdef.viewcache.entityvisible[i])
8133 ent = r_refdef.scene.entities[i];
8134 if (ent->model && ent->model->DrawDebug != NULL)
8135 ent->model->DrawDebug(ent);
8139 static void R_DrawModelsAddWaterPlanes(void)
8142 entity_render_t *ent;
8144 for (i = 0;i < r_refdef.scene.numentities;i++)
8146 if (!r_refdef.viewcache.entityvisible[i])
8148 ent = r_refdef.scene.entities[i];
8149 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8150 ent->model->DrawAddWaterPlanes(ent);
8154 static void R_View_SetFrustum(const int *scissor)
8157 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8158 vec3_t forward, left, up, origin, v;
8162 // flipped x coordinates (because x points left here)
8163 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8164 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8166 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8167 switch(vid.renderpath)
8169 case RENDERPATH_D3D9:
8170 case RENDERPATH_D3D10:
8171 case RENDERPATH_D3D11:
8172 // non-flipped y coordinates
8173 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8174 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8176 case RENDERPATH_GL11:
8177 case RENDERPATH_GL13:
8178 case RENDERPATH_GL20:
8179 case RENDERPATH_CGGL:
8180 // non-flipped y coordinates
8181 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8182 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8187 // we can't trust r_refdef.view.forward and friends in reflected scenes
8188 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8191 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8192 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8193 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8194 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8195 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8196 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8197 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8198 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8199 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8200 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8201 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8202 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8206 zNear = r_refdef.nearclip;
8207 nudge = 1.0 - 1.0 / (1<<23);
8208 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8209 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8210 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8211 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8212 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8213 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8214 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8215 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8221 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8222 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8223 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8224 r_refdef.view.frustum[0].dist = m[15] - m[12];
8226 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8227 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8228 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8229 r_refdef.view.frustum[1].dist = m[15] + m[12];
8231 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8232 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8233 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8234 r_refdef.view.frustum[2].dist = m[15] - m[13];
8236 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8237 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8238 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8239 r_refdef.view.frustum[3].dist = m[15] + m[13];
8241 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8242 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8243 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8244 r_refdef.view.frustum[4].dist = m[15] - m[14];
8246 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8247 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8248 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8249 r_refdef.view.frustum[5].dist = m[15] + m[14];
8252 if (r_refdef.view.useperspective)
8254 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8255 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8256 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8257 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8258 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8260 // then the normals from the corners relative to origin
8261 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8262 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8263 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8264 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8266 // in a NORMAL view, forward cross left == up
8267 // in a REFLECTED view, forward cross left == down
8268 // so our cross products above need to be adjusted for a left handed coordinate system
8269 CrossProduct(forward, left, v);
8270 if(DotProduct(v, up) < 0)
8272 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8273 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8274 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8275 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8278 // Leaving those out was a mistake, those were in the old code, and they
8279 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8280 // I couldn't reproduce it after adding those normalizations. --blub
8281 VectorNormalize(r_refdef.view.frustum[0].normal);
8282 VectorNormalize(r_refdef.view.frustum[1].normal);
8283 VectorNormalize(r_refdef.view.frustum[2].normal);
8284 VectorNormalize(r_refdef.view.frustum[3].normal);
8286 // make the corners absolute
8287 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8288 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8289 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8290 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8293 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8295 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8296 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8297 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8298 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8299 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8303 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8304 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8305 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8306 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8307 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8308 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8309 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8310 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8311 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8312 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8314 r_refdef.view.numfrustumplanes = 5;
8316 if (r_refdef.view.useclipplane)
8318 r_refdef.view.numfrustumplanes = 6;
8319 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8322 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8323 PlaneClassify(r_refdef.view.frustum + i);
8325 // LordHavoc: note to all quake engine coders, Quake had a special case
8326 // for 90 degrees which assumed a square view (wrong), so I removed it,
8327 // Quake2 has it disabled as well.
8329 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8330 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8331 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8332 //PlaneClassify(&frustum[0]);
8334 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8335 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8336 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8337 //PlaneClassify(&frustum[1]);
8339 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8340 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8341 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8342 //PlaneClassify(&frustum[2]);
8344 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8345 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8346 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8347 //PlaneClassify(&frustum[3]);
8350 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8351 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8352 //PlaneClassify(&frustum[4]);
8355 void R_View_UpdateWithScissor(const int *myscissor)
8357 R_Main_ResizeViewCache();
8358 R_View_SetFrustum(myscissor);
8359 R_View_WorldVisibility(r_refdef.view.useclipplane);
8360 R_View_UpdateEntityVisible();
8361 R_View_UpdateEntityLighting();
8364 void R_View_Update(void)
8366 R_Main_ResizeViewCache();
8367 R_View_SetFrustum(NULL);
8368 R_View_WorldVisibility(r_refdef.view.useclipplane);
8369 R_View_UpdateEntityVisible();
8370 R_View_UpdateEntityLighting();
8373 void R_SetupView(qboolean allowwaterclippingplane)
8375 const float *customclipplane = NULL;
8377 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8379 // LordHavoc: couldn't figure out how to make this approach the
8380 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8381 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8382 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8383 dist = r_refdef.view.clipplane.dist;
8384 plane[0] = r_refdef.view.clipplane.normal[0];
8385 plane[1] = r_refdef.view.clipplane.normal[1];
8386 plane[2] = r_refdef.view.clipplane.normal[2];
8388 customclipplane = plane;
8391 if (!r_refdef.view.useperspective)
8392 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);
8393 else if (vid.stencil && r_useinfinitefarclip.integer)
8394 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);
8396 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);
8397 R_SetViewport(&r_refdef.view.viewport);
8400 void R_EntityMatrix(const matrix4x4_t *matrix)
8402 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8404 gl_modelmatrixchanged = false;
8405 gl_modelmatrix = *matrix;
8406 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8407 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8408 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8409 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8411 switch(vid.renderpath)
8413 case RENDERPATH_D3D9:
8415 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8416 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8419 case RENDERPATH_D3D10:
8420 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8422 case RENDERPATH_D3D11:
8423 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8425 case RENDERPATH_GL20:
8426 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8427 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8428 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8430 case RENDERPATH_CGGL:
8433 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8434 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8435 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8438 case RENDERPATH_GL13:
8439 case RENDERPATH_GL11:
8440 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8446 void R_ResetViewRendering2D(void)
8448 r_viewport_t viewport;
8451 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8452 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);
8453 R_SetViewport(&viewport);
8454 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8455 GL_Color(1, 1, 1, 1);
8456 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8457 GL_BlendFunc(GL_ONE, GL_ZERO);
8458 GL_AlphaTest(false);
8459 GL_ScissorTest(false);
8460 GL_DepthMask(false);
8461 GL_DepthRange(0, 1);
8462 GL_DepthTest(false);
8463 GL_DepthFunc(GL_LEQUAL);
8464 R_EntityMatrix(&identitymatrix);
8465 R_Mesh_ResetTextureState();
8466 GL_PolygonOffset(0, 0);
8467 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8468 switch(vid.renderpath)
8470 case RENDERPATH_GL11:
8471 case RENDERPATH_GL13:
8472 case RENDERPATH_GL20:
8473 case RENDERPATH_CGGL:
8474 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8476 case RENDERPATH_D3D9:
8477 case RENDERPATH_D3D10:
8478 case RENDERPATH_D3D11:
8481 GL_CullFace(GL_NONE);
8484 void R_ResetViewRendering3D(void)
8489 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8490 GL_Color(1, 1, 1, 1);
8491 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8492 GL_BlendFunc(GL_ONE, GL_ZERO);
8493 GL_AlphaTest(false);
8494 GL_ScissorTest(true);
8496 GL_DepthRange(0, 1);
8498 GL_DepthFunc(GL_LEQUAL);
8499 R_EntityMatrix(&identitymatrix);
8500 R_Mesh_ResetTextureState();
8501 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8502 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8503 switch(vid.renderpath)
8505 case RENDERPATH_GL11:
8506 case RENDERPATH_GL13:
8507 case RENDERPATH_GL20:
8508 case RENDERPATH_CGGL:
8509 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8511 case RENDERPATH_D3D9:
8512 case RENDERPATH_D3D10:
8513 case RENDERPATH_D3D11:
8516 GL_CullFace(r_refdef.view.cullface_back);
8521 R_RenderView_UpdateViewVectors
8524 static void R_RenderView_UpdateViewVectors(void)
8526 // break apart the view matrix into vectors for various purposes
8527 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8528 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8529 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8530 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8531 // make an inverted copy of the view matrix for tracking sprites
8532 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8535 void R_RenderScene(void);
8536 void R_RenderWaterPlanes(void);
8538 static void R_Water_StartFrame(void)
8541 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8542 r_waterstate_waterplane_t *p;
8544 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8547 switch(vid.renderpath)
8549 case RENDERPATH_GL20:
8550 case RENDERPATH_CGGL:
8551 case RENDERPATH_D3D9:
8552 case RENDERPATH_D3D10:
8553 case RENDERPATH_D3D11:
8555 case RENDERPATH_GL13:
8556 case RENDERPATH_GL11:
8560 // set waterwidth and waterheight to the water resolution that will be
8561 // used (often less than the screen resolution for faster rendering)
8562 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8563 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8565 // calculate desired texture sizes
8566 // can't use water if the card does not support the texture size
8567 if (!r_water.integer || r_showsurfaces.integer)
8568 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8569 else if (vid.support.arb_texture_non_power_of_two)
8571 texturewidth = waterwidth;
8572 textureheight = waterheight;
8573 camerawidth = waterwidth;
8574 cameraheight = waterheight;
8578 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8579 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8580 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8581 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8584 // allocate textures as needed
8585 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8587 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8588 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8590 if (p->texture_refraction)
8591 R_FreeTexture(p->texture_refraction);
8592 p->texture_refraction = NULL;
8593 if (p->texture_reflection)
8594 R_FreeTexture(p->texture_reflection);
8595 p->texture_reflection = NULL;
8596 if (p->texture_camera)
8597 R_FreeTexture(p->texture_camera);
8598 p->texture_camera = NULL;
8600 memset(&r_waterstate, 0, sizeof(r_waterstate));
8601 r_waterstate.texturewidth = texturewidth;
8602 r_waterstate.textureheight = textureheight;
8603 r_waterstate.camerawidth = camerawidth;
8604 r_waterstate.cameraheight = cameraheight;
8607 if (r_waterstate.texturewidth)
8609 r_waterstate.enabled = true;
8611 // when doing a reduced render (HDR) we want to use a smaller area
8612 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8613 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8615 // set up variables that will be used in shader setup
8616 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8617 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8618 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8619 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8622 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8623 r_waterstate.numwaterplanes = 0;
8626 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8628 int triangleindex, planeindex;
8634 r_waterstate_waterplane_t *p;
8635 texture_t *t = R_GetCurrentTexture(surface->texture);
8637 // just use the first triangle with a valid normal for any decisions
8638 VectorClear(normal);
8639 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8641 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8642 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8643 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8644 TriangleNormal(vert[0], vert[1], vert[2], normal);
8645 if (VectorLength2(normal) >= 0.001)
8649 VectorCopy(normal, plane.normal);
8650 VectorNormalize(plane.normal);
8651 plane.dist = DotProduct(vert[0], plane.normal);
8652 PlaneClassify(&plane);
8653 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8655 // skip backfaces (except if nocullface is set)
8656 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8658 VectorNegate(plane.normal, plane.normal);
8660 PlaneClassify(&plane);
8664 // find a matching plane if there is one
8665 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8666 if(p->camera_entity == t->camera_entity)
8667 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8669 if (planeindex >= r_waterstate.maxwaterplanes)
8670 return; // nothing we can do, out of planes
8672 // if this triangle does not fit any known plane rendered this frame, add one
8673 if (planeindex >= r_waterstate.numwaterplanes)
8675 // store the new plane
8676 r_waterstate.numwaterplanes++;
8678 // clear materialflags and pvs
8679 p->materialflags = 0;
8680 p->pvsvalid = false;
8681 p->camera_entity = t->camera_entity;
8682 VectorCopy(surface->mins, p->mins);
8683 VectorCopy(surface->maxs, p->maxs);
8688 p->mins[0] = min(p->mins[0], surface->mins[0]);
8689 p->mins[1] = min(p->mins[1], surface->mins[1]);
8690 p->mins[2] = min(p->mins[2], surface->mins[2]);
8691 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8692 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8693 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8695 // merge this surface's materialflags into the waterplane
8696 p->materialflags |= t->currentmaterialflags;
8697 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8699 // merge this surface's PVS into the waterplane
8700 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8701 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8702 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8704 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8710 static void R_Water_ProcessPlanes(void)
8713 r_refdef_view_t originalview;
8714 r_refdef_view_t myview;
8716 r_waterstate_waterplane_t *p;
8719 originalview = r_refdef.view;
8721 // make sure enough textures are allocated
8722 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8724 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8726 if (!p->texture_refraction)
8727 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);
8728 if (!p->texture_refraction)
8731 else if (p->materialflags & MATERIALFLAG_CAMERA)
8733 if (!p->texture_camera)
8734 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);
8735 if (!p->texture_camera)
8739 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8741 if (!p->texture_reflection)
8742 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);
8743 if (!p->texture_reflection)
8749 r_refdef.view = originalview;
8750 r_refdef.view.showdebug = false;
8751 r_refdef.view.width = r_waterstate.waterwidth;
8752 r_refdef.view.height = r_waterstate.waterheight;
8753 r_refdef.view.useclipplane = true;
8754 myview = r_refdef.view;
8755 r_waterstate.renderingscene = true;
8756 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8760 r_refdef.view = myview;
8761 if(r_water_scissormode.integer)
8764 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8765 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8768 // render reflected scene and copy into texture
8769 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8770 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8771 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8772 r_refdef.view.clipplane = p->plane;
8774 // reverse the cullface settings for this render
8775 r_refdef.view.cullface_front = GL_FRONT;
8776 r_refdef.view.cullface_back = GL_BACK;
8777 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8779 r_refdef.view.usecustompvs = true;
8781 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8783 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8786 R_ResetViewRendering3D();
8787 R_ClearScreen(r_refdef.fogenabled);
8788 if(r_water_scissormode.integer & 2)
8789 R_View_UpdateWithScissor(myscissor);
8792 if(r_water_scissormode.integer & 1)
8793 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8796 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);
8799 // render the normal view scene and copy into texture
8800 // (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)
8801 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8803 r_refdef.view = myview;
8804 if(r_water_scissormode.integer)
8807 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8808 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8811 r_waterstate.renderingrefraction = true;
8813 r_refdef.view.clipplane = p->plane;
8814 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8815 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8817 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8819 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8820 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8821 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8822 R_RenderView_UpdateViewVectors();
8823 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8825 r_refdef.view.usecustompvs = true;
8826 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);
8830 PlaneClassify(&r_refdef.view.clipplane);
8832 R_ResetViewRendering3D();
8833 R_ClearScreen(r_refdef.fogenabled);
8834 if(r_water_scissormode.integer & 2)
8835 R_View_UpdateWithScissor(myscissor);
8838 if(r_water_scissormode.integer & 1)
8839 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8842 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);
8843 r_waterstate.renderingrefraction = false;
8845 else if (p->materialflags & MATERIALFLAG_CAMERA)
8847 r_refdef.view = myview;
8849 r_refdef.view.clipplane = p->plane;
8850 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8851 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8853 r_refdef.view.width = r_waterstate.camerawidth;
8854 r_refdef.view.height = r_waterstate.cameraheight;
8855 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8856 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8858 if(p->camera_entity)
8860 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8861 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8864 // note: all of the view is used for displaying... so
8865 // there is no use in scissoring
8867 // reverse the cullface settings for this render
8868 r_refdef.view.cullface_front = GL_FRONT;
8869 r_refdef.view.cullface_back = GL_BACK;
8870 // also reverse the view matrix
8871 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
8872 R_RenderView_UpdateViewVectors();
8873 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8875 r_refdef.view.usecustompvs = true;
8876 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);
8879 // camera needs no clipplane
8880 r_refdef.view.useclipplane = false;
8882 PlaneClassify(&r_refdef.view.clipplane);
8884 R_ResetViewRendering3D();
8885 R_ClearScreen(r_refdef.fogenabled);
8889 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);
8890 r_waterstate.renderingrefraction = false;
8894 r_waterstate.renderingscene = false;
8895 r_refdef.view = originalview;
8896 R_ResetViewRendering3D();
8897 R_ClearScreen(r_refdef.fogenabled);
8901 r_refdef.view = originalview;
8902 r_waterstate.renderingscene = false;
8903 Cvar_SetValueQuick(&r_water, 0);
8904 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8908 void R_Bloom_StartFrame(void)
8910 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8912 switch(vid.renderpath)
8914 case RENDERPATH_GL20:
8915 case RENDERPATH_CGGL:
8916 case RENDERPATH_D3D9:
8917 case RENDERPATH_D3D10:
8918 case RENDERPATH_D3D11:
8920 case RENDERPATH_GL13:
8921 case RENDERPATH_GL11:
8925 // set bloomwidth and bloomheight to the bloom resolution that will be
8926 // used (often less than the screen resolution for faster rendering)
8927 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8928 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8929 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8930 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8931 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8933 // calculate desired texture sizes
8934 if (vid.support.arb_texture_non_power_of_two)
8936 screentexturewidth = r_refdef.view.width;
8937 screentextureheight = r_refdef.view.height;
8938 bloomtexturewidth = r_bloomstate.bloomwidth;
8939 bloomtextureheight = r_bloomstate.bloomheight;
8943 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8944 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8945 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8946 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8949 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))
8951 Cvar_SetValueQuick(&r_hdr, 0);
8952 Cvar_SetValueQuick(&r_bloom, 0);
8953 Cvar_SetValueQuick(&r_motionblur, 0);
8954 Cvar_SetValueQuick(&r_damageblur, 0);
8957 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)))
8958 screentexturewidth = screentextureheight = 0;
8959 if (!r_hdr.integer && !r_bloom.integer)
8960 bloomtexturewidth = bloomtextureheight = 0;
8962 // allocate textures as needed
8963 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8965 if (r_bloomstate.texture_screen)
8966 R_FreeTexture(r_bloomstate.texture_screen);
8967 r_bloomstate.texture_screen = NULL;
8968 r_bloomstate.screentexturewidth = screentexturewidth;
8969 r_bloomstate.screentextureheight = screentextureheight;
8970 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8971 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);
8973 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8975 if (r_bloomstate.texture_bloom)
8976 R_FreeTexture(r_bloomstate.texture_bloom);
8977 r_bloomstate.texture_bloom = NULL;
8978 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8979 r_bloomstate.bloomtextureheight = bloomtextureheight;
8980 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8981 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);
8984 // when doing a reduced render (HDR) we want to use a smaller area
8985 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8986 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8987 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8988 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8989 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8991 // set up a texcoord array for the full resolution screen image
8992 // (we have to keep this around to copy back during final render)
8993 r_bloomstate.screentexcoord2f[0] = 0;
8994 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8995 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8996 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8997 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8998 r_bloomstate.screentexcoord2f[5] = 0;
8999 r_bloomstate.screentexcoord2f[6] = 0;
9000 r_bloomstate.screentexcoord2f[7] = 0;
9002 // set up a texcoord array for the reduced resolution bloom image
9003 // (which will be additive blended over the screen image)
9004 r_bloomstate.bloomtexcoord2f[0] = 0;
9005 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9006 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9007 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9008 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9009 r_bloomstate.bloomtexcoord2f[5] = 0;
9010 r_bloomstate.bloomtexcoord2f[6] = 0;
9011 r_bloomstate.bloomtexcoord2f[7] = 0;
9013 switch(vid.renderpath)
9015 case RENDERPATH_GL11:
9016 case RENDERPATH_GL13:
9017 case RENDERPATH_GL20:
9018 case RENDERPATH_CGGL:
9020 case RENDERPATH_D3D9:
9021 case RENDERPATH_D3D10:
9022 case RENDERPATH_D3D11:
9025 for (i = 0;i < 4;i++)
9027 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9028 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9029 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9030 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9036 if (r_hdr.integer || r_bloom.integer)
9038 r_bloomstate.enabled = true;
9039 r_bloomstate.hdr = r_hdr.integer != 0;
9042 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);
9045 void R_Bloom_CopyBloomTexture(float colorscale)
9047 r_refdef.stats.bloom++;
9049 // scale down screen texture to the bloom texture size
9051 R_SetViewport(&r_bloomstate.viewport);
9052 GL_BlendFunc(GL_ONE, GL_ZERO);
9053 GL_Color(colorscale, colorscale, colorscale, 1);
9054 // 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...
9055 switch(vid.renderpath)
9057 case RENDERPATH_GL11:
9058 case RENDERPATH_GL13:
9059 case RENDERPATH_GL20:
9060 case RENDERPATH_CGGL:
9061 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9063 case RENDERPATH_D3D9:
9064 case RENDERPATH_D3D10:
9065 case RENDERPATH_D3D11:
9066 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9069 // TODO: do boxfilter scale-down in shader?
9070 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9071 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9072 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9074 // we now have a bloom image in the framebuffer
9075 // copy it into the bloom image texture for later processing
9076 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);
9077 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9080 void R_Bloom_CopyHDRTexture(void)
9082 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);
9083 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9086 void R_Bloom_MakeTexture(void)
9089 float xoffset, yoffset, r, brighten;
9091 r_refdef.stats.bloom++;
9093 R_ResetViewRendering2D();
9095 // we have a bloom image in the framebuffer
9097 R_SetViewport(&r_bloomstate.viewport);
9099 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9102 r = bound(0, r_bloom_colorexponent.value / x, 1);
9103 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9105 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9106 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9107 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9108 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9110 // copy the vertically blurred bloom view to a texture
9111 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);
9112 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9115 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9116 brighten = r_bloom_brighten.value;
9118 brighten *= r_hdr_range.value;
9119 brighten = sqrt(brighten);
9121 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9122 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9124 for (dir = 0;dir < 2;dir++)
9126 // blend on at multiple vertical offsets to achieve a vertical blur
9127 // TODO: do offset blends using GLSL
9128 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9129 GL_BlendFunc(GL_ONE, GL_ZERO);
9130 for (x = -range;x <= range;x++)
9132 if (!dir){xoffset = 0;yoffset = x;}
9133 else {xoffset = x;yoffset = 0;}
9134 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9135 yoffset /= (float)r_bloomstate.bloomtextureheight;
9136 // compute a texcoord array with the specified x and y offset
9137 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9138 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9139 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9140 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9141 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9142 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9143 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9144 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9145 // this r value looks like a 'dot' particle, fading sharply to
9146 // black at the edges
9147 // (probably not realistic but looks good enough)
9148 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9149 //r = brighten/(range*2+1);
9150 r = brighten / (range * 2 + 1);
9152 r *= (1 - x*x/(float)(range*range));
9153 GL_Color(r, r, r, 1);
9154 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9155 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9156 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9157 GL_BlendFunc(GL_ONE, GL_ONE);
9160 // copy the vertically blurred bloom view to a texture
9161 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);
9162 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9166 void R_HDR_RenderBloomTexture(void)
9168 int oldwidth, oldheight;
9169 float oldcolorscale;
9171 oldcolorscale = r_refdef.view.colorscale;
9172 oldwidth = r_refdef.view.width;
9173 oldheight = r_refdef.view.height;
9174 r_refdef.view.width = r_bloomstate.bloomwidth;
9175 r_refdef.view.height = r_bloomstate.bloomheight;
9177 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9178 // TODO: add exposure compensation features
9179 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9181 r_refdef.view.showdebug = false;
9182 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9184 R_ResetViewRendering3D();
9186 R_ClearScreen(r_refdef.fogenabled);
9187 if (r_timereport_active)
9188 R_TimeReport("HDRclear");
9191 if (r_timereport_active)
9192 R_TimeReport("visibility");
9194 // only do secondary renders with HDR if r_hdr is 2 or higher
9195 r_waterstate.numwaterplanes = 0;
9196 if (r_waterstate.enabled && r_hdr.integer >= 2)
9197 R_RenderWaterPlanes();
9199 r_refdef.view.showdebug = true;
9201 r_waterstate.numwaterplanes = 0;
9203 R_ResetViewRendering2D();
9205 R_Bloom_CopyHDRTexture();
9206 R_Bloom_MakeTexture();
9208 // restore the view settings
9209 r_refdef.view.width = oldwidth;
9210 r_refdef.view.height = oldheight;
9211 r_refdef.view.colorscale = oldcolorscale;
9213 R_ResetViewRendering3D();
9215 R_ClearScreen(r_refdef.fogenabled);
9216 if (r_timereport_active)
9217 R_TimeReport("viewclear");
9220 static void R_BlendView(void)
9222 unsigned int permutation;
9223 float uservecs[4][4];
9225 switch (vid.renderpath)
9227 case RENDERPATH_GL20:
9228 case RENDERPATH_CGGL:
9229 case RENDERPATH_D3D9:
9230 case RENDERPATH_D3D10:
9231 case RENDERPATH_D3D11:
9233 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9234 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9235 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9236 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9237 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9239 if (r_bloomstate.texture_screen)
9241 // make sure the buffer is available
9242 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9244 R_ResetViewRendering2D();
9246 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9248 // declare variables
9250 static float avgspeed;
9252 speed = VectorLength(cl.movement_velocity);
9254 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9255 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9257 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9258 speed = bound(0, speed, 1);
9259 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9261 // calculate values into a standard alpha
9262 cl.motionbluralpha = 1 - exp(-
9264 (r_motionblur.value * speed / 80)
9266 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9269 max(0.0001, cl.time - cl.oldtime) // fps independent
9272 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9273 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9275 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9277 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9278 GL_Color(1, 1, 1, cl.motionbluralpha);
9279 switch(vid.renderpath)
9281 case RENDERPATH_GL11:
9282 case RENDERPATH_GL13:
9283 case RENDERPATH_GL20:
9284 case RENDERPATH_CGGL:
9285 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9287 case RENDERPATH_D3D9:
9288 case RENDERPATH_D3D10:
9289 case RENDERPATH_D3D11:
9290 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9293 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9294 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9295 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9299 // copy view into the screen texture
9300 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);
9301 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9303 else if (!r_bloomstate.texture_bloom)
9305 // we may still have to do view tint...
9306 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9308 // apply a color tint to the whole view
9309 R_ResetViewRendering2D();
9310 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9311 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9312 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9313 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9314 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9316 break; // no screen processing, no bloom, skip it
9319 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9321 // render simple bloom effect
9322 // copy the screen and shrink it and darken it for the bloom process
9323 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9324 // make the bloom texture
9325 R_Bloom_MakeTexture();
9328 #if _MSC_VER >= 1400
9329 #define sscanf sscanf_s
9331 memset(uservecs, 0, sizeof(uservecs));
9332 if (r_glsl_postprocess_uservec1_enable.integer)
9333 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9334 if (r_glsl_postprocess_uservec2_enable.integer)
9335 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9336 if (r_glsl_postprocess_uservec3_enable.integer)
9337 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9338 if (r_glsl_postprocess_uservec4_enable.integer)
9339 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9341 R_ResetViewRendering2D();
9342 GL_Color(1, 1, 1, 1);
9343 GL_BlendFunc(GL_ONE, GL_ZERO);
9345 switch(vid.renderpath)
9347 case RENDERPATH_GL20:
9348 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9349 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9350 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9351 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9352 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9353 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]);
9354 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9355 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]);
9356 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]);
9357 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]);
9358 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]);
9359 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9360 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9361 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);
9363 case RENDERPATH_CGGL:
9365 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9366 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9367 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9368 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9369 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9370 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
9371 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9372 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
9373 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
9374 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
9375 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
9376 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9377 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9378 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);
9381 case RENDERPATH_D3D9:
9383 // 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...
9384 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9385 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9386 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9387 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9388 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9389 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9390 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9391 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9392 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9393 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9394 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9395 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9396 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9397 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9400 case RENDERPATH_D3D10:
9401 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9403 case RENDERPATH_D3D11:
9404 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9409 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9410 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9412 case RENDERPATH_GL13:
9413 case RENDERPATH_GL11:
9414 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9416 // apply a color tint to the whole view
9417 R_ResetViewRendering2D();
9418 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9419 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9420 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9421 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9422 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9428 matrix4x4_t r_waterscrollmatrix;
9430 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9432 if (r_refdef.fog_density)
9434 r_refdef.fogcolor[0] = r_refdef.fog_red;
9435 r_refdef.fogcolor[1] = r_refdef.fog_green;
9436 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9438 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9439 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9440 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9441 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9445 VectorCopy(r_refdef.fogcolor, fogvec);
9446 // color.rgb *= ContrastBoost * SceneBrightness;
9447 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9448 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9449 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9450 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9455 void R_UpdateVariables(void)
9459 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9461 r_refdef.farclip = r_farclip_base.value;
9462 if (r_refdef.scene.worldmodel)
9463 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9464 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9466 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9467 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9468 r_refdef.polygonfactor = 0;
9469 r_refdef.polygonoffset = 0;
9470 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9471 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9473 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9474 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9475 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9476 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9477 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9478 if (FAKELIGHT_ENABLED)
9480 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9482 if (r_showsurfaces.integer)
9484 r_refdef.scene.rtworld = false;
9485 r_refdef.scene.rtworldshadows = false;
9486 r_refdef.scene.rtdlight = false;
9487 r_refdef.scene.rtdlightshadows = false;
9488 r_refdef.lightmapintensity = 0;
9491 if (gamemode == GAME_NEHAHRA)
9493 if (gl_fogenable.integer)
9495 r_refdef.oldgl_fogenable = true;
9496 r_refdef.fog_density = gl_fogdensity.value;
9497 r_refdef.fog_red = gl_fogred.value;
9498 r_refdef.fog_green = gl_foggreen.value;
9499 r_refdef.fog_blue = gl_fogblue.value;
9500 r_refdef.fog_alpha = 1;
9501 r_refdef.fog_start = 0;
9502 r_refdef.fog_end = gl_skyclip.value;
9503 r_refdef.fog_height = 1<<30;
9504 r_refdef.fog_fadedepth = 128;
9506 else if (r_refdef.oldgl_fogenable)
9508 r_refdef.oldgl_fogenable = false;
9509 r_refdef.fog_density = 0;
9510 r_refdef.fog_red = 0;
9511 r_refdef.fog_green = 0;
9512 r_refdef.fog_blue = 0;
9513 r_refdef.fog_alpha = 0;
9514 r_refdef.fog_start = 0;
9515 r_refdef.fog_end = 0;
9516 r_refdef.fog_height = 1<<30;
9517 r_refdef.fog_fadedepth = 128;
9521 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9522 r_refdef.fog_start = max(0, r_refdef.fog_start);
9523 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9525 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9527 if (r_refdef.fog_density && r_drawfog.integer)
9529 r_refdef.fogenabled = true;
9530 // this is the point where the fog reaches 0.9986 alpha, which we
9531 // consider a good enough cutoff point for the texture
9532 // (0.9986 * 256 == 255.6)
9533 if (r_fog_exp2.integer)
9534 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9536 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9537 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9538 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9539 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9540 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9541 R_BuildFogHeightTexture();
9542 // fog color was already set
9543 // update the fog texture
9544 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)
9545 R_BuildFogTexture();
9546 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9547 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9550 r_refdef.fogenabled = false;
9552 switch(vid.renderpath)
9554 case RENDERPATH_GL20:
9555 case RENDERPATH_CGGL:
9556 case RENDERPATH_D3D9:
9557 case RENDERPATH_D3D10:
9558 case RENDERPATH_D3D11:
9559 if(v_glslgamma.integer && !vid_gammatables_trivial)
9561 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9563 // build GLSL gamma texture
9564 #define RAMPWIDTH 256
9565 unsigned short ramp[RAMPWIDTH * 3];
9566 unsigned char rampbgr[RAMPWIDTH][4];
9569 r_texture_gammaramps_serial = vid_gammatables_serial;
9571 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9572 for(i = 0; i < RAMPWIDTH; ++i)
9574 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9575 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9576 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9579 if (r_texture_gammaramps)
9581 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9585 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9591 // remove GLSL gamma texture
9594 case RENDERPATH_GL13:
9595 case RENDERPATH_GL11:
9600 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9601 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9607 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9608 if( scenetype != r_currentscenetype ) {
9609 // store the old scenetype
9610 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9611 r_currentscenetype = scenetype;
9612 // move in the new scene
9613 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9622 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9624 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9625 if( scenetype == r_currentscenetype ) {
9626 return &r_refdef.scene;
9628 return &r_scenes_store[ scenetype ];
9637 void R_RenderView(void)
9639 if (r_timereport_active)
9640 R_TimeReport("start");
9641 r_textureframe++; // used only by R_GetCurrentTexture
9642 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9644 if(R_CompileShader_CheckStaticParms())
9647 if (!r_drawentities.integer)
9648 r_refdef.scene.numentities = 0;
9650 R_AnimCache_ClearCache();
9651 R_FrameData_NewFrame();
9653 if (r_refdef.view.isoverlay)
9655 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9656 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9657 R_TimeReport("depthclear");
9659 r_refdef.view.showdebug = false;
9661 r_waterstate.enabled = false;
9662 r_waterstate.numwaterplanes = 0;
9670 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9671 return; //Host_Error ("R_RenderView: NULL worldmodel");
9673 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9675 R_RenderView_UpdateViewVectors();
9677 R_Shadow_UpdateWorldLightSelection();
9679 R_Bloom_StartFrame();
9680 R_Water_StartFrame();
9683 if (r_timereport_active)
9684 R_TimeReport("viewsetup");
9686 R_ResetViewRendering3D();
9688 if (r_refdef.view.clear || r_refdef.fogenabled)
9690 R_ClearScreen(r_refdef.fogenabled);
9691 if (r_timereport_active)
9692 R_TimeReport("viewclear");
9694 r_refdef.view.clear = true;
9696 // this produces a bloom texture to be used in R_BlendView() later
9697 if (r_hdr.integer && r_bloomstate.bloomwidth)
9699 R_HDR_RenderBloomTexture();
9700 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9701 r_textureframe++; // used only by R_GetCurrentTexture
9704 r_refdef.view.showdebug = true;
9707 if (r_timereport_active)
9708 R_TimeReport("visibility");
9710 r_waterstate.numwaterplanes = 0;
9711 if (r_waterstate.enabled)
9712 R_RenderWaterPlanes();
9715 r_waterstate.numwaterplanes = 0;
9718 if (r_timereport_active)
9719 R_TimeReport("blendview");
9721 GL_Scissor(0, 0, vid.width, vid.height);
9722 GL_ScissorTest(false);
9727 void R_RenderWaterPlanes(void)
9729 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9731 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9732 if (r_timereport_active)
9733 R_TimeReport("waterworld");
9736 // don't let sound skip if going slow
9737 if (r_refdef.scene.extraupdate)
9740 R_DrawModelsAddWaterPlanes();
9741 if (r_timereport_active)
9742 R_TimeReport("watermodels");
9744 if (r_waterstate.numwaterplanes)
9746 R_Water_ProcessPlanes();
9747 if (r_timereport_active)
9748 R_TimeReport("waterscenes");
9752 extern void R_DrawLightningBeams (void);
9753 extern void VM_CL_AddPolygonsToMeshQueue (void);
9754 extern void R_DrawPortals (void);
9755 extern cvar_t cl_locs_show;
9756 static void R_DrawLocs(void);
9757 static void R_DrawEntityBBoxes(void);
9758 static void R_DrawModelDecals(void);
9759 extern void R_DrawModelShadows(void);
9760 extern void R_DrawModelShadowMaps(void);
9761 extern cvar_t cl_decals_newsystem;
9762 extern qboolean r_shadow_usingdeferredprepass;
9763 void R_RenderScene(void)
9765 qboolean shadowmapping = false;
9767 if (r_timereport_active)
9768 R_TimeReport("beginscene");
9770 r_refdef.stats.renders++;
9774 // don't let sound skip if going slow
9775 if (r_refdef.scene.extraupdate)
9778 R_MeshQueue_BeginScene();
9782 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);
9784 if (r_timereport_active)
9785 R_TimeReport("skystartframe");
9787 if (cl.csqc_vidvars.drawworld)
9789 // don't let sound skip if going slow
9790 if (r_refdef.scene.extraupdate)
9793 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9795 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9796 if (r_timereport_active)
9797 R_TimeReport("worldsky");
9800 if (R_DrawBrushModelsSky() && r_timereport_active)
9801 R_TimeReport("bmodelsky");
9803 if (skyrendermasked && skyrenderlater)
9805 // we have to force off the water clipping plane while rendering sky
9809 if (r_timereport_active)
9810 R_TimeReport("sky");
9814 R_AnimCache_CacheVisibleEntities();
9815 if (r_timereport_active)
9816 R_TimeReport("animation");
9818 R_Shadow_PrepareLights();
9819 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9820 R_Shadow_PrepareModelShadows();
9821 if (r_timereport_active)
9822 R_TimeReport("preparelights");
9824 if (R_Shadow_ShadowMappingEnabled())
9825 shadowmapping = true;
9827 if (r_shadow_usingdeferredprepass)
9828 R_Shadow_DrawPrepass();
9830 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9832 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9833 if (r_timereport_active)
9834 R_TimeReport("worlddepth");
9836 if (r_depthfirst.integer >= 2)
9838 R_DrawModelsDepth();
9839 if (r_timereport_active)
9840 R_TimeReport("modeldepth");
9843 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9845 R_DrawModelShadowMaps();
9846 R_ResetViewRendering3D();
9847 // don't let sound skip if going slow
9848 if (r_refdef.scene.extraupdate)
9852 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9854 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9855 if (r_timereport_active)
9856 R_TimeReport("world");
9859 // don't let sound skip if going slow
9860 if (r_refdef.scene.extraupdate)
9864 if (r_timereport_active)
9865 R_TimeReport("models");
9867 // don't let sound skip if going slow
9868 if (r_refdef.scene.extraupdate)
9871 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9873 R_DrawModelShadows();
9874 R_ResetViewRendering3D();
9875 // don't let sound skip if going slow
9876 if (r_refdef.scene.extraupdate)
9880 if (!r_shadow_usingdeferredprepass)
9882 R_Shadow_DrawLights();
9883 if (r_timereport_active)
9884 R_TimeReport("rtlights");
9887 // don't let sound skip if going slow
9888 if (r_refdef.scene.extraupdate)
9891 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9893 R_DrawModelShadows();
9894 R_ResetViewRendering3D();
9895 // don't let sound skip if going slow
9896 if (r_refdef.scene.extraupdate)
9900 if (cl.csqc_vidvars.drawworld)
9902 if (cl_decals_newsystem.integer)
9904 R_DrawModelDecals();
9905 if (r_timereport_active)
9906 R_TimeReport("modeldecals");
9911 if (r_timereport_active)
9912 R_TimeReport("decals");
9916 if (r_timereport_active)
9917 R_TimeReport("particles");
9920 if (r_timereport_active)
9921 R_TimeReport("explosions");
9923 R_DrawLightningBeams();
9924 if (r_timereport_active)
9925 R_TimeReport("lightning");
9928 VM_CL_AddPolygonsToMeshQueue();
9930 if (r_refdef.view.showdebug)
9932 if (cl_locs_show.integer)
9935 if (r_timereport_active)
9936 R_TimeReport("showlocs");
9939 if (r_drawportals.integer)
9942 if (r_timereport_active)
9943 R_TimeReport("portals");
9946 if (r_showbboxes.value > 0)
9948 R_DrawEntityBBoxes();
9949 if (r_timereport_active)
9950 R_TimeReport("bboxes");
9954 R_MeshQueue_RenderTransparent();
9955 if (r_timereport_active)
9956 R_TimeReport("drawtrans");
9958 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))
9960 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9961 if (r_timereport_active)
9962 R_TimeReport("worlddebug");
9963 R_DrawModelsDebug();
9964 if (r_timereport_active)
9965 R_TimeReport("modeldebug");
9968 if (cl.csqc_vidvars.drawworld)
9970 R_Shadow_DrawCoronas();
9971 if (r_timereport_active)
9972 R_TimeReport("coronas");
9977 GL_DepthTest(false);
9978 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9979 GL_Color(1, 1, 1, 1);
9980 qglBegin(GL_POLYGON);
9981 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9982 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9983 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9984 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9986 qglBegin(GL_POLYGON);
9987 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9988 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9989 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9990 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9992 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9996 // don't let sound skip if going slow
9997 if (r_refdef.scene.extraupdate)
10000 R_ResetViewRendering2D();
10003 static const unsigned short bboxelements[36] =
10013 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10016 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10018 RSurf_ActiveWorldEntity();
10020 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10021 GL_DepthMask(false);
10022 GL_DepthRange(0, 1);
10023 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10024 // R_Mesh_ResetTextureState();
10026 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10027 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10028 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10029 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10030 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10031 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10032 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10033 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10034 R_FillColors(color4f, 8, cr, cg, cb, ca);
10035 if (r_refdef.fogenabled)
10037 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10039 f1 = RSurf_FogVertex(v);
10041 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10042 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10043 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10046 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10047 R_Mesh_ResetTextureState();
10048 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10049 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10052 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10056 prvm_edict_t *edict;
10057 prvm_prog_t *prog_save = prog;
10059 // this function draws bounding boxes of server entities
10063 GL_CullFace(GL_NONE);
10064 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10068 for (i = 0;i < numsurfaces;i++)
10070 edict = PRVM_EDICT_NUM(surfacelist[i]);
10071 switch ((int)edict->fields.server->solid)
10073 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10074 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10075 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10076 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10077 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10078 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10080 color[3] *= r_showbboxes.value;
10081 color[3] = bound(0, color[3], 1);
10082 GL_DepthTest(!r_showdisabledepthtest.integer);
10083 GL_CullFace(r_refdef.view.cullface_front);
10084 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10090 static void R_DrawEntityBBoxes(void)
10093 prvm_edict_t *edict;
10095 prvm_prog_t *prog_save = prog;
10097 // this function draws bounding boxes of server entities
10103 for (i = 0;i < prog->num_edicts;i++)
10105 edict = PRVM_EDICT_NUM(i);
10106 if (edict->priv.server->free)
10108 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10109 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10111 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10113 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10114 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10120 static const int nomodelelement3i[24] =
10132 static const unsigned short nomodelelement3s[24] =
10144 static const float nomodelvertex3f[6*3] =
10154 static const float nomodelcolor4f[6*4] =
10156 0.0f, 0.0f, 0.5f, 1.0f,
10157 0.0f, 0.0f, 0.5f, 1.0f,
10158 0.0f, 0.5f, 0.0f, 1.0f,
10159 0.0f, 0.5f, 0.0f, 1.0f,
10160 0.5f, 0.0f, 0.0f, 1.0f,
10161 0.5f, 0.0f, 0.0f, 1.0f
10164 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10168 float color4f[6*4];
10170 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);
10172 // this is only called once per entity so numsurfaces is always 1, and
10173 // surfacelist is always {0}, so this code does not handle batches
10175 if (rsurface.ent_flags & RENDER_ADDITIVE)
10177 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10178 GL_DepthMask(false);
10180 else if (rsurface.colormod[3] < 1)
10182 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10183 GL_DepthMask(false);
10187 GL_BlendFunc(GL_ONE, GL_ZERO);
10188 GL_DepthMask(true);
10190 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10191 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10192 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10193 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10194 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10195 for (i = 0, c = color4f;i < 6;i++, c += 4)
10197 c[0] *= rsurface.colormod[0];
10198 c[1] *= rsurface.colormod[1];
10199 c[2] *= rsurface.colormod[2];
10200 c[3] *= rsurface.colormod[3];
10202 if (r_refdef.fogenabled)
10204 for (i = 0, c = color4f;i < 6;i++, c += 4)
10206 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10208 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10209 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10210 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10213 // R_Mesh_ResetTextureState();
10214 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10215 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10216 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10219 void R_DrawNoModel(entity_render_t *ent)
10222 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10223 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10224 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10226 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10229 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10231 vec3_t right1, right2, diff, normal;
10233 VectorSubtract (org2, org1, normal);
10235 // calculate 'right' vector for start
10236 VectorSubtract (r_refdef.view.origin, org1, diff);
10237 CrossProduct (normal, diff, right1);
10238 VectorNormalize (right1);
10240 // calculate 'right' vector for end
10241 VectorSubtract (r_refdef.view.origin, org2, diff);
10242 CrossProduct (normal, diff, right2);
10243 VectorNormalize (right2);
10245 vert[ 0] = org1[0] + width * right1[0];
10246 vert[ 1] = org1[1] + width * right1[1];
10247 vert[ 2] = org1[2] + width * right1[2];
10248 vert[ 3] = org1[0] - width * right1[0];
10249 vert[ 4] = org1[1] - width * right1[1];
10250 vert[ 5] = org1[2] - width * right1[2];
10251 vert[ 6] = org2[0] - width * right2[0];
10252 vert[ 7] = org2[1] - width * right2[1];
10253 vert[ 8] = org2[2] - width * right2[2];
10254 vert[ 9] = org2[0] + width * right2[0];
10255 vert[10] = org2[1] + width * right2[1];
10256 vert[11] = org2[2] + width * right2[2];
10259 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)
10261 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10262 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10263 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10264 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10265 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10266 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10267 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10268 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10269 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10270 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10271 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10272 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10275 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10280 VectorSet(v, x, y, z);
10281 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10282 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10284 if (i == mesh->numvertices)
10286 if (mesh->numvertices < mesh->maxvertices)
10288 VectorCopy(v, vertex3f);
10289 mesh->numvertices++;
10291 return mesh->numvertices;
10297 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10300 int *e, element[3];
10301 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10302 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10303 e = mesh->element3i + mesh->numtriangles * 3;
10304 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10306 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10307 if (mesh->numtriangles < mesh->maxtriangles)
10312 mesh->numtriangles++;
10314 element[1] = element[2];
10318 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10321 int *e, element[3];
10322 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10323 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10324 e = mesh->element3i + mesh->numtriangles * 3;
10325 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10327 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10328 if (mesh->numtriangles < mesh->maxtriangles)
10333 mesh->numtriangles++;
10335 element[1] = element[2];
10339 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10340 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10342 int planenum, planenum2;
10345 mplane_t *plane, *plane2;
10347 double temppoints[2][256*3];
10348 // figure out how large a bounding box we need to properly compute this brush
10350 for (w = 0;w < numplanes;w++)
10351 maxdist = max(maxdist, fabs(planes[w].dist));
10352 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10353 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10354 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10358 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10359 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10361 if (planenum2 == planenum)
10363 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);
10366 if (tempnumpoints < 3)
10368 // generate elements forming a triangle fan for this polygon
10369 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10373 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)
10375 texturelayer_t *layer;
10376 layer = t->currentlayers + t->currentnumlayers++;
10377 layer->type = type;
10378 layer->depthmask = depthmask;
10379 layer->blendfunc1 = blendfunc1;
10380 layer->blendfunc2 = blendfunc2;
10381 layer->texture = texture;
10382 layer->texmatrix = *matrix;
10383 layer->color[0] = r;
10384 layer->color[1] = g;
10385 layer->color[2] = b;
10386 layer->color[3] = a;
10389 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10391 if(parms[0] == 0 && parms[1] == 0)
10393 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10394 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10399 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10402 index = parms[2] + r_refdef.scene.time * parms[3];
10403 index -= floor(index);
10404 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10407 case Q3WAVEFUNC_NONE:
10408 case Q3WAVEFUNC_NOISE:
10409 case Q3WAVEFUNC_COUNT:
10412 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10413 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10414 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10415 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10416 case Q3WAVEFUNC_TRIANGLE:
10418 f = index - floor(index);
10421 else if (index < 2)
10423 else if (index < 3)
10429 f = parms[0] + parms[1] * f;
10430 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10431 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10435 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10440 matrix4x4_t matrix, temp;
10441 switch(tcmod->tcmod)
10443 case Q3TCMOD_COUNT:
10445 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10446 matrix = r_waterscrollmatrix;
10448 matrix = identitymatrix;
10450 case Q3TCMOD_ENTITYTRANSLATE:
10451 // this is used in Q3 to allow the gamecode to control texcoord
10452 // scrolling on the entity, which is not supported in darkplaces yet.
10453 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10455 case Q3TCMOD_ROTATE:
10456 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10457 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10458 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10460 case Q3TCMOD_SCALE:
10461 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10463 case Q3TCMOD_SCROLL:
10464 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10466 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10467 w = (int) tcmod->parms[0];
10468 h = (int) tcmod->parms[1];
10469 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10471 idx = (int) floor(f * w * h);
10472 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10474 case Q3TCMOD_STRETCH:
10475 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10476 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10478 case Q3TCMOD_TRANSFORM:
10479 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10480 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10481 VectorSet(tcmat + 6, 0 , 0 , 1);
10482 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10483 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10485 case Q3TCMOD_TURBULENT:
10486 // this is handled in the RSurf_PrepareVertices function
10487 matrix = identitymatrix;
10491 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10494 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10496 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10497 char name[MAX_QPATH];
10498 skinframe_t *skinframe;
10499 unsigned char pixels[296*194];
10500 strlcpy(cache->name, skinname, sizeof(cache->name));
10501 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10502 if (developer_loading.integer)
10503 Con_Printf("loading %s\n", name);
10504 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10505 if (!skinframe || !skinframe->base)
10508 fs_offset_t filesize;
10510 f = FS_LoadFile(name, tempmempool, true, &filesize);
10513 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10514 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10518 cache->skinframe = skinframe;
10521 texture_t *R_GetCurrentTexture(texture_t *t)
10524 const entity_render_t *ent = rsurface.entity;
10525 dp_model_t *model = ent->model;
10526 q3shaderinfo_layer_tcmod_t *tcmod;
10528 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10529 return t->currentframe;
10530 t->update_lastrenderframe = r_textureframe;
10531 t->update_lastrenderentity = (void *)ent;
10533 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10534 t->camera_entity = ent->entitynumber;
10536 t->camera_entity = 0;
10538 // switch to an alternate material if this is a q1bsp animated material
10540 texture_t *texture = t;
10541 int s = rsurface.ent_skinnum;
10542 if ((unsigned int)s >= (unsigned int)model->numskins)
10544 if (model->skinscenes)
10546 if (model->skinscenes[s].framecount > 1)
10547 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10549 s = model->skinscenes[s].firstframe;
10552 t = t + s * model->num_surfaces;
10555 // use an alternate animation if the entity's frame is not 0,
10556 // and only if the texture has an alternate animation
10557 if (rsurface.ent_alttextures && t->anim_total[1])
10558 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10560 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10562 texture->currentframe = t;
10565 // update currentskinframe to be a qw skin or animation frame
10566 if (rsurface.ent_qwskin >= 0)
10568 i = rsurface.ent_qwskin;
10569 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10571 r_qwskincache_size = cl.maxclients;
10573 Mem_Free(r_qwskincache);
10574 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10576 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10577 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10578 t->currentskinframe = r_qwskincache[i].skinframe;
10579 if (t->currentskinframe == NULL)
10580 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10582 else if (t->numskinframes >= 2)
10583 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10584 if (t->backgroundnumskinframes >= 2)
10585 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10587 t->currentmaterialflags = t->basematerialflags;
10588 t->currentalpha = rsurface.colormod[3];
10589 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10590 t->currentalpha *= r_wateralpha.value;
10591 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10592 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10593 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10594 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10595 if (!(rsurface.ent_flags & RENDER_LIGHT))
10596 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10597 else if (FAKELIGHT_ENABLED)
10599 // no modellight if using fakelight for the map
10601 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10603 // pick a model lighting mode
10604 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10605 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10607 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10609 if (rsurface.ent_flags & RENDER_ADDITIVE)
10610 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10611 else if (t->currentalpha < 1)
10612 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10613 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10614 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10615 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10616 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10617 if (t->backgroundnumskinframes)
10618 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10619 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10621 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10622 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10625 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10626 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10627 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10629 // there is no tcmod
10630 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10632 t->currenttexmatrix = r_waterscrollmatrix;
10633 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10635 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10637 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10638 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10641 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10642 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10643 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10644 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10646 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10647 if (t->currentskinframe->qpixels)
10648 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10649 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10650 if (!t->basetexture)
10651 t->basetexture = r_texture_notexture;
10652 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10653 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10654 t->nmaptexture = t->currentskinframe->nmap;
10655 if (!t->nmaptexture)
10656 t->nmaptexture = r_texture_blanknormalmap;
10657 t->glosstexture = r_texture_black;
10658 t->glowtexture = t->currentskinframe->glow;
10659 t->fogtexture = t->currentskinframe->fog;
10660 t->reflectmasktexture = t->currentskinframe->reflect;
10661 if (t->backgroundnumskinframes)
10663 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10664 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10665 t->backgroundglosstexture = r_texture_black;
10666 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10667 if (!t->backgroundnmaptexture)
10668 t->backgroundnmaptexture = r_texture_blanknormalmap;
10672 t->backgroundbasetexture = r_texture_white;
10673 t->backgroundnmaptexture = r_texture_blanknormalmap;
10674 t->backgroundglosstexture = r_texture_black;
10675 t->backgroundglowtexture = NULL;
10677 t->specularpower = r_shadow_glossexponent.value;
10678 // TODO: store reference values for these in the texture?
10679 t->specularscale = 0;
10680 if (r_shadow_gloss.integer > 0)
10682 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10684 if (r_shadow_glossintensity.value > 0)
10686 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10687 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10688 t->specularscale = r_shadow_glossintensity.value;
10691 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10693 t->glosstexture = r_texture_white;
10694 t->backgroundglosstexture = r_texture_white;
10695 t->specularscale = r_shadow_gloss2intensity.value;
10696 t->specularpower = r_shadow_gloss2exponent.value;
10699 t->specularscale *= t->specularscalemod;
10700 t->specularpower *= t->specularpowermod;
10702 // lightmaps mode looks bad with dlights using actual texturing, so turn
10703 // off the colormap and glossmap, but leave the normalmap on as it still
10704 // accurately represents the shading involved
10705 if (gl_lightmaps.integer)
10707 t->basetexture = r_texture_grey128;
10708 t->pantstexture = r_texture_black;
10709 t->shirttexture = r_texture_black;
10710 t->nmaptexture = r_texture_blanknormalmap;
10711 t->glosstexture = r_texture_black;
10712 t->glowtexture = NULL;
10713 t->fogtexture = NULL;
10714 t->reflectmasktexture = NULL;
10715 t->backgroundbasetexture = NULL;
10716 t->backgroundnmaptexture = r_texture_blanknormalmap;
10717 t->backgroundglosstexture = r_texture_black;
10718 t->backgroundglowtexture = NULL;
10719 t->specularscale = 0;
10720 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10723 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10724 VectorClear(t->dlightcolor);
10725 t->currentnumlayers = 0;
10726 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10728 int blendfunc1, blendfunc2;
10729 qboolean depthmask;
10730 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10732 blendfunc1 = GL_SRC_ALPHA;
10733 blendfunc2 = GL_ONE;
10735 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10737 blendfunc1 = GL_SRC_ALPHA;
10738 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10740 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10742 blendfunc1 = t->customblendfunc[0];
10743 blendfunc2 = t->customblendfunc[1];
10747 blendfunc1 = GL_ONE;
10748 blendfunc2 = GL_ZERO;
10750 // don't colormod evilblend textures
10751 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10752 VectorSet(t->lightmapcolor, 1, 1, 1);
10753 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10754 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10756 // fullbright is not affected by r_refdef.lightmapintensity
10757 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]);
10758 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10759 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]);
10760 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10761 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]);
10765 vec3_t ambientcolor;
10767 // set the color tint used for lights affecting this surface
10768 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10770 // q3bsp has no lightmap updates, so the lightstylevalue that
10771 // would normally be baked into the lightmap must be
10772 // applied to the color
10773 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10774 if (model->type == mod_brushq3)
10775 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10776 colorscale *= r_refdef.lightmapintensity;
10777 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10778 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10779 // basic lit geometry
10780 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]);
10781 // add pants/shirt if needed
10782 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10783 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]);
10784 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10785 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]);
10786 // now add ambient passes if needed
10787 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10789 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]);
10790 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10791 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]);
10792 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10793 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]);
10796 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10797 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]);
10798 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10800 // if this is opaque use alpha blend which will darken the earlier
10803 // if this is an alpha blended material, all the earlier passes
10804 // were darkened by fog already, so we only need to add the fog
10805 // color ontop through the fog mask texture
10807 // if this is an additive blended material, all the earlier passes
10808 // were darkened by fog already, and we should not add fog color
10809 // (because the background was not darkened, there is no fog color
10810 // that was lost behind it).
10811 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]);
10815 return t->currentframe;
10818 rsurfacestate_t rsurface;
10820 void R_Mesh_ResizeArrays(int newvertices)
10822 unsigned char *base;
10824 if (rsurface.array_size >= newvertices)
10826 if (rsurface.array_base)
10827 Mem_Free(rsurface.array_base);
10828 rsurface.array_size = (newvertices + 1023) & ~1023;
10830 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10831 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10832 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10833 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10834 size += rsurface.array_size * sizeof(float[3]);
10835 size += rsurface.array_size * sizeof(float[3]);
10836 size += rsurface.array_size * sizeof(float[3]);
10837 size += rsurface.array_size * sizeof(float[3]);
10838 size += rsurface.array_size * sizeof(float[3]);
10839 size += rsurface.array_size * sizeof(float[3]);
10840 size += rsurface.array_size * sizeof(float[3]);
10841 size += rsurface.array_size * sizeof(float[3]);
10842 size += rsurface.array_size * sizeof(float[4]);
10843 size += rsurface.array_size * sizeof(float[2]);
10844 size += rsurface.array_size * sizeof(float[2]);
10845 size += rsurface.array_size * sizeof(float[4]);
10846 size += rsurface.array_size * sizeof(int[3]);
10847 size += rsurface.array_size * sizeof(unsigned short[3]);
10848 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10849 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10850 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10851 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10852 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10853 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10854 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10855 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10856 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10857 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10858 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10859 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10860 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10861 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10862 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10863 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10864 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10865 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10866 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10869 void RSurf_ActiveWorldEntity(void)
10872 dp_model_t *model = r_refdef.scene.worldmodel;
10873 //if (rsurface.entity == r_refdef.scene.worldentity)
10875 rsurface.entity = r_refdef.scene.worldentity;
10876 rsurface.skeleton = NULL;
10877 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10878 rsurface.ent_skinnum = 0;
10879 rsurface.ent_qwskin = -1;
10880 rsurface.ent_shadertime = 0;
10881 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10882 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10883 if (rsurface.array_size < newvertices)
10884 R_Mesh_ResizeArrays(newvertices);
10885 rsurface.matrix = identitymatrix;
10886 rsurface.inversematrix = identitymatrix;
10887 rsurface.matrixscale = 1;
10888 rsurface.inversematrixscale = 1;
10889 R_EntityMatrix(&identitymatrix);
10890 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10891 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10892 rsurface.fograngerecip = r_refdef.fograngerecip;
10893 rsurface.fogheightfade = r_refdef.fogheightfade;
10894 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10895 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10896 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10897 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10898 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10899 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10900 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10901 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10902 rsurface.colormod[3] = 1;
10903 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);
10904 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10905 rsurface.frameblend[0].lerp = 1;
10906 rsurface.ent_alttextures = false;
10907 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10908 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10909 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10910 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10911 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10912 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10913 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10914 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10915 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10916 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10917 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10918 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10919 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10920 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10921 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10922 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10923 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10924 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10925 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10926 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10927 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10928 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10929 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10930 rsurface.modelelement3i = model->surfmesh.data_element3i;
10931 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10932 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10933 rsurface.modelelement3s = model->surfmesh.data_element3s;
10934 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10935 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10936 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10937 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10938 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10939 rsurface.modelsurfaces = model->data_surfaces;
10940 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10941 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10942 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10943 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10944 rsurface.modelgeneratedvertex = false;
10945 rsurface.batchgeneratedvertex = false;
10946 rsurface.batchfirstvertex = 0;
10947 rsurface.batchnumvertices = 0;
10948 rsurface.batchfirsttriangle = 0;
10949 rsurface.batchnumtriangles = 0;
10950 rsurface.batchvertex3f = NULL;
10951 rsurface.batchvertex3f_vertexbuffer = NULL;
10952 rsurface.batchvertex3f_bufferoffset = 0;
10953 rsurface.batchsvector3f = NULL;
10954 rsurface.batchsvector3f_vertexbuffer = NULL;
10955 rsurface.batchsvector3f_bufferoffset = 0;
10956 rsurface.batchtvector3f = NULL;
10957 rsurface.batchtvector3f_vertexbuffer = NULL;
10958 rsurface.batchtvector3f_bufferoffset = 0;
10959 rsurface.batchnormal3f = NULL;
10960 rsurface.batchnormal3f_vertexbuffer = NULL;
10961 rsurface.batchnormal3f_bufferoffset = 0;
10962 rsurface.batchlightmapcolor4f = NULL;
10963 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10964 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10965 rsurface.batchtexcoordtexture2f = NULL;
10966 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10967 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10968 rsurface.batchtexcoordlightmap2f = NULL;
10969 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10970 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10971 rsurface.batchvertexmesh = NULL;
10972 rsurface.batchvertexmeshbuffer = NULL;
10973 rsurface.batchvertexposition = NULL;
10974 rsurface.batchvertexpositionbuffer = NULL;
10975 rsurface.batchelement3i = NULL;
10976 rsurface.batchelement3i_indexbuffer = NULL;
10977 rsurface.batchelement3i_bufferoffset = 0;
10978 rsurface.batchelement3s = NULL;
10979 rsurface.batchelement3s_indexbuffer = NULL;
10980 rsurface.batchelement3s_bufferoffset = 0;
10981 rsurface.passcolor4f = NULL;
10982 rsurface.passcolor4f_vertexbuffer = NULL;
10983 rsurface.passcolor4f_bufferoffset = 0;
10986 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10989 dp_model_t *model = ent->model;
10990 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10992 rsurface.entity = (entity_render_t *)ent;
10993 rsurface.skeleton = ent->skeleton;
10994 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10995 rsurface.ent_skinnum = ent->skinnum;
10996 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;
10997 rsurface.ent_shadertime = ent->shadertime;
10998 rsurface.ent_flags = ent->flags;
10999 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11000 if (rsurface.array_size < newvertices)
11001 R_Mesh_ResizeArrays(newvertices);
11002 rsurface.matrix = ent->matrix;
11003 rsurface.inversematrix = ent->inversematrix;
11004 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11005 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11006 R_EntityMatrix(&rsurface.matrix);
11007 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11008 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11009 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11010 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11011 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11012 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11013 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11014 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11015 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11016 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11017 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11018 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11019 rsurface.colormod[3] = ent->alpha;
11020 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11021 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11022 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11023 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11024 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11025 if (ent->model->brush.submodel && !prepass)
11027 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11028 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11030 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11032 if (ent->animcache_vertex3f && !r_framedata_failed)
11034 rsurface.modelvertex3f = ent->animcache_vertex3f;
11035 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11036 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11037 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11038 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11039 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11040 rsurface.modelvertexposition = ent->animcache_vertexposition;
11041 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11043 else if (wanttangents)
11045 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11046 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11047 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11048 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11049 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11050 rsurface.modelvertexmesh = NULL;
11051 rsurface.modelvertexmeshbuffer = NULL;
11052 rsurface.modelvertexposition = NULL;
11053 rsurface.modelvertexpositionbuffer = NULL;
11055 else if (wantnormals)
11057 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11058 rsurface.modelsvector3f = NULL;
11059 rsurface.modeltvector3f = NULL;
11060 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11061 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11062 rsurface.modelvertexmesh = NULL;
11063 rsurface.modelvertexmeshbuffer = NULL;
11064 rsurface.modelvertexposition = NULL;
11065 rsurface.modelvertexpositionbuffer = NULL;
11069 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11070 rsurface.modelsvector3f = NULL;
11071 rsurface.modeltvector3f = NULL;
11072 rsurface.modelnormal3f = NULL;
11073 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11074 rsurface.modelvertexmesh = NULL;
11075 rsurface.modelvertexmeshbuffer = NULL;
11076 rsurface.modelvertexposition = NULL;
11077 rsurface.modelvertexpositionbuffer = NULL;
11079 rsurface.modelvertex3f_vertexbuffer = 0;
11080 rsurface.modelvertex3f_bufferoffset = 0;
11081 rsurface.modelsvector3f_vertexbuffer = 0;
11082 rsurface.modelsvector3f_bufferoffset = 0;
11083 rsurface.modeltvector3f_vertexbuffer = 0;
11084 rsurface.modeltvector3f_bufferoffset = 0;
11085 rsurface.modelnormal3f_vertexbuffer = 0;
11086 rsurface.modelnormal3f_bufferoffset = 0;
11087 rsurface.modelgeneratedvertex = true;
11091 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11092 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11093 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11094 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11095 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11096 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11097 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11098 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11099 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11100 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11101 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11102 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11103 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11104 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11105 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11106 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11107 rsurface.modelgeneratedvertex = false;
11109 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11110 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11111 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11112 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11113 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11114 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11115 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11116 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11117 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11118 rsurface.modelelement3i = model->surfmesh.data_element3i;
11119 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11120 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11121 rsurface.modelelement3s = model->surfmesh.data_element3s;
11122 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11123 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11124 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11125 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11126 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11127 rsurface.modelsurfaces = model->data_surfaces;
11128 rsurface.batchgeneratedvertex = false;
11129 rsurface.batchfirstvertex = 0;
11130 rsurface.batchnumvertices = 0;
11131 rsurface.batchfirsttriangle = 0;
11132 rsurface.batchnumtriangles = 0;
11133 rsurface.batchvertex3f = NULL;
11134 rsurface.batchvertex3f_vertexbuffer = NULL;
11135 rsurface.batchvertex3f_bufferoffset = 0;
11136 rsurface.batchsvector3f = NULL;
11137 rsurface.batchsvector3f_vertexbuffer = NULL;
11138 rsurface.batchsvector3f_bufferoffset = 0;
11139 rsurface.batchtvector3f = NULL;
11140 rsurface.batchtvector3f_vertexbuffer = NULL;
11141 rsurface.batchtvector3f_bufferoffset = 0;
11142 rsurface.batchnormal3f = NULL;
11143 rsurface.batchnormal3f_vertexbuffer = NULL;
11144 rsurface.batchnormal3f_bufferoffset = 0;
11145 rsurface.batchlightmapcolor4f = NULL;
11146 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11147 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11148 rsurface.batchtexcoordtexture2f = NULL;
11149 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11150 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11151 rsurface.batchtexcoordlightmap2f = NULL;
11152 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11153 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11154 rsurface.batchvertexmesh = NULL;
11155 rsurface.batchvertexmeshbuffer = NULL;
11156 rsurface.batchvertexposition = NULL;
11157 rsurface.batchvertexpositionbuffer = NULL;
11158 rsurface.batchelement3i = NULL;
11159 rsurface.batchelement3i_indexbuffer = NULL;
11160 rsurface.batchelement3i_bufferoffset = 0;
11161 rsurface.batchelement3s = NULL;
11162 rsurface.batchelement3s_indexbuffer = NULL;
11163 rsurface.batchelement3s_bufferoffset = 0;
11164 rsurface.passcolor4f = NULL;
11165 rsurface.passcolor4f_vertexbuffer = NULL;
11166 rsurface.passcolor4f_bufferoffset = 0;
11169 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)
11173 rsurface.entity = r_refdef.scene.worldentity;
11174 rsurface.skeleton = NULL;
11175 rsurface.ent_skinnum = 0;
11176 rsurface.ent_qwskin = -1;
11177 rsurface.ent_shadertime = shadertime;
11178 rsurface.ent_flags = entflags;
11179 rsurface.modelnumvertices = numvertices;
11180 rsurface.modelnumtriangles = numtriangles;
11181 newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11182 if (rsurface.array_size < newvertices)
11183 R_Mesh_ResizeArrays(newvertices);
11184 rsurface.matrix = *matrix;
11185 rsurface.inversematrix = *inversematrix;
11186 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11187 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11188 R_EntityMatrix(&rsurface.matrix);
11189 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11190 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11191 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11192 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11193 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11194 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11195 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11196 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11197 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11198 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11199 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11200 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11201 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);
11202 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11203 rsurface.frameblend[0].lerp = 1;
11204 rsurface.ent_alttextures = false;
11205 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11206 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11209 rsurface.modelvertex3f = vertex3f;
11210 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11211 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11212 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11214 else if (wantnormals)
11216 rsurface.modelvertex3f = vertex3f;
11217 rsurface.modelsvector3f = NULL;
11218 rsurface.modeltvector3f = NULL;
11219 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11223 rsurface.modelvertex3f = vertex3f;
11224 rsurface.modelsvector3f = NULL;
11225 rsurface.modeltvector3f = NULL;
11226 rsurface.modelnormal3f = NULL;
11228 rsurface.modelvertexmesh = NULL;
11229 rsurface.modelvertexmeshbuffer = NULL;
11230 rsurface.modelvertexposition = NULL;
11231 rsurface.modelvertexpositionbuffer = NULL;
11232 rsurface.modelvertex3f_vertexbuffer = 0;
11233 rsurface.modelvertex3f_bufferoffset = 0;
11234 rsurface.modelsvector3f_vertexbuffer = 0;
11235 rsurface.modelsvector3f_bufferoffset = 0;
11236 rsurface.modeltvector3f_vertexbuffer = 0;
11237 rsurface.modeltvector3f_bufferoffset = 0;
11238 rsurface.modelnormal3f_vertexbuffer = 0;
11239 rsurface.modelnormal3f_bufferoffset = 0;
11240 rsurface.modelgeneratedvertex = true;
11241 rsurface.modellightmapcolor4f = color4f;
11242 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11243 rsurface.modellightmapcolor4f_bufferoffset = 0;
11244 rsurface.modeltexcoordtexture2f = texcoord2f;
11245 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11246 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11247 rsurface.modeltexcoordlightmap2f = NULL;
11248 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11249 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11250 rsurface.modelelement3i = element3i;
11251 rsurface.modelelement3i_indexbuffer = NULL;
11252 rsurface.modelelement3i_bufferoffset = 0;
11253 rsurface.modelelement3s = element3s;
11254 rsurface.modelelement3s_indexbuffer = NULL;
11255 rsurface.modelelement3s_bufferoffset = 0;
11256 rsurface.modellightmapoffsets = NULL;
11257 rsurface.modelsurfaces = NULL;
11258 rsurface.batchgeneratedvertex = false;
11259 rsurface.batchfirstvertex = 0;
11260 rsurface.batchnumvertices = 0;
11261 rsurface.batchfirsttriangle = 0;
11262 rsurface.batchnumtriangles = 0;
11263 rsurface.batchvertex3f = NULL;
11264 rsurface.batchvertex3f_vertexbuffer = NULL;
11265 rsurface.batchvertex3f_bufferoffset = 0;
11266 rsurface.batchsvector3f = NULL;
11267 rsurface.batchsvector3f_vertexbuffer = NULL;
11268 rsurface.batchsvector3f_bufferoffset = 0;
11269 rsurface.batchtvector3f = NULL;
11270 rsurface.batchtvector3f_vertexbuffer = NULL;
11271 rsurface.batchtvector3f_bufferoffset = 0;
11272 rsurface.batchnormal3f = NULL;
11273 rsurface.batchnormal3f_vertexbuffer = NULL;
11274 rsurface.batchnormal3f_bufferoffset = 0;
11275 rsurface.batchlightmapcolor4f = NULL;
11276 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11277 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11278 rsurface.batchtexcoordtexture2f = NULL;
11279 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11280 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11281 rsurface.batchtexcoordlightmap2f = NULL;
11282 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11283 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11284 rsurface.batchvertexmesh = NULL;
11285 rsurface.batchvertexmeshbuffer = NULL;
11286 rsurface.batchvertexposition = NULL;
11287 rsurface.batchvertexpositionbuffer = NULL;
11288 rsurface.batchelement3i = NULL;
11289 rsurface.batchelement3i_indexbuffer = NULL;
11290 rsurface.batchelement3i_bufferoffset = 0;
11291 rsurface.batchelement3s = NULL;
11292 rsurface.batchelement3s_indexbuffer = NULL;
11293 rsurface.batchelement3s_bufferoffset = 0;
11294 rsurface.passcolor4f = NULL;
11295 rsurface.passcolor4f_vertexbuffer = NULL;
11296 rsurface.passcolor4f_bufferoffset = 0;
11298 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11300 if ((wantnormals || wanttangents) && !normal3f)
11302 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11303 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11305 if (wanttangents && !svector3f)
11307 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);
11308 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11309 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11314 float RSurf_FogPoint(const float *v)
11316 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11317 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11318 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11319 float FogHeightFade = r_refdef.fogheightfade;
11321 unsigned int fogmasktableindex;
11322 if (r_refdef.fogplaneviewabove)
11323 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11325 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11326 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11327 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11330 float RSurf_FogVertex(const float *v)
11332 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11333 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11334 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11335 float FogHeightFade = rsurface.fogheightfade;
11337 unsigned int fogmasktableindex;
11338 if (r_refdef.fogplaneviewabove)
11339 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11341 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11342 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11343 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11346 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11349 for (i = 0;i < numelements;i++)
11350 outelement3i[i] = inelement3i[i] + adjust;
11353 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11354 extern cvar_t gl_vbo;
11355 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11363 int surfacefirsttriangle;
11364 int surfacenumtriangles;
11365 int surfacefirstvertex;
11366 int surfaceendvertex;
11367 int surfacenumvertices;
11371 qboolean dynamicvertex;
11375 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11376 float waveparms[4];
11377 q3shaderinfo_deform_t *deform;
11378 const msurface_t *surface, *firstsurface;
11379 r_vertexposition_t *vertexposition;
11380 r_vertexmesh_t *vertexmesh;
11381 if (!texturenumsurfaces)
11383 // find vertex range of this surface batch
11385 firstsurface = texturesurfacelist[0];
11386 firsttriangle = firstsurface->num_firsttriangle;
11388 firstvertex = endvertex = firstsurface->num_firstvertex;
11389 for (i = 0;i < texturenumsurfaces;i++)
11391 surface = texturesurfacelist[i];
11392 if (surface != firstsurface + i)
11394 surfacefirstvertex = surface->num_firstvertex;
11395 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11396 surfacenumtriangles = surface->num_triangles;
11397 if (firstvertex > surfacefirstvertex)
11398 firstvertex = surfacefirstvertex;
11399 if (endvertex < surfaceendvertex)
11400 endvertex = surfaceendvertex;
11401 numtriangles += surfacenumtriangles;
11404 // we now know the vertex range used, and if there are any gaps in it
11405 rsurface.batchfirstvertex = firstvertex;
11406 rsurface.batchnumvertices = endvertex - firstvertex;
11407 rsurface.batchfirsttriangle = firsttriangle;
11408 rsurface.batchnumtriangles = numtriangles;
11410 // this variable holds flags for which properties have been updated that
11411 // may require regenerating vertexmesh or vertexposition arrays...
11414 // check if any dynamic vertex processing must occur
11415 dynamicvertex = false;
11417 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11418 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11419 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11421 switch (deform->deform)
11424 case Q3DEFORM_PROJECTIONSHADOW:
11425 case Q3DEFORM_TEXT0:
11426 case Q3DEFORM_TEXT1:
11427 case Q3DEFORM_TEXT2:
11428 case Q3DEFORM_TEXT3:
11429 case Q3DEFORM_TEXT4:
11430 case Q3DEFORM_TEXT5:
11431 case Q3DEFORM_TEXT6:
11432 case Q3DEFORM_TEXT7:
11433 case Q3DEFORM_NONE:
11435 case Q3DEFORM_AUTOSPRITE:
11436 dynamicvertex = true;
11437 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11438 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11440 case Q3DEFORM_AUTOSPRITE2:
11441 dynamicvertex = true;
11442 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11443 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11445 case Q3DEFORM_NORMAL:
11446 dynamicvertex = true;
11447 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11448 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11450 case Q3DEFORM_WAVE:
11451 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11452 break; // if wavefunc is a nop, ignore this transform
11453 dynamicvertex = true;
11454 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11455 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11457 case Q3DEFORM_BULGE:
11458 dynamicvertex = true;
11459 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11460 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11462 case Q3DEFORM_MOVE:
11463 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11464 break; // if wavefunc is a nop, ignore this transform
11465 dynamicvertex = true;
11466 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11467 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11471 switch(rsurface.texture->tcgen.tcgen)
11474 case Q3TCGEN_TEXTURE:
11476 case Q3TCGEN_LIGHTMAP:
11477 dynamicvertex = true;
11478 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11479 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11481 case Q3TCGEN_VECTOR:
11482 dynamicvertex = true;
11483 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11484 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11486 case Q3TCGEN_ENVIRONMENT:
11487 dynamicvertex = true;
11488 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11489 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11492 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11494 dynamicvertex = true;
11495 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11496 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11499 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11501 dynamicvertex = true;
11502 batchneed |= BATCHNEED_NOGAPS;
11503 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11506 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11508 dynamicvertex = true;
11509 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11510 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11513 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11515 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11516 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11517 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11518 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11519 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11520 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11521 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11524 // when the model data has no vertex buffer (dynamic mesh), we need to
11526 if (!rsurface.modelvertexmeshbuffer)
11527 batchneed |= BATCHNEED_NOGAPS;
11529 // if needsupdate, we have to do a dynamic vertex batch for sure
11530 if (needsupdate & batchneed)
11531 dynamicvertex = true;
11533 // see if we need to build vertexmesh from arrays
11534 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11535 dynamicvertex = true;
11537 // see if we need to build vertexposition from arrays
11538 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11539 dynamicvertex = true;
11541 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11542 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11543 dynamicvertex = true;
11545 // if there is a chance of animated vertex colors, it's a dynamic batch
11546 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11547 dynamicvertex = true;
11549 rsurface.batchvertex3f = rsurface.modelvertex3f;
11550 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11551 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11552 rsurface.batchsvector3f = rsurface.modelsvector3f;
11553 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11554 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11555 rsurface.batchtvector3f = rsurface.modeltvector3f;
11556 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11557 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11558 rsurface.batchnormal3f = rsurface.modelnormal3f;
11559 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11560 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11561 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11562 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11563 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11564 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11565 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11566 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11567 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11568 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11569 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11570 rsurface.batchvertexposition = rsurface.modelvertexposition;
11571 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11572 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11573 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11574 rsurface.batchelement3i = rsurface.modelelement3i;
11575 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11576 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11577 rsurface.batchelement3s = rsurface.modelelement3s;
11578 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11579 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11581 // if any dynamic vertex processing has to occur in software, we copy the
11582 // entire surface list together before processing to rebase the vertices
11583 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11585 // if any gaps exist and we do not have a static vertex buffer, we have to
11586 // copy the surface list together to avoid wasting upload bandwidth on the
11587 // vertices in the gaps.
11589 // if gaps exist and we have a static vertex buffer, we still have to
11590 // combine the index buffer ranges into one dynamic index buffer.
11592 // in all cases we end up with data that can be drawn in one call.
11594 if (!dynamicvertex)
11596 // static vertex data, just set pointers...
11597 rsurface.batchgeneratedvertex = false;
11598 // if there are gaps, we want to build a combined index buffer,
11599 // otherwise use the original static buffer with an appropriate offset
11604 for (i = 0;i < texturenumsurfaces;i++)
11606 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11607 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11608 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11609 numtriangles += surfacenumtriangles;
11611 rsurface.batchelement3i = rsurface.array_batchelement3i;
11612 rsurface.batchelement3i_indexbuffer = NULL;
11613 rsurface.batchelement3i_bufferoffset = 0;
11614 rsurface.batchelement3s = NULL;
11615 rsurface.batchelement3s_indexbuffer = NULL;
11616 rsurface.batchelement3s_bufferoffset = 0;
11617 if (endvertex <= 65536)
11619 rsurface.batchelement3s = rsurface.array_batchelement3s;
11620 for (i = 0;i < numtriangles*3;i++)
11621 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11623 rsurface.batchfirsttriangle = firsttriangle;
11624 rsurface.batchnumtriangles = numtriangles;
11629 // something needs software processing, do it for real...
11630 // we only directly handle interleaved array data in this case...
11631 rsurface.batchgeneratedvertex = true;
11633 // now copy the vertex data into a combined array and make an index array
11634 // (this is what Quake3 does all the time)
11635 //if (gaps || rsurface.batchfirstvertex)
11637 rsurface.batchvertexposition = NULL;
11638 rsurface.batchvertexpositionbuffer = NULL;
11639 rsurface.batchvertexmesh = NULL;
11640 rsurface.batchvertexmeshbuffer = NULL;
11641 rsurface.batchvertex3f = NULL;
11642 rsurface.batchvertex3f_vertexbuffer = NULL;
11643 rsurface.batchvertex3f_bufferoffset = 0;
11644 rsurface.batchsvector3f = NULL;
11645 rsurface.batchsvector3f_vertexbuffer = NULL;
11646 rsurface.batchsvector3f_bufferoffset = 0;
11647 rsurface.batchtvector3f = NULL;
11648 rsurface.batchtvector3f_vertexbuffer = NULL;
11649 rsurface.batchtvector3f_bufferoffset = 0;
11650 rsurface.batchnormal3f = NULL;
11651 rsurface.batchnormal3f_vertexbuffer = NULL;
11652 rsurface.batchnormal3f_bufferoffset = 0;
11653 rsurface.batchlightmapcolor4f = NULL;
11654 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11655 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11656 rsurface.batchtexcoordtexture2f = NULL;
11657 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11658 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11659 rsurface.batchtexcoordlightmap2f = NULL;
11660 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11661 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11662 rsurface.batchelement3i = rsurface.array_batchelement3i;
11663 rsurface.batchelement3i_indexbuffer = NULL;
11664 rsurface.batchelement3i_bufferoffset = 0;
11665 rsurface.batchelement3s = NULL;
11666 rsurface.batchelement3s_indexbuffer = NULL;
11667 rsurface.batchelement3s_bufferoffset = 0;
11668 // we'll only be setting up certain arrays as needed
11669 if (batchneed & BATCHNEED_VERTEXPOSITION)
11670 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11671 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11672 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11673 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11674 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11675 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11676 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11677 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11679 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11680 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11682 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11683 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11684 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11685 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11686 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11687 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11690 for (i = 0;i < texturenumsurfaces;i++)
11692 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11693 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11694 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11695 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11696 // copy only the data requested
11697 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11698 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11699 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11700 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11701 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11703 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11704 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11705 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11706 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11707 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11709 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11710 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11712 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11713 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11714 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11715 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11716 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11717 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11719 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11720 numvertices += surfacenumvertices;
11721 numtriangles += surfacenumtriangles;
11724 // generate a 16bit index array as well if possible
11725 // (in general, dynamic batches fit)
11726 if (numvertices <= 65536)
11728 rsurface.batchelement3s = rsurface.array_batchelement3s;
11729 for (i = 0;i < numtriangles*3;i++)
11730 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11733 // since we've copied everything, the batch now starts at 0
11734 rsurface.batchfirstvertex = 0;
11735 rsurface.batchnumvertices = numvertices;
11736 rsurface.batchfirsttriangle = 0;
11737 rsurface.batchnumtriangles = numtriangles;
11740 // q1bsp surfaces rendered in vertex color mode have to have colors
11741 // calculated based on lightstyles
11742 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11744 // generate color arrays for the surfaces in this list
11748 const int *offsets;
11749 const unsigned char *lm;
11751 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11752 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11753 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11754 for (i = 0;i < texturenumsurfaces;i++)
11756 surface = texturesurfacelist[i];
11757 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11758 surfacenumvertices = surface->num_vertices;
11759 if (surface->lightmapinfo->samples)
11761 for (j = 0;j < surfacenumvertices;j++)
11763 lm = surface->lightmapinfo->samples + offsets[j];
11764 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11765 VectorScale(lm, scale, c);
11766 if (surface->lightmapinfo->styles[1] != 255)
11768 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11770 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11771 VectorMA(c, scale, lm, c);
11772 if (surface->lightmapinfo->styles[2] != 255)
11775 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11776 VectorMA(c, scale, lm, c);
11777 if (surface->lightmapinfo->styles[3] != 255)
11780 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11781 VectorMA(c, scale, lm, c);
11788 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);
11794 for (j = 0;j < surfacenumvertices;j++)
11796 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11803 // if vertices are deformed (sprite flares and things in maps, possibly
11804 // water waves, bulges and other deformations), modify the copied vertices
11806 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11808 switch (deform->deform)
11811 case Q3DEFORM_PROJECTIONSHADOW:
11812 case Q3DEFORM_TEXT0:
11813 case Q3DEFORM_TEXT1:
11814 case Q3DEFORM_TEXT2:
11815 case Q3DEFORM_TEXT3:
11816 case Q3DEFORM_TEXT4:
11817 case Q3DEFORM_TEXT5:
11818 case Q3DEFORM_TEXT6:
11819 case Q3DEFORM_TEXT7:
11820 case Q3DEFORM_NONE:
11822 case Q3DEFORM_AUTOSPRITE:
11823 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11824 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11825 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11826 VectorNormalize(newforward);
11827 VectorNormalize(newright);
11828 VectorNormalize(newup);
11829 // a single autosprite surface can contain multiple sprites...
11830 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11832 VectorClear(center);
11833 for (i = 0;i < 4;i++)
11834 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11835 VectorScale(center, 0.25f, center);
11836 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11837 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11838 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11839 for (i = 0;i < 4;i++)
11841 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11842 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11845 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11846 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11847 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);
11848 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11849 rsurface.batchvertex3f_vertexbuffer = NULL;
11850 rsurface.batchvertex3f_bufferoffset = 0;
11851 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11852 rsurface.batchsvector3f_vertexbuffer = NULL;
11853 rsurface.batchsvector3f_bufferoffset = 0;
11854 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11855 rsurface.batchtvector3f_vertexbuffer = NULL;
11856 rsurface.batchtvector3f_bufferoffset = 0;
11857 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11858 rsurface.batchnormal3f_vertexbuffer = NULL;
11859 rsurface.batchnormal3f_bufferoffset = 0;
11861 case Q3DEFORM_AUTOSPRITE2:
11862 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11863 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11864 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11865 VectorNormalize(newforward);
11866 VectorNormalize(newright);
11867 VectorNormalize(newup);
11869 const float *v1, *v2;
11879 memset(shortest, 0, sizeof(shortest));
11880 // a single autosprite surface can contain multiple sprites...
11881 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11883 VectorClear(center);
11884 for (i = 0;i < 4;i++)
11885 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11886 VectorScale(center, 0.25f, center);
11887 // find the two shortest edges, then use them to define the
11888 // axis vectors for rotating around the central axis
11889 for (i = 0;i < 6;i++)
11891 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11892 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11893 l = VectorDistance2(v1, v2);
11894 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11895 if (v1[2] != v2[2])
11896 l += (1.0f / 1024.0f);
11897 if (shortest[0].length2 > l || i == 0)
11899 shortest[1] = shortest[0];
11900 shortest[0].length2 = l;
11901 shortest[0].v1 = v1;
11902 shortest[0].v2 = v2;
11904 else if (shortest[1].length2 > l || i == 1)
11906 shortest[1].length2 = l;
11907 shortest[1].v1 = v1;
11908 shortest[1].v2 = v2;
11911 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11912 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11913 // this calculates the right vector from the shortest edge
11914 // and the up vector from the edge midpoints
11915 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11916 VectorNormalize(right);
11917 VectorSubtract(end, start, up);
11918 VectorNormalize(up);
11919 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11920 VectorSubtract(rsurface.localvieworigin, center, forward);
11921 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11922 VectorNegate(forward, forward);
11923 VectorReflect(forward, 0, up, forward);
11924 VectorNormalize(forward);
11925 CrossProduct(up, forward, newright);
11926 VectorNormalize(newright);
11927 // rotate the quad around the up axis vector, this is made
11928 // especially easy by the fact we know the quad is flat,
11929 // so we only have to subtract the center position and
11930 // measure distance along the right vector, and then
11931 // multiply that by the newright vector and add back the
11933 // we also need to subtract the old position to undo the
11934 // displacement from the center, which we do with a
11935 // DotProduct, the subtraction/addition of center is also
11936 // optimized into DotProducts here
11937 l = DotProduct(right, center);
11938 for (i = 0;i < 4;i++)
11940 v1 = rsurface.batchvertex3f + 3*(j+i);
11941 f = DotProduct(right, v1) - l;
11942 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11946 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11947 rsurface.batchvertex3f_vertexbuffer = NULL;
11948 rsurface.batchvertex3f_bufferoffset = 0;
11949 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11951 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11952 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11953 rsurface.batchnormal3f_vertexbuffer = NULL;
11954 rsurface.batchnormal3f_bufferoffset = 0;
11956 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11958 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);
11959 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11960 rsurface.batchsvector3f_vertexbuffer = NULL;
11961 rsurface.batchsvector3f_bufferoffset = 0;
11962 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11963 rsurface.batchtvector3f_vertexbuffer = NULL;
11964 rsurface.batchtvector3f_bufferoffset = 0;
11967 case Q3DEFORM_NORMAL:
11968 // deform the normals to make reflections wavey
11969 for (j = 0;j < rsurface.batchnumvertices;j++)
11972 float *normal = rsurface.array_batchnormal3f + 3*j;
11973 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11974 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11975 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]);
11976 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]);
11977 VectorNormalize(normal);
11979 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11980 rsurface.batchnormal3f_vertexbuffer = NULL;
11981 rsurface.batchnormal3f_bufferoffset = 0;
11982 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11984 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);
11985 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11986 rsurface.batchsvector3f_vertexbuffer = NULL;
11987 rsurface.batchsvector3f_bufferoffset = 0;
11988 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11989 rsurface.batchtvector3f_vertexbuffer = NULL;
11990 rsurface.batchtvector3f_bufferoffset = 0;
11993 case Q3DEFORM_WAVE:
11994 // deform vertex array to make wavey water and flags and such
11995 waveparms[0] = deform->waveparms[0];
11996 waveparms[1] = deform->waveparms[1];
11997 waveparms[2] = deform->waveparms[2];
11998 waveparms[3] = deform->waveparms[3];
11999 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12000 break; // if wavefunc is a nop, don't make a dynamic vertex array
12001 // this is how a divisor of vertex influence on deformation
12002 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12003 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12004 for (j = 0;j < rsurface.batchnumvertices;j++)
12006 // if the wavefunc depends on time, evaluate it per-vertex
12009 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12010 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12012 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12014 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12015 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
12016 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12017 rsurface.batchvertex3f_vertexbuffer = NULL;
12018 rsurface.batchvertex3f_bufferoffset = 0;
12019 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12020 rsurface.batchnormal3f_vertexbuffer = NULL;
12021 rsurface.batchnormal3f_bufferoffset = 0;
12022 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12024 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);
12025 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12026 rsurface.batchsvector3f_vertexbuffer = NULL;
12027 rsurface.batchsvector3f_bufferoffset = 0;
12028 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12029 rsurface.batchtvector3f_vertexbuffer = NULL;
12030 rsurface.batchtvector3f_bufferoffset = 0;
12033 case Q3DEFORM_BULGE:
12034 // deform vertex array to make the surface have moving bulges
12035 for (j = 0;j < rsurface.batchnumvertices;j++)
12037 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12038 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12040 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12041 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
12042 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12043 rsurface.batchvertex3f_vertexbuffer = NULL;
12044 rsurface.batchvertex3f_bufferoffset = 0;
12045 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12046 rsurface.batchnormal3f_vertexbuffer = NULL;
12047 rsurface.batchnormal3f_bufferoffset = 0;
12048 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12050 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);
12051 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12052 rsurface.batchsvector3f_vertexbuffer = NULL;
12053 rsurface.batchsvector3f_bufferoffset = 0;
12054 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12055 rsurface.batchtvector3f_vertexbuffer = NULL;
12056 rsurface.batchtvector3f_bufferoffset = 0;
12059 case Q3DEFORM_MOVE:
12060 // deform vertex array
12061 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12062 break; // if wavefunc is a nop, don't make a dynamic vertex array
12063 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12064 VectorScale(deform->parms, scale, waveparms);
12065 for (j = 0;j < rsurface.batchnumvertices;j++)
12066 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12067 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12068 rsurface.batchvertex3f_vertexbuffer = NULL;
12069 rsurface.batchvertex3f_bufferoffset = 0;
12074 // generate texcoords based on the chosen texcoord source
12075 switch(rsurface.texture->tcgen.tcgen)
12078 case Q3TCGEN_TEXTURE:
12080 case Q3TCGEN_LIGHTMAP:
12081 if (rsurface.batchtexcoordlightmap2f)
12082 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12083 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12084 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12085 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12087 case Q3TCGEN_VECTOR:
12088 for (j = 0;j < rsurface.batchnumvertices;j++)
12090 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12091 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12093 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12094 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12095 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12097 case Q3TCGEN_ENVIRONMENT:
12098 // make environment reflections using a spheremap
12099 for (j = 0;j < rsurface.batchnumvertices;j++)
12101 // identical to Q3A's method, but executed in worldspace so
12102 // carried models can be shiny too
12104 float viewer[3], d, reflected[3], worldreflected[3];
12106 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12107 // VectorNormalize(viewer);
12109 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12111 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12112 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12113 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12114 // note: this is proportinal to viewer, so we can normalize later
12116 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12117 VectorNormalize(worldreflected);
12119 // note: this sphere map only uses world x and z!
12120 // so positive and negative y will LOOK THE SAME.
12121 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12122 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12124 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12125 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12126 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12129 // the only tcmod that needs software vertex processing is turbulent, so
12130 // check for it here and apply the changes if needed
12131 // and we only support that as the first one
12132 // (handling a mixture of turbulent and other tcmods would be problematic
12133 // without punting it entirely to a software path)
12134 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12136 amplitude = rsurface.texture->tcmods[0].parms[1];
12137 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12138 for (j = 0;j < rsurface.batchnumvertices;j++)
12140 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);
12141 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12143 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12144 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12145 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12148 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12150 // convert the modified arrays to vertex structs
12151 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12152 rsurface.batchvertexmeshbuffer = NULL;
12153 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12154 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12155 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12156 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12157 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12158 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12159 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12161 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12163 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12164 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12167 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12168 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12169 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12170 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12171 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12172 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12173 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12174 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12175 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12178 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12180 // convert the modified arrays to vertex structs
12181 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12182 rsurface.batchvertexpositionbuffer = NULL;
12183 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12184 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12186 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12187 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12191 void RSurf_DrawBatch(void)
12193 // sometimes a zero triangle surface (usually a degenerate patch) makes it
12194 // through the pipeline, killing it earlier in the pipeline would have
12195 // per-surface overhead rather than per-batch overhead, so it's best to
12196 // reject it here, before it hits glDraw.
12197 if (rsurface.batchnumtriangles == 0)
12200 // batch debugging code
12201 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12207 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12208 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12211 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12213 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12215 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12216 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12223 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);
12226 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12228 // pick the closest matching water plane
12229 int planeindex, vertexindex, bestplaneindex = -1;
12233 r_waterstate_waterplane_t *p;
12235 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12237 if(p->camera_entity != rsurface.texture->camera_entity)
12240 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12241 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12243 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12244 d += fabs(PlaneDiff(vert, &p->plane));
12246 if (bestd > d || bestplaneindex < 0)
12249 bestplaneindex = planeindex;
12252 return bestplaneindex;
12255 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12258 for (i = 0;i < rsurface.batchnumvertices;i++)
12259 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12260 rsurface.passcolor4f = rsurface.array_passcolor4f;
12261 rsurface.passcolor4f_vertexbuffer = 0;
12262 rsurface.passcolor4f_bufferoffset = 0;
12265 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12272 if (rsurface.passcolor4f)
12274 // generate color arrays
12275 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)
12277 f = RSurf_FogVertex(v);
12286 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12288 f = RSurf_FogVertex(v);
12295 rsurface.passcolor4f = rsurface.array_passcolor4f;
12296 rsurface.passcolor4f_vertexbuffer = 0;
12297 rsurface.passcolor4f_bufferoffset = 0;
12300 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12307 if (!rsurface.passcolor4f)
12309 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)
12311 f = RSurf_FogVertex(v);
12312 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12313 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12314 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12317 rsurface.passcolor4f = rsurface.array_passcolor4f;
12318 rsurface.passcolor4f_vertexbuffer = 0;
12319 rsurface.passcolor4f_bufferoffset = 0;
12322 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12327 if (!rsurface.passcolor4f)
12329 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12336 rsurface.passcolor4f = rsurface.array_passcolor4f;
12337 rsurface.passcolor4f_vertexbuffer = 0;
12338 rsurface.passcolor4f_bufferoffset = 0;
12341 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12346 if (!rsurface.passcolor4f)
12348 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12350 c2[0] = c[0] + r_refdef.scene.ambient;
12351 c2[1] = c[1] + r_refdef.scene.ambient;
12352 c2[2] = c[2] + r_refdef.scene.ambient;
12355 rsurface.passcolor4f = rsurface.array_passcolor4f;
12356 rsurface.passcolor4f_vertexbuffer = 0;
12357 rsurface.passcolor4f_bufferoffset = 0;
12360 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12363 rsurface.passcolor4f = NULL;
12364 rsurface.passcolor4f_vertexbuffer = 0;
12365 rsurface.passcolor4f_bufferoffset = 0;
12366 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12367 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12368 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12369 GL_Color(r, g, b, a);
12370 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12374 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12376 // TODO: optimize applyfog && applycolor case
12377 // just apply fog if necessary, and tint the fog color array if necessary
12378 rsurface.passcolor4f = NULL;
12379 rsurface.passcolor4f_vertexbuffer = 0;
12380 rsurface.passcolor4f_bufferoffset = 0;
12381 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12382 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12383 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12384 GL_Color(r, g, b, a);
12388 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12391 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12392 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12393 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12394 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12395 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12396 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12397 GL_Color(r, g, b, a);
12401 static void RSurf_DrawBatch_GL11_ClampColor(void)
12406 if (!rsurface.passcolor4f)
12408 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12410 c2[0] = bound(0.0f, c1[0], 1.0f);
12411 c2[1] = bound(0.0f, c1[1], 1.0f);
12412 c2[2] = bound(0.0f, c1[2], 1.0f);
12413 c2[3] = bound(0.0f, c1[3], 1.0f);
12417 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12427 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)
12429 f = -DotProduct(r_refdef.view.forward, n);
12431 f = f * 0.85 + 0.15; // work around so stuff won't get black
12432 f *= r_refdef.lightmapintensity;
12433 Vector4Set(c, f, f, f, 1);
12436 rsurface.passcolor4f = rsurface.array_passcolor4f;
12437 rsurface.passcolor4f_vertexbuffer = 0;
12438 rsurface.passcolor4f_bufferoffset = 0;
12441 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12443 RSurf_DrawBatch_GL11_ApplyFakeLight();
12444 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12445 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12446 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12447 GL_Color(r, g, b, a);
12451 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12459 vec3_t ambientcolor;
12460 vec3_t diffusecolor;
12464 VectorCopy(rsurface.modellight_lightdir, lightdir);
12465 f = 0.5f * r_refdef.lightmapintensity;
12466 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12467 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12468 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12469 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12470 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12471 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12473 if (VectorLength2(diffusecolor) > 0)
12475 // q3-style directional shading
12476 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)
12478 if ((f = DotProduct(n, lightdir)) > 0)
12479 VectorMA(ambientcolor, f, diffusecolor, c);
12481 VectorCopy(ambientcolor, c);
12488 rsurface.passcolor4f = rsurface.array_passcolor4f;
12489 rsurface.passcolor4f_vertexbuffer = 0;
12490 rsurface.passcolor4f_bufferoffset = 0;
12491 *applycolor = false;
12495 *r = ambientcolor[0];
12496 *g = ambientcolor[1];
12497 *b = ambientcolor[2];
12498 rsurface.passcolor4f = NULL;
12499 rsurface.passcolor4f_vertexbuffer = 0;
12500 rsurface.passcolor4f_bufferoffset = 0;
12504 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12506 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12507 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12508 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12509 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12510 GL_Color(r, g, b, a);
12514 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12520 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12522 f = 1 - RSurf_FogVertex(v);
12530 void RSurf_SetupDepthAndCulling(void)
12532 // submodels are biased to avoid z-fighting with world surfaces that they
12533 // may be exactly overlapping (avoids z-fighting artifacts on certain
12534 // doors and things in Quake maps)
12535 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12536 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12537 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12538 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12541 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12543 // transparent sky would be ridiculous
12544 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12546 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12547 skyrenderlater = true;
12548 RSurf_SetupDepthAndCulling();
12549 GL_DepthMask(true);
12550 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12551 // skymasking on them, and Quake3 never did sky masking (unlike
12552 // software Quake and software Quake2), so disable the sky masking
12553 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12554 // and skymasking also looks very bad when noclipping outside the
12555 // level, so don't use it then either.
12556 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12558 R_Mesh_ResetTextureState();
12559 if (skyrendermasked)
12561 R_SetupShader_DepthOrShadow();
12562 // depth-only (masking)
12563 GL_ColorMask(0,0,0,0);
12564 // just to make sure that braindead drivers don't draw
12565 // anything despite that colormask...
12566 GL_BlendFunc(GL_ZERO, GL_ONE);
12567 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12568 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12572 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12574 GL_BlendFunc(GL_ONE, GL_ZERO);
12575 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12576 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12577 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12580 if (skyrendermasked)
12581 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12583 R_Mesh_ResetTextureState();
12584 GL_Color(1, 1, 1, 1);
12587 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12588 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12589 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12591 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12595 // render screenspace normalmap to texture
12596 GL_DepthMask(true);
12597 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12602 // bind lightmap texture
12604 // water/refraction/reflection/camera surfaces have to be handled specially
12605 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12607 int start, end, startplaneindex;
12608 for (start = 0;start < texturenumsurfaces;start = end)
12610 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12611 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12613 // now that we have a batch using the same planeindex, render it
12614 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12616 // render water or distortion background
12617 GL_DepthMask(true);
12618 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));
12620 // blend surface on top
12621 GL_DepthMask(false);
12622 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12625 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12627 // render surface with reflection texture as input
12628 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12629 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));
12636 // render surface batch normally
12637 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12638 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12642 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12644 // OpenGL 1.3 path - anything not completely ancient
12645 qboolean applycolor;
12648 const texturelayer_t *layer;
12649 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);
12650 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12652 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12655 int layertexrgbscale;
12656 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12658 if (layerindex == 0)
12659 GL_AlphaTest(true);
12662 GL_AlphaTest(false);
12663 GL_DepthFunc(GL_EQUAL);
12666 GL_DepthMask(layer->depthmask && writedepth);
12667 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12668 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12670 layertexrgbscale = 4;
12671 VectorScale(layer->color, 0.25f, layercolor);
12673 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12675 layertexrgbscale = 2;
12676 VectorScale(layer->color, 0.5f, layercolor);
12680 layertexrgbscale = 1;
12681 VectorScale(layer->color, 1.0f, layercolor);
12683 layercolor[3] = layer->color[3];
12684 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12685 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12686 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12687 switch (layer->type)
12689 case TEXTURELAYERTYPE_LITTEXTURE:
12690 // single-pass lightmapped texture with 2x rgbscale
12691 R_Mesh_TexBind(0, r_texture_white);
12692 R_Mesh_TexMatrix(0, NULL);
12693 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12695 R_Mesh_TexBind(1, layer->texture);
12696 R_Mesh_TexMatrix(1, &layer->texmatrix);
12697 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12698 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12699 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12700 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12701 else if (FAKELIGHT_ENABLED)
12702 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12703 else if (rsurface.uselightmaptexture)
12704 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12706 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12708 case TEXTURELAYERTYPE_TEXTURE:
12709 // singletexture unlit texture with transparency support
12710 R_Mesh_TexBind(0, layer->texture);
12711 R_Mesh_TexMatrix(0, &layer->texmatrix);
12712 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12713 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12714 R_Mesh_TexBind(1, 0);
12715 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12716 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12718 case TEXTURELAYERTYPE_FOG:
12719 // singletexture fogging
12720 if (layer->texture)
12722 R_Mesh_TexBind(0, layer->texture);
12723 R_Mesh_TexMatrix(0, &layer->texmatrix);
12724 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12725 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12729 R_Mesh_TexBind(0, 0);
12730 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12732 R_Mesh_TexBind(1, 0);
12733 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12734 // generate a color array for the fog pass
12735 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12736 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12740 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12743 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12745 GL_DepthFunc(GL_LEQUAL);
12746 GL_AlphaTest(false);
12750 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12752 // OpenGL 1.1 - crusty old voodoo path
12755 const texturelayer_t *layer;
12756 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);
12757 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12759 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12761 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12763 if (layerindex == 0)
12764 GL_AlphaTest(true);
12767 GL_AlphaTest(false);
12768 GL_DepthFunc(GL_EQUAL);
12771 GL_DepthMask(layer->depthmask && writedepth);
12772 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12773 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12774 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12775 switch (layer->type)
12777 case TEXTURELAYERTYPE_LITTEXTURE:
12778 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12780 // two-pass lit texture with 2x rgbscale
12781 // first the lightmap pass
12782 R_Mesh_TexBind(0, r_texture_white);
12783 R_Mesh_TexMatrix(0, NULL);
12784 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12785 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12787 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12788 else if (FAKELIGHT_ENABLED)
12789 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12790 else if (rsurface.uselightmaptexture)
12791 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12793 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12794 // then apply the texture to it
12795 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12796 R_Mesh_TexBind(0, layer->texture);
12797 R_Mesh_TexMatrix(0, &layer->texmatrix);
12798 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12799 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12800 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);
12804 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12805 R_Mesh_TexBind(0, layer->texture);
12806 R_Mesh_TexMatrix(0, &layer->texmatrix);
12807 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12808 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12809 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12810 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);
12812 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);
12815 case TEXTURELAYERTYPE_TEXTURE:
12816 // singletexture unlit texture with transparency support
12817 R_Mesh_TexBind(0, layer->texture);
12818 R_Mesh_TexMatrix(0, &layer->texmatrix);
12819 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12820 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12821 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);
12823 case TEXTURELAYERTYPE_FOG:
12824 // singletexture fogging
12825 if (layer->texture)
12827 R_Mesh_TexBind(0, layer->texture);
12828 R_Mesh_TexMatrix(0, &layer->texmatrix);
12829 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12830 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12834 R_Mesh_TexBind(0, 0);
12835 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12837 // generate a color array for the fog pass
12838 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12839 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12843 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12846 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12848 GL_DepthFunc(GL_LEQUAL);
12849 GL_AlphaTest(false);
12853 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12857 r_vertexgeneric_t *batchvertex;
12860 GL_AlphaTest(false);
12861 // R_Mesh_ResetTextureState();
12862 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12864 if(rsurface.texture && rsurface.texture->currentskinframe)
12866 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12867 c[3] *= rsurface.texture->currentalpha;
12877 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12879 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12880 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12881 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12884 // brighten it up (as texture value 127 means "unlit")
12885 c[0] *= 2 * r_refdef.view.colorscale;
12886 c[1] *= 2 * r_refdef.view.colorscale;
12887 c[2] *= 2 * r_refdef.view.colorscale;
12889 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12890 c[3] *= r_wateralpha.value;
12892 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12894 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12895 GL_DepthMask(false);
12897 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12899 GL_BlendFunc(GL_ONE, GL_ONE);
12900 GL_DepthMask(false);
12902 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12904 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12905 GL_DepthMask(false);
12907 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12909 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12910 GL_DepthMask(false);
12914 GL_BlendFunc(GL_ONE, GL_ZERO);
12915 GL_DepthMask(writedepth);
12918 if (r_showsurfaces.integer == 3)
12920 rsurface.passcolor4f = NULL;
12922 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12924 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12926 rsurface.passcolor4f = NULL;
12927 rsurface.passcolor4f_vertexbuffer = 0;
12928 rsurface.passcolor4f_bufferoffset = 0;
12930 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12932 qboolean applycolor = true;
12935 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12937 r_refdef.lightmapintensity = 1;
12938 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12939 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12941 else if (FAKELIGHT_ENABLED)
12943 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12945 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12946 RSurf_DrawBatch_GL11_ApplyFakeLight();
12947 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12951 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12953 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12954 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12955 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12958 if(!rsurface.passcolor4f)
12959 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12961 RSurf_DrawBatch_GL11_ApplyAmbient();
12962 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12963 if(r_refdef.fogenabled)
12964 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12965 RSurf_DrawBatch_GL11_ClampColor();
12967 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12968 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12971 else if (!r_refdef.view.showdebug)
12973 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12974 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12975 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12977 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12978 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12980 R_Mesh_PrepareVertices_Generic_Unlock();
12983 else if (r_showsurfaces.integer == 4)
12985 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12986 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12987 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12989 unsigned char c = vi << 3;
12990 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12991 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12993 R_Mesh_PrepareVertices_Generic_Unlock();
12996 else if (r_showsurfaces.integer == 2)
12999 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13000 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13001 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13003 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13004 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13005 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13006 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13007 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13008 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13009 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13011 R_Mesh_PrepareVertices_Generic_Unlock();
13012 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13016 int texturesurfaceindex;
13018 const msurface_t *surface;
13019 unsigned char surfacecolor4ub[4];
13020 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13021 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13023 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13025 surface = texturesurfacelist[texturesurfaceindex];
13026 k = (int)(((size_t)surface) / sizeof(msurface_t));
13027 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13028 for (j = 0;j < surface->num_vertices;j++)
13030 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13031 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13035 R_Mesh_PrepareVertices_Generic_Unlock();
13040 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13043 RSurf_SetupDepthAndCulling();
13044 if (r_showsurfaces.integer)
13046 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13049 switch (vid.renderpath)
13051 case RENDERPATH_GL20:
13052 case RENDERPATH_CGGL:
13053 case RENDERPATH_D3D9:
13054 case RENDERPATH_D3D10:
13055 case RENDERPATH_D3D11:
13056 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13058 case RENDERPATH_GL13:
13059 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13061 case RENDERPATH_GL11:
13062 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13068 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13071 RSurf_SetupDepthAndCulling();
13072 if (r_showsurfaces.integer)
13074 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13077 switch (vid.renderpath)
13079 case RENDERPATH_GL20:
13080 case RENDERPATH_CGGL:
13081 case RENDERPATH_D3D9:
13082 case RENDERPATH_D3D10:
13083 case RENDERPATH_D3D11:
13084 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13086 case RENDERPATH_GL13:
13087 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13089 case RENDERPATH_GL11:
13090 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13096 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13099 int texturenumsurfaces, endsurface;
13100 texture_t *texture;
13101 const msurface_t *surface;
13102 #define MAXBATCH_TRANSPARENTSURFACES 256
13103 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13105 // if the model is static it doesn't matter what value we give for
13106 // wantnormals and wanttangents, so this logic uses only rules applicable
13107 // to a model, knowing that they are meaningless otherwise
13108 if (ent == r_refdef.scene.worldentity)
13109 RSurf_ActiveWorldEntity();
13110 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13111 RSurf_ActiveModelEntity(ent, false, false, false);
13114 switch (vid.renderpath)
13116 case RENDERPATH_GL20:
13117 case RENDERPATH_CGGL:
13118 case RENDERPATH_D3D9:
13119 case RENDERPATH_D3D10:
13120 case RENDERPATH_D3D11:
13121 RSurf_ActiveModelEntity(ent, true, true, false);
13123 case RENDERPATH_GL13:
13124 case RENDERPATH_GL11:
13125 RSurf_ActiveModelEntity(ent, true, false, false);
13130 if (r_transparentdepthmasking.integer)
13132 qboolean setup = false;
13133 for (i = 0;i < numsurfaces;i = j)
13136 surface = rsurface.modelsurfaces + surfacelist[i];
13137 texture = surface->texture;
13138 rsurface.texture = R_GetCurrentTexture(texture);
13139 rsurface.lightmaptexture = NULL;
13140 rsurface.deluxemaptexture = NULL;
13141 rsurface.uselightmaptexture = false;
13142 // scan ahead until we find a different texture
13143 endsurface = min(i + 1024, numsurfaces);
13144 texturenumsurfaces = 0;
13145 texturesurfacelist[texturenumsurfaces++] = surface;
13146 for (;j < endsurface;j++)
13148 surface = rsurface.modelsurfaces + surfacelist[j];
13149 if (texture != surface->texture)
13151 texturesurfacelist[texturenumsurfaces++] = surface;
13153 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13155 // render the range of surfaces as depth
13159 GL_ColorMask(0,0,0,0);
13161 GL_DepthTest(true);
13162 GL_BlendFunc(GL_ONE, GL_ZERO);
13163 GL_DepthMask(true);
13164 GL_AlphaTest(false);
13165 // R_Mesh_ResetTextureState();
13166 R_SetupShader_DepthOrShadow();
13168 RSurf_SetupDepthAndCulling();
13169 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13170 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13174 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13177 for (i = 0;i < numsurfaces;i = j)
13180 surface = rsurface.modelsurfaces + surfacelist[i];
13181 texture = surface->texture;
13182 rsurface.texture = R_GetCurrentTexture(texture);
13183 // scan ahead until we find a different texture
13184 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13185 texturenumsurfaces = 0;
13186 texturesurfacelist[texturenumsurfaces++] = surface;
13187 if(FAKELIGHT_ENABLED)
13189 rsurface.lightmaptexture = NULL;
13190 rsurface.deluxemaptexture = NULL;
13191 rsurface.uselightmaptexture = false;
13192 for (;j < endsurface;j++)
13194 surface = rsurface.modelsurfaces + surfacelist[j];
13195 if (texture != surface->texture)
13197 texturesurfacelist[texturenumsurfaces++] = surface;
13202 rsurface.lightmaptexture = surface->lightmaptexture;
13203 rsurface.deluxemaptexture = surface->deluxemaptexture;
13204 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13205 for (;j < endsurface;j++)
13207 surface = rsurface.modelsurfaces + surfacelist[j];
13208 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13210 texturesurfacelist[texturenumsurfaces++] = surface;
13213 // render the range of surfaces
13214 if (ent == r_refdef.scene.worldentity)
13215 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13217 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13219 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13220 GL_AlphaTest(false);
13223 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13225 // transparent surfaces get pushed off into the transparent queue
13226 int surfacelistindex;
13227 const msurface_t *surface;
13228 vec3_t tempcenter, center;
13229 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13231 surface = texturesurfacelist[surfacelistindex];
13232 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13233 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13234 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13235 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13236 if (queueentity->transparent_offset) // transparent offset
13238 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13239 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13240 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13242 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13246 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13248 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13250 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13252 RSurf_SetupDepthAndCulling();
13253 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13254 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13258 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13260 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13263 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13266 if (!rsurface.texture->currentnumlayers)
13268 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13269 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13271 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13273 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13274 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13275 else if (!rsurface.texture->currentnumlayers)
13277 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13279 // in the deferred case, transparent surfaces were queued during prepass
13280 if (!r_shadow_usingdeferredprepass)
13281 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13285 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13286 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13291 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13294 texture_t *texture;
13295 // break the surface list down into batches by texture and use of lightmapping
13296 for (i = 0;i < numsurfaces;i = j)
13299 // texture is the base texture pointer, rsurface.texture is the
13300 // current frame/skin the texture is directing us to use (for example
13301 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13302 // use skin 1 instead)
13303 texture = surfacelist[i]->texture;
13304 rsurface.texture = R_GetCurrentTexture(texture);
13305 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13307 // if this texture is not the kind we want, skip ahead to the next one
13308 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13312 if(FAKELIGHT_ENABLED || depthonly || prepass)
13314 rsurface.lightmaptexture = NULL;
13315 rsurface.deluxemaptexture = NULL;
13316 rsurface.uselightmaptexture = false;
13317 // simply scan ahead until we find a different texture or lightmap state
13318 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13323 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13324 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13325 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13326 // simply scan ahead until we find a different texture or lightmap state
13327 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13330 // render the range of surfaces
13331 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13335 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13339 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13342 if (!rsurface.texture->currentnumlayers)
13344 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13345 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13347 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13349 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13350 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13351 else if (!rsurface.texture->currentnumlayers)
13353 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13355 // in the deferred case, transparent surfaces were queued during prepass
13356 if (!r_shadow_usingdeferredprepass)
13357 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13361 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13362 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13367 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13370 texture_t *texture;
13371 // break the surface list down into batches by texture and use of lightmapping
13372 for (i = 0;i < numsurfaces;i = j)
13375 // texture is the base texture pointer, rsurface.texture is the
13376 // current frame/skin the texture is directing us to use (for example
13377 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13378 // use skin 1 instead)
13379 texture = surfacelist[i]->texture;
13380 rsurface.texture = R_GetCurrentTexture(texture);
13381 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13383 // if this texture is not the kind we want, skip ahead to the next one
13384 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13388 if(FAKELIGHT_ENABLED || depthonly || prepass)
13390 rsurface.lightmaptexture = NULL;
13391 rsurface.deluxemaptexture = NULL;
13392 rsurface.uselightmaptexture = false;
13393 // simply scan ahead until we find a different texture or lightmap state
13394 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13399 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13400 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13401 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13402 // simply scan ahead until we find a different texture or lightmap state
13403 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13406 // render the range of surfaces
13407 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13411 float locboxvertex3f[6*4*3] =
13413 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13414 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13415 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13416 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13417 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13418 1,0,0, 0,0,0, 0,1,0, 1,1,0
13421 unsigned short locboxelements[6*2*3] =
13426 12,13,14, 12,14,15,
13427 16,17,18, 16,18,19,
13431 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13434 cl_locnode_t *loc = (cl_locnode_t *)ent;
13436 float vertex3f[6*4*3];
13438 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13439 GL_DepthMask(false);
13440 GL_DepthRange(0, 1);
13441 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13442 GL_DepthTest(true);
13443 GL_CullFace(GL_NONE);
13444 R_EntityMatrix(&identitymatrix);
13446 // R_Mesh_ResetTextureState();
13448 i = surfacelist[0];
13449 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13450 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13451 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13452 surfacelist[0] < 0 ? 0.5f : 0.125f);
13454 if (VectorCompare(loc->mins, loc->maxs))
13456 VectorSet(size, 2, 2, 2);
13457 VectorMA(loc->mins, -0.5f, size, mins);
13461 VectorCopy(loc->mins, mins);
13462 VectorSubtract(loc->maxs, loc->mins, size);
13465 for (i = 0;i < 6*4*3;)
13466 for (j = 0;j < 3;j++, i++)
13467 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13469 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13470 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13471 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13474 void R_DrawLocs(void)
13477 cl_locnode_t *loc, *nearestloc;
13479 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13480 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13482 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13483 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13487 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13489 if (decalsystem->decals)
13490 Mem_Free(decalsystem->decals);
13491 memset(decalsystem, 0, sizeof(*decalsystem));
13494 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)
13497 tridecal_t *decals;
13500 // expand or initialize the system
13501 if (decalsystem->maxdecals <= decalsystem->numdecals)
13503 decalsystem_t old = *decalsystem;
13504 qboolean useshortelements;
13505 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13506 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13507 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)));
13508 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13509 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13510 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13511 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13512 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13513 if (decalsystem->numdecals)
13514 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13516 Mem_Free(old.decals);
13517 for (i = 0;i < decalsystem->maxdecals*3;i++)
13518 decalsystem->element3i[i] = i;
13519 if (useshortelements)
13520 for (i = 0;i < decalsystem->maxdecals*3;i++)
13521 decalsystem->element3s[i] = i;
13524 // grab a decal and search for another free slot for the next one
13525 decals = decalsystem->decals;
13526 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13527 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13529 decalsystem->freedecal = i;
13530 if (decalsystem->numdecals <= i)
13531 decalsystem->numdecals = i + 1;
13533 // initialize the decal
13535 decal->triangleindex = triangleindex;
13536 decal->surfaceindex = surfaceindex;
13537 decal->decalsequence = decalsequence;
13538 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13539 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13540 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13541 decal->color4ub[0][3] = 255;
13542 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13543 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13544 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13545 decal->color4ub[1][3] = 255;
13546 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13547 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13548 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13549 decal->color4ub[2][3] = 255;
13550 decal->vertex3f[0][0] = v0[0];
13551 decal->vertex3f[0][1] = v0[1];
13552 decal->vertex3f[0][2] = v0[2];
13553 decal->vertex3f[1][0] = v1[0];
13554 decal->vertex3f[1][1] = v1[1];
13555 decal->vertex3f[1][2] = v1[2];
13556 decal->vertex3f[2][0] = v2[0];
13557 decal->vertex3f[2][1] = v2[1];
13558 decal->vertex3f[2][2] = v2[2];
13559 decal->texcoord2f[0][0] = t0[0];
13560 decal->texcoord2f[0][1] = t0[1];
13561 decal->texcoord2f[1][0] = t1[0];
13562 decal->texcoord2f[1][1] = t1[1];
13563 decal->texcoord2f[2][0] = t2[0];
13564 decal->texcoord2f[2][1] = t2[1];
13567 extern cvar_t cl_decals_bias;
13568 extern cvar_t cl_decals_models;
13569 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13570 // baseparms, parms, temps
13571 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)
13576 const float *vertex3f;
13578 float points[2][9][3];
13585 e = rsurface.modelelement3i + 3*triangleindex;
13587 vertex3f = rsurface.modelvertex3f;
13589 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13591 index = 3*e[cornerindex];
13592 VectorCopy(vertex3f + index, v[cornerindex]);
13595 //TriangleNormal(v[0], v[1], v[2], normal);
13596 //if (DotProduct(normal, localnormal) < 0.0f)
13598 // clip by each of the box planes formed from the projection matrix
13599 // if anything survives, we emit the decal
13600 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]);
13603 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]);
13606 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]);
13609 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]);
13612 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]);
13615 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]);
13618 // some part of the triangle survived, so we have to accept it...
13621 // dynamic always uses the original triangle
13623 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13625 index = 3*e[cornerindex];
13626 VectorCopy(vertex3f + index, v[cornerindex]);
13629 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13631 // convert vertex positions to texcoords
13632 Matrix4x4_Transform(projection, v[cornerindex], temp);
13633 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13634 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13635 // calculate distance fade from the projection origin
13636 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13637 f = bound(0.0f, f, 1.0f);
13638 c[cornerindex][0] = r * f;
13639 c[cornerindex][1] = g * f;
13640 c[cornerindex][2] = b * f;
13641 c[cornerindex][3] = 1.0f;
13642 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13645 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);
13647 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13648 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);
13650 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)
13652 matrix4x4_t projection;
13653 decalsystem_t *decalsystem;
13656 const msurface_t *surface;
13657 const msurface_t *surfaces;
13658 const int *surfacelist;
13659 const texture_t *texture;
13661 int numsurfacelist;
13662 int surfacelistindex;
13665 float localorigin[3];
13666 float localnormal[3];
13667 float localmins[3];
13668 float localmaxs[3];
13671 float planes[6][4];
13674 int bih_triangles_count;
13675 int bih_triangles[256];
13676 int bih_surfaces[256];
13678 decalsystem = &ent->decalsystem;
13679 model = ent->model;
13680 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13682 R_DecalSystem_Reset(&ent->decalsystem);
13686 if (!model->brush.data_leafs && !cl_decals_models.integer)
13688 if (decalsystem->model)
13689 R_DecalSystem_Reset(decalsystem);
13693 if (decalsystem->model != model)
13694 R_DecalSystem_Reset(decalsystem);
13695 decalsystem->model = model;
13697 RSurf_ActiveModelEntity(ent, false, false, false);
13699 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13700 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13701 VectorNormalize(localnormal);
13702 localsize = worldsize*rsurface.inversematrixscale;
13703 localmins[0] = localorigin[0] - localsize;
13704 localmins[1] = localorigin[1] - localsize;
13705 localmins[2] = localorigin[2] - localsize;
13706 localmaxs[0] = localorigin[0] + localsize;
13707 localmaxs[1] = localorigin[1] + localsize;
13708 localmaxs[2] = localorigin[2] + localsize;
13710 //VectorCopy(localnormal, planes[4]);
13711 //VectorVectors(planes[4], planes[2], planes[0]);
13712 AnglesFromVectors(angles, localnormal, NULL, false);
13713 AngleVectors(angles, planes[0], planes[2], planes[4]);
13714 VectorNegate(planes[0], planes[1]);
13715 VectorNegate(planes[2], planes[3]);
13716 VectorNegate(planes[4], planes[5]);
13717 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13718 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13719 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13720 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13721 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13722 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13727 matrix4x4_t forwardprojection;
13728 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13729 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13734 float projectionvector[4][3];
13735 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13736 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13737 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13738 projectionvector[0][0] = planes[0][0] * ilocalsize;
13739 projectionvector[0][1] = planes[1][0] * ilocalsize;
13740 projectionvector[0][2] = planes[2][0] * ilocalsize;
13741 projectionvector[1][0] = planes[0][1] * ilocalsize;
13742 projectionvector[1][1] = planes[1][1] * ilocalsize;
13743 projectionvector[1][2] = planes[2][1] * ilocalsize;
13744 projectionvector[2][0] = planes[0][2] * ilocalsize;
13745 projectionvector[2][1] = planes[1][2] * ilocalsize;
13746 projectionvector[2][2] = planes[2][2] * ilocalsize;
13747 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13748 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13749 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13750 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13754 dynamic = model->surfmesh.isanimated;
13755 numsurfacelist = model->nummodelsurfaces;
13756 surfacelist = model->sortedmodelsurfaces;
13757 surfaces = model->data_surfaces;
13760 bih_triangles_count = -1;
13763 if(model->render_bih.numleafs)
13764 bih = &model->render_bih;
13765 else if(model->collision_bih.numleafs)
13766 bih = &model->collision_bih;
13769 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13770 if(bih_triangles_count == 0)
13772 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13774 if(bih_triangles_count > 0)
13776 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13778 surfaceindex = bih_surfaces[triangleindex];
13779 surface = surfaces + surfaceindex;
13780 texture = surface->texture;
13781 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13783 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13785 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13790 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13792 surfaceindex = surfacelist[surfacelistindex];
13793 surface = surfaces + surfaceindex;
13794 // check cull box first because it rejects more than any other check
13795 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13797 // skip transparent surfaces
13798 texture = surface->texture;
13799 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13801 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13803 numtriangles = surface->num_triangles;
13804 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13805 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13810 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13811 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)
13813 int renderentityindex;
13814 float worldmins[3];
13815 float worldmaxs[3];
13816 entity_render_t *ent;
13818 if (!cl_decals_newsystem.integer)
13821 worldmins[0] = worldorigin[0] - worldsize;
13822 worldmins[1] = worldorigin[1] - worldsize;
13823 worldmins[2] = worldorigin[2] - worldsize;
13824 worldmaxs[0] = worldorigin[0] + worldsize;
13825 worldmaxs[1] = worldorigin[1] + worldsize;
13826 worldmaxs[2] = worldorigin[2] + worldsize;
13828 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13830 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13832 ent = r_refdef.scene.entities[renderentityindex];
13833 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13836 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13840 typedef struct r_decalsystem_splatqueue_s
13842 vec3_t worldorigin;
13843 vec3_t worldnormal;
13849 r_decalsystem_splatqueue_t;
13851 int r_decalsystem_numqueued = 0;
13852 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13854 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)
13856 r_decalsystem_splatqueue_t *queue;
13858 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13861 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13862 VectorCopy(worldorigin, queue->worldorigin);
13863 VectorCopy(worldnormal, queue->worldnormal);
13864 Vector4Set(queue->color, r, g, b, a);
13865 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13866 queue->worldsize = worldsize;
13867 queue->decalsequence = cl.decalsequence++;
13870 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13873 r_decalsystem_splatqueue_t *queue;
13875 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13876 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);
13877 r_decalsystem_numqueued = 0;
13880 extern cvar_t cl_decals_max;
13881 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13884 decalsystem_t *decalsystem = &ent->decalsystem;
13891 if (!decalsystem->numdecals)
13894 if (r_showsurfaces.integer)
13897 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13899 R_DecalSystem_Reset(decalsystem);
13903 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13904 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13906 if (decalsystem->lastupdatetime)
13907 frametime = (cl.time - decalsystem->lastupdatetime);
13910 decalsystem->lastupdatetime = cl.time;
13911 decal = decalsystem->decals;
13912 numdecals = decalsystem->numdecals;
13914 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13916 if (decal->color4ub[0][3])
13918 decal->lived += frametime;
13919 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13921 memset(decal, 0, sizeof(*decal));
13922 if (decalsystem->freedecal > i)
13923 decalsystem->freedecal = i;
13927 decal = decalsystem->decals;
13928 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13931 // collapse the array by shuffling the tail decals into the gaps
13934 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13935 decalsystem->freedecal++;
13936 if (decalsystem->freedecal == numdecals)
13938 decal[decalsystem->freedecal] = decal[--numdecals];
13941 decalsystem->numdecals = numdecals;
13943 if (numdecals <= 0)
13945 // if there are no decals left, reset decalsystem
13946 R_DecalSystem_Reset(decalsystem);
13950 extern skinframe_t *decalskinframe;
13951 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13954 decalsystem_t *decalsystem = &ent->decalsystem;
13963 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13966 numdecals = decalsystem->numdecals;
13970 if (r_showsurfaces.integer)
13973 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13975 R_DecalSystem_Reset(decalsystem);
13979 // if the model is static it doesn't matter what value we give for
13980 // wantnormals and wanttangents, so this logic uses only rules applicable
13981 // to a model, knowing that they are meaningless otherwise
13982 if (ent == r_refdef.scene.worldentity)
13983 RSurf_ActiveWorldEntity();
13985 RSurf_ActiveModelEntity(ent, false, false, false);
13987 decalsystem->lastupdatetime = cl.time;
13988 decal = decalsystem->decals;
13990 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13992 // update vertex positions for animated models
13993 v3f = decalsystem->vertex3f;
13994 c4f = decalsystem->color4f;
13995 t2f = decalsystem->texcoord2f;
13996 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13998 if (!decal->color4ub[0][3])
14001 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14004 // update color values for fading decals
14005 if (decal->lived >= cl_decals_time.value)
14007 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14008 alpha *= (1.0f/255.0f);
14011 alpha = 1.0f/255.0f;
14013 c4f[ 0] = decal->color4ub[0][0] * alpha;
14014 c4f[ 1] = decal->color4ub[0][1] * alpha;
14015 c4f[ 2] = decal->color4ub[0][2] * alpha;
14017 c4f[ 4] = decal->color4ub[1][0] * alpha;
14018 c4f[ 5] = decal->color4ub[1][1] * alpha;
14019 c4f[ 6] = decal->color4ub[1][2] * alpha;
14021 c4f[ 8] = decal->color4ub[2][0] * alpha;
14022 c4f[ 9] = decal->color4ub[2][1] * alpha;
14023 c4f[10] = decal->color4ub[2][2] * alpha;
14026 t2f[0] = decal->texcoord2f[0][0];
14027 t2f[1] = decal->texcoord2f[0][1];
14028 t2f[2] = decal->texcoord2f[1][0];
14029 t2f[3] = decal->texcoord2f[1][1];
14030 t2f[4] = decal->texcoord2f[2][0];
14031 t2f[5] = decal->texcoord2f[2][1];
14033 // update vertex positions for animated models
14034 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14036 e = rsurface.modelelement3i + 3*decal->triangleindex;
14037 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14038 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14039 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14043 VectorCopy(decal->vertex3f[0], v3f);
14044 VectorCopy(decal->vertex3f[1], v3f + 3);
14045 VectorCopy(decal->vertex3f[2], v3f + 6);
14048 if (r_refdef.fogenabled)
14050 alpha = RSurf_FogVertex(v3f);
14051 VectorScale(c4f, alpha, c4f);
14052 alpha = RSurf_FogVertex(v3f + 3);
14053 VectorScale(c4f + 4, alpha, c4f + 4);
14054 alpha = RSurf_FogVertex(v3f + 6);
14055 VectorScale(c4f + 8, alpha, c4f + 8);
14066 r_refdef.stats.drawndecals += numtris;
14068 // now render the decals all at once
14069 // (this assumes they all use one particle font texture!)
14070 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);
14071 // R_Mesh_ResetTextureState();
14072 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14073 GL_DepthMask(false);
14074 GL_DepthRange(0, 1);
14075 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14076 GL_DepthTest(true);
14077 GL_CullFace(GL_NONE);
14078 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14079 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14080 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14084 static void R_DrawModelDecals(void)
14088 // fade faster when there are too many decals
14089 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14090 for (i = 0;i < r_refdef.scene.numentities;i++)
14091 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14093 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14094 for (i = 0;i < r_refdef.scene.numentities;i++)
14095 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14096 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14098 R_DecalSystem_ApplySplatEntitiesQueue();
14100 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14101 for (i = 0;i < r_refdef.scene.numentities;i++)
14102 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14104 r_refdef.stats.totaldecals += numdecals;
14106 if (r_showsurfaces.integer)
14109 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14111 for (i = 0;i < r_refdef.scene.numentities;i++)
14113 if (!r_refdef.viewcache.entityvisible[i])
14115 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14116 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14120 extern cvar_t mod_collision_bih;
14121 void R_DrawDebugModel(void)
14123 entity_render_t *ent = rsurface.entity;
14124 int i, j, k, l, flagsmask;
14125 const msurface_t *surface;
14126 dp_model_t *model = ent->model;
14129 switch(vid.renderpath)
14131 case RENDERPATH_GL11:
14132 case RENDERPATH_GL13:
14133 case RENDERPATH_GL20:
14134 case RENDERPATH_CGGL:
14136 case RENDERPATH_D3D9:
14137 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14139 case RENDERPATH_D3D10:
14140 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14142 case RENDERPATH_D3D11:
14143 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14147 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14149 // R_Mesh_ResetTextureState();
14150 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14151 GL_DepthRange(0, 1);
14152 GL_DepthTest(!r_showdisabledepthtest.integer);
14153 GL_DepthMask(false);
14154 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14156 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14160 qboolean cullbox = ent == r_refdef.scene.worldentity;
14161 const q3mbrush_t *brush;
14162 const bih_t *bih = &model->collision_bih;
14163 const bih_leaf_t *bihleaf;
14164 float vertex3f[3][3];
14165 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14167 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14169 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14171 switch (bihleaf->type)
14174 brush = model->brush.data_brushes + bihleaf->itemindex;
14175 if (brush->colbrushf && brush->colbrushf->numtriangles)
14177 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);
14178 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14179 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14182 case BIH_COLLISIONTRIANGLE:
14183 triangleindex = bihleaf->itemindex;
14184 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14185 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14186 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14187 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);
14188 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14189 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14191 case BIH_RENDERTRIANGLE:
14192 triangleindex = bihleaf->itemindex;
14193 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14194 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14195 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14196 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);
14197 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14198 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14204 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14206 if (r_showtris.integer || r_shownormals.integer)
14208 if (r_showdisabledepthtest.integer)
14210 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14211 GL_DepthMask(false);
14215 GL_BlendFunc(GL_ONE, GL_ZERO);
14216 GL_DepthMask(true);
14218 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14220 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14222 rsurface.texture = R_GetCurrentTexture(surface->texture);
14223 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14225 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14226 if (r_showtris.value > 0)
14228 if (!rsurface.texture->currentlayers->depthmask)
14229 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14230 else if (ent == r_refdef.scene.worldentity)
14231 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14233 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14234 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14235 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14237 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14240 if (r_shownormals.value < 0)
14242 qglBegin(GL_LINES);
14243 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14245 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14246 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14247 qglVertex3f(v[0], v[1], v[2]);
14248 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14249 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14250 qglVertex3f(v[0], v[1], v[2]);
14255 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14257 qglBegin(GL_LINES);
14258 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14260 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14261 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14262 qglVertex3f(v[0], v[1], v[2]);
14263 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14264 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14265 qglVertex3f(v[0], v[1], v[2]);
14269 qglBegin(GL_LINES);
14270 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14272 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14273 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14274 qglVertex3f(v[0], v[1], v[2]);
14275 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14276 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14277 qglVertex3f(v[0], v[1], v[2]);
14281 qglBegin(GL_LINES);
14282 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14284 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14285 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14286 qglVertex3f(v[0], v[1], v[2]);
14287 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14288 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14289 qglVertex3f(v[0], v[1], v[2]);
14296 rsurface.texture = NULL;
14300 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14301 int r_maxsurfacelist = 0;
14302 const msurface_t **r_surfacelist = NULL;
14303 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14305 int i, j, endj, flagsmask;
14306 dp_model_t *model = r_refdef.scene.worldmodel;
14307 msurface_t *surfaces;
14308 unsigned char *update;
14309 int numsurfacelist = 0;
14313 if (r_maxsurfacelist < model->num_surfaces)
14315 r_maxsurfacelist = model->num_surfaces;
14317 Mem_Free((msurface_t**)r_surfacelist);
14318 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14321 RSurf_ActiveWorldEntity();
14323 surfaces = model->data_surfaces;
14324 update = model->brushq1.lightmapupdateflags;
14326 // update light styles on this submodel
14327 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14329 model_brush_lightstyleinfo_t *style;
14330 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14332 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14334 int *list = style->surfacelist;
14335 style->value = r_refdef.scene.lightstylevalue[style->style];
14336 for (j = 0;j < style->numsurfaces;j++)
14337 update[list[j]] = true;
14342 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14346 R_DrawDebugModel();
14347 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14351 rsurface.lightmaptexture = NULL;
14352 rsurface.deluxemaptexture = NULL;
14353 rsurface.uselightmaptexture = false;
14354 rsurface.texture = NULL;
14355 rsurface.rtlight = NULL;
14356 numsurfacelist = 0;
14357 // add visible surfaces to draw list
14358 for (i = 0;i < model->nummodelsurfaces;i++)
14360 j = model->sortedmodelsurfaces[i];
14361 if (r_refdef.viewcache.world_surfacevisible[j])
14362 r_surfacelist[numsurfacelist++] = surfaces + j;
14364 // update lightmaps if needed
14365 if (model->brushq1.firstrender)
14367 model->brushq1.firstrender = false;
14368 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14370 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14374 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14375 if (r_refdef.viewcache.world_surfacevisible[j])
14377 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14379 // don't do anything if there were no surfaces
14380 if (!numsurfacelist)
14382 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14385 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14386 GL_AlphaTest(false);
14388 // add to stats if desired
14389 if (r_speeds.integer && !skysurfaces && !depthonly)
14391 r_refdef.stats.world_surfaces += numsurfacelist;
14392 for (j = 0;j < numsurfacelist;j++)
14393 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14396 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14399 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14401 int i, j, endj, flagsmask;
14402 dp_model_t *model = ent->model;
14403 msurface_t *surfaces;
14404 unsigned char *update;
14405 int numsurfacelist = 0;
14409 if (r_maxsurfacelist < model->num_surfaces)
14411 r_maxsurfacelist = model->num_surfaces;
14413 Mem_Free((msurface_t **)r_surfacelist);
14414 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14417 // if the model is static it doesn't matter what value we give for
14418 // wantnormals and wanttangents, so this logic uses only rules applicable
14419 // to a model, knowing that they are meaningless otherwise
14420 if (ent == r_refdef.scene.worldentity)
14421 RSurf_ActiveWorldEntity();
14422 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14423 RSurf_ActiveModelEntity(ent, false, false, false);
14425 RSurf_ActiveModelEntity(ent, true, true, true);
14426 else if (depthonly)
14428 switch (vid.renderpath)
14430 case RENDERPATH_GL20:
14431 case RENDERPATH_CGGL:
14432 case RENDERPATH_D3D9:
14433 case RENDERPATH_D3D10:
14434 case RENDERPATH_D3D11:
14435 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14437 case RENDERPATH_GL13:
14438 case RENDERPATH_GL11:
14439 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14445 switch (vid.renderpath)
14447 case RENDERPATH_GL20:
14448 case RENDERPATH_CGGL:
14449 case RENDERPATH_D3D9:
14450 case RENDERPATH_D3D10:
14451 case RENDERPATH_D3D11:
14452 RSurf_ActiveModelEntity(ent, true, true, false);
14454 case RENDERPATH_GL13:
14455 case RENDERPATH_GL11:
14456 RSurf_ActiveModelEntity(ent, true, false, false);
14461 surfaces = model->data_surfaces;
14462 update = model->brushq1.lightmapupdateflags;
14464 // update light styles
14465 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14467 model_brush_lightstyleinfo_t *style;
14468 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14470 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14472 int *list = style->surfacelist;
14473 style->value = r_refdef.scene.lightstylevalue[style->style];
14474 for (j = 0;j < style->numsurfaces;j++)
14475 update[list[j]] = true;
14480 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14484 R_DrawDebugModel();
14485 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14489 rsurface.lightmaptexture = NULL;
14490 rsurface.deluxemaptexture = NULL;
14491 rsurface.uselightmaptexture = false;
14492 rsurface.texture = NULL;
14493 rsurface.rtlight = NULL;
14494 numsurfacelist = 0;
14495 // add visible surfaces to draw list
14496 for (i = 0;i < model->nummodelsurfaces;i++)
14497 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14498 // don't do anything if there were no surfaces
14499 if (!numsurfacelist)
14501 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14504 // update lightmaps if needed
14508 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14513 R_BuildLightMap(ent, surfaces + j);
14518 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14520 R_BuildLightMap(ent, surfaces + j);
14521 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14522 GL_AlphaTest(false);
14524 // add to stats if desired
14525 if (r_speeds.integer && !skysurfaces && !depthonly)
14527 r_refdef.stats.entities_surfaces += numsurfacelist;
14528 for (j = 0;j < numsurfacelist;j++)
14529 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14532 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14535 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14537 static texture_t texture;
14538 static msurface_t surface;
14539 const msurface_t *surfacelist = &surface;
14541 // fake enough texture and surface state to render this geometry
14543 texture.update_lastrenderframe = -1; // regenerate this texture
14544 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14545 texture.currentskinframe = skinframe;
14546 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14547 texture.offsetmapping = OFFSETMAPPING_OFF;
14548 texture.offsetscale = 1;
14549 texture.specularscalemod = 1;
14550 texture.specularpowermod = 1;
14552 surface.texture = &texture;
14553 surface.num_triangles = numtriangles;
14554 surface.num_firsttriangle = firsttriangle;
14555 surface.num_vertices = numvertices;
14556 surface.num_firstvertex = firstvertex;
14559 rsurface.texture = R_GetCurrentTexture(surface.texture);
14560 rsurface.lightmaptexture = NULL;
14561 rsurface.deluxemaptexture = NULL;
14562 rsurface.uselightmaptexture = false;
14563 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14566 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)
14568 static msurface_t surface;
14569 const msurface_t *surfacelist = &surface;
14571 // fake enough texture and surface state to render this geometry
14572 surface.texture = texture;
14573 surface.num_triangles = numtriangles;
14574 surface.num_firsttriangle = firsttriangle;
14575 surface.num_vertices = numvertices;
14576 surface.num_firstvertex = firstvertex;
14579 rsurface.texture = R_GetCurrentTexture(surface.texture);
14580 rsurface.lightmaptexture = NULL;
14581 rsurface.deluxemaptexture = NULL;
14582 rsurface.uselightmaptexture = false;
14583 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);