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"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 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)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 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"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 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)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 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"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 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)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 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"};
72 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"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 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"};
75 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"};
76 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"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118 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)"};
119 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"};
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
165 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"};
167 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"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
173 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"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 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)"};
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182 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)"};
184 extern cvar_t v_glslgamma;
186 extern qboolean v_flipped_state;
188 static struct r_bloomstate_s
193 int bloomwidth, bloomheight;
195 int screentexturewidth, screentextureheight;
196 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198 int bloomtexturewidth, bloomtextureheight;
199 rtexture_t *texture_bloom;
201 // arrays for rendering the screen passes
202 float screentexcoord2f[8];
203 float bloomtexcoord2f[8];
204 float offsettexcoord2f[8];
206 r_viewport_t viewport;
210 r_waterstate_t r_waterstate;
212 /// shadow volume bsp struct with automatically growing nodes buffer
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
244 typedef struct r_qwskincache_s
246 char name[MAX_QPATH];
247 skinframe_t *skinframe;
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
254 /// vertex coordinates for a quad that covers the screen exactly
255 const float r_screenvertex3f[12] =
263 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
266 for (i = 0;i < verts;i++)
277 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
280 for (i = 0;i < verts;i++)
290 // FIXME: move this to client?
293 if (gamemode == GAME_NEHAHRA)
295 Cvar_Set("gl_fogenable", "0");
296 Cvar_Set("gl_fogdensity", "0.2");
297 Cvar_Set("gl_fogred", "0.3");
298 Cvar_Set("gl_foggreen", "0.3");
299 Cvar_Set("gl_fogblue", "0.3");
301 r_refdef.fog_density = 0;
302 r_refdef.fog_red = 0;
303 r_refdef.fog_green = 0;
304 r_refdef.fog_blue = 0;
305 r_refdef.fog_alpha = 1;
306 r_refdef.fog_start = 0;
307 r_refdef.fog_end = 16384;
308 r_refdef.fog_height = 1<<30;
309 r_refdef.fog_fadedepth = 128;
310 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
313 static void R_BuildBlankTextures(void)
315 unsigned char data[4];
316 data[2] = 128; // normal X
317 data[1] = 128; // normal Y
318 data[0] = 255; // normal Z
319 data[3] = 128; // height
320 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
338 static void R_BuildNoTexture(void)
341 unsigned char pix[16][16][4];
342 // this makes a light grey/dark grey checkerboard texture
343 for (y = 0;y < 16;y++)
345 for (x = 0;x < 16;x++)
347 if ((y < 8) ^ (x < 8))
363 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
366 static void R_BuildWhiteCube(void)
368 unsigned char data[6*1*1*4];
369 memset(data, 255, sizeof(data));
370 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
373 static void R_BuildNormalizationCube(void)
377 vec_t s, t, intensity;
380 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381 for (side = 0;side < 6;side++)
383 for (y = 0;y < NORMSIZE;y++)
385 for (x = 0;x < NORMSIZE;x++)
387 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 intensity = 127.0f / sqrt(DotProduct(v, v));
424 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427 data[((side*64+y)*64+x)*4+3] = 255;
431 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
435 static void R_BuildFogTexture(void)
439 unsigned char data1[FOGWIDTH][4];
440 //unsigned char data2[FOGWIDTH][4];
443 r_refdef.fogmasktable_start = r_refdef.fog_start;
444 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445 r_refdef.fogmasktable_range = r_refdef.fogrange;
446 r_refdef.fogmasktable_density = r_refdef.fog_density;
448 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451 d = (x * r - r_refdef.fogmasktable_start);
452 if(developer_extra.integer)
453 Con_DPrintf("%f ", d);
455 if (r_fog_exp2.integer)
456 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459 if(developer_extra.integer)
460 Con_DPrintf(" : %f ", alpha);
461 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462 if(developer_extra.integer)
463 Con_DPrintf(" = %f\n", alpha);
464 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
467 for (x = 0;x < FOGWIDTH;x++)
469 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
474 //data2[x][0] = 255 - b;
475 //data2[x][1] = 255 - b;
476 //data2[x][2] = 255 - b;
479 if (r_texture_fogattenuation)
481 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
486 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
487 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
491 static void R_BuildFogHeightTexture(void)
493 unsigned char *inpixels;
501 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502 if (r_refdef.fogheighttexturename[0])
503 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
506 r_refdef.fog_height_tablesize = 0;
507 if (r_texture_fogheighttexture)
508 R_FreeTexture(r_texture_fogheighttexture);
509 r_texture_fogheighttexture = NULL;
510 if (r_refdef.fog_height_table2d)
511 Mem_Free(r_refdef.fog_height_table2d);
512 r_refdef.fog_height_table2d = NULL;
513 if (r_refdef.fog_height_table1d)
514 Mem_Free(r_refdef.fog_height_table1d);
515 r_refdef.fog_height_table1d = NULL;
519 r_refdef.fog_height_tablesize = size;
520 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524 // LordHavoc: now the magic - what is that table2d for? it is a cooked
525 // average fog color table accounting for every fog layer between a point
526 // and the camera. (Note: attenuation is handled separately!)
527 for (y = 0;y < size;y++)
529 for (x = 0;x < size;x++)
535 for (j = x;j <= y;j++)
537 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
543 for (j = x;j >= y;j--)
545 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
550 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
556 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
559 //=======================================================================================================================================================
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "# extension GL_EXT_gpu_shader4 : enable\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "# extension GL_ARB_texture_gather : enable\n"
587 "# ifdef GL_AMD_texture_texture4\n"
588 "# extension GL_AMD_texture_texture4 : enable\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
621 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
638 "#ifdef FRAGMENT_SHADER\n"
641 " gl_FragColor = gl_Color;\n"
644 "#else // !MODE_SHOWDEPTH\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
653 "#ifdef VERTEX_SHADER\n"
656 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
667 "uniform sampler2D Texture_Second;\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
687 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#ifdef USEVIEWTINT\n"
692 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// 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"
698 " float sobel = 1.0;\n"
699 " // vec2 ts = textureSize(Texture_First, 0);\n"
700 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 " vec2 px = PixelSize;\n"
702 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
704 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
707 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
710 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
713 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
715 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
716 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
717 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
718 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
719 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
720 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
721 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
722 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
723 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
724 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
725 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
726 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
732 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
736 "#ifdef USESATURATION\n"
737 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
743 "#ifdef USEGAMMARAMPS\n"
744 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
750 "#else // !MODE_POSTPROCESS\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
762 "#ifdef VERTEX_SHADER\n"
765 " gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#ifdef USESPECULAR\n"
770 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
786 " gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
791 "#ifdef USESPECULAR\n"
792 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 " gl_FragColor *= tex2;\n"
797 " gl_FragColor += tex2;\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
805 "#else // !MODE_GENERIC\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
815 " gl_FrontColor = gl_Color;\n"
816 " TexCoord = gl_MultiTexCoord0.xy;\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
828 " vec2 tc = TexCoord;\n"
829 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 " tc += BloomBlur_Parameters.xy;\n"
831 " for (i = 1;i < SAMPLES;i++)\n"
833 " color += texture2D(Texture_First, tc).rgb;\n"
834 " tc += BloomBlur_Parameters.xy;\n"
836 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
848 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 " ModelViewProjectionPosition = gl_Position;\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
869 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 " // FIXME temporary hack to detect the case that the reflection\n"
874 " // gets blackened at edges due to leaving the area that contains actual\n"
876 " // Remove this 'ack once we have a better way to stop this thing from\n"
878 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
886 "#else // !MODE_REFRACTION\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
901 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 " ModelViewProjectionPosition = gl_Position;\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
926 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " // FIXME temporary hack to detect the case that the reflection\n"
932 " // gets blackened at edges due to leaving the area that contains actual\n"
934 " // Remove this 'ack once we have a better way to stop this thing from\n"
936 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
950 "#else // !MODE_WATER\n"
955 "// common definitions between vertex shader and fragment shader:\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1001 "uniform vec4 FogPlane;\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1011 "// 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"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1020 "uniform sampler2D Texture_Glow;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 " fogfrac = fogheightpixel.a;\n"
1075 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 " // 14 sample relief mapping: linear search and then binary search\n"
1093 " // this basically steps forward a small amount repeatedly until it finds\n"
1094 " // itself inside solid, then jitters forward and back using decreasing\n"
1095 " // amounts to find the impact\n"
1096 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 RT = vec3(TexCoord, 1);\n"
1100 " OffsetVector *= 0.1;\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1117 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 " // this basically moves forward the full distance, and then backs up based\n"
1119 " // on height of samples\n"
1120 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " TexCoord += OffsetVector;\n"
1124 " OffsetVector *= 0.333;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " return TexCoord;\n"
1131 "#endif // USEOFFSETMAPPING\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 " vec3 adir = abs(dir);\n"
1181 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 " vec3 adir = abs(dir);\n"
1189 " float ma = adir.z;\n"
1190 " vec4 proj = vec4(dir, 2.5);\n"
1191 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 " 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"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1211 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "# ifdef USESHADOWSAMPLER\n"
1215 "# ifdef USESHADOWMAPPCF\n"
1216 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 " 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"
1219 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1224 "# ifdef USESHADOWMAPPCF\n"
1225 "# if USESHADOWMAPPCF > 1\n"
1226 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 " 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"
1229 " 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"
1230 " 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"
1231 " 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"
1232 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 " vec2 offset = fract(shadowmaptc.xy);\n"
1237 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1239 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1240 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1244 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1248 "# ifdef USESHADOWMAPORTHO\n"
1249 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1259 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1262 "# ifdef USESHADOWSAMPLER\n"
1263 "# ifdef USESHADOWMAPPCF\n"
1264 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 " 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"
1268 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1271 "# ifdef USESHADOWMAPPCF\n"
1272 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "# ifdef GL_ARB_texture_gather\n"
1274 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "# if USESHADOWMAPPCF > 1\n"
1280 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1284 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1285 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1286 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1287 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1288 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1289 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 " locols.yz += group2.ab;\n"
1292 " hicols.yz += group8.rg;\n"
1293 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 " mix(locols, hicols, offset.y);\n"
1296 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 " f = dot(cols, vec4(1.0/25.0));\n"
1300 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1303 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1304 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1309 "# ifdef GL_EXT_gpu_shader4\n"
1310 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1314 "# if USESHADOWMAPPCF > 1\n"
1315 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 " center *= ShadowMap_TextureScale;\n"
1317 " 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"
1318 " 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"
1319 " 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"
1320 " 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"
1321 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1327 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1328 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1333 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1336 "# ifdef USESHADOWMAPORTHO\n"
1337 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1347 " // apply depth texture cubemap as light filter\n"
1348 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "# ifdef USESHADOWSAMPLER\n"
1351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1373 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 " gl_FrontColor = gl_Color;\n"
1376 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1379 " // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1387 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "#endif // VERTEX_SHADER\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 " // apply offsetmapping\n"
1399 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1403 "#ifdef USEALPHAKILL\n"
1404 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1423 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1436 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "#endif // VERTEX_SHADER\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 " // calculate viewspace pixel position\n"
1455 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 " // decode viewspace pixel normal\n"
1460 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 " // surfacenormal = pixel normal in viewspace\n"
1463 " // LightVector = pixel to light in viewspace\n"
1464 " // CubeVector = position in lightspace\n"
1465 " // eyevector = pixel to view in viewspace\n"
1466 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 " // calculate diffuse shading\n"
1470 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#ifdef USESPECULAR\n"
1474 " // calculate directional shading\n"
1475 " vec3 eyevector = position * -1.0;\n"
1476 "# ifdef USEEXACTSPECULARMATH\n"
1477 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 " fade *= ShadowMapCompare(CubeVector);\n"
1488 "#ifdef USEDIFFUSE\n"
1489 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#ifdef USESPECULAR\n"
1494 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1499 "# ifdef USECUBEFILTER\n"
1500 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 " gl_FragData[0].rgb *= cubecolor;\n"
1502 " gl_FragData[1].rgb *= cubecolor;\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 " gl_FrontColor = gl_Color;\n"
1527 " // copy the surface texcoord\n"
1528 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#ifdef USELIGHTMAP\n"
1533 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 " // transform vertex position into light attenuation/cubemap space\n"
1538 " // (-1 to +1 across the light box)\n"
1539 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "# ifdef USEDIFFUSE\n"
1542 " // transform unnormalized light direction into tangent space\n"
1543 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 " // normalize it per pixel)\n"
1545 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1558 " // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 " VectorS = gl_MultiTexCoord1.xyz;\n"
1573 " VectorT = gl_MultiTexCoord2.xyz;\n"
1574 " VectorR = gl_MultiTexCoord3.xyz;\n"
1577 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1584 "#ifdef USEREFLECTION\n"
1585 " ModelViewProjectionPosition = gl_Position;\n"
1588 "#endif // VERTEX_SHADER\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1604 "uniform myhalf3 Color_Glow;\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 " // apply offsetmapping\n"
1628 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1632 " // combine the diffuse textures (base, pants, shirt)\n"
1633 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 " if (color.a < 0.5)\n"
1638 " color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1651 " // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1658 " // get the material colors\n"
1659 " myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 " // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1694 " color.rgb = diffusetex * Color_Ambient;\n"
1696 " color.rgb *= LightColor;\n"
1697 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "# ifdef USECUBEFILTER\n"
1702 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#ifdef USEDIFFUSE\n"
1712 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 " // convert modelspace light vector to tangentspace\n"
1722 " myhalf3 lightnormal;\n"
1723 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 " color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1761 "# ifdef USEDIFFUSE\n"
1762 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "# ifdef USESPECULAR\n"
1764 "# ifdef USEEXACTSPECULARMATH\n"
1765 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1775 " color.rgb = diffusetex * Color_Ambient;\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1798 " color.rgb = FogVertex(color.rgb);\n"
1801 " // 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"
1802 "#ifdef USEREFLECTION\n"
1803 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 " // FIXME temporary hack to detect the case that the reflection\n"
1808 " // gets blackened at edges due to leaving the area that contains actual\n"
1810 " // Remove this 'ack once we have a better way to stop this thing from\n"
1812 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1820 " gl_FragColor = vec4(color);\n"
1822 "#endif // FRAGMENT_SHADER\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1836 =========================================================================================================================================================
1840 =========================================================================================================================================================
1844 =========================================================================================================================================================
1848 =========================================================================================================================================================
1852 =========================================================================================================================================================
1856 =========================================================================================================================================================
1860 =========================================================================================================================================================
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1896 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1914 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1926 " gl_FragColor = gl_FrontColor;\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1936 "#ifdef VERTEX_SHADER\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1948 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1963 "uniform sampler2D Texture_Second,\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1983 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#ifdef USEVIEWTINT\n"
1988 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// 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"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1999 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2002 "#ifdef USESATURATION\n"
2003 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2016 "#else // !MODE_POSTPROCESS\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2036 " gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#ifdef USESPECULAR\n"
2041 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2060 "out float4 gl_FragColor : COLOR\n"
2063 " gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2068 "#ifdef USESPECULAR\n"
2069 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 " gl_FragColor *= tex2;\n"
2074 " gl_FragColor += tex2;\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2082 "#else // !MODE_GENERIC\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2098 " TexCoord = gl_MultiTexCoord0.xy;\n"
2099 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2114 " float2 tc = TexCoord;\n"
2115 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 " tc += BloomBlur_Parameters.xy;\n"
2117 " for (i = 1;i < SAMPLES;i++)\n"
2119 " color += tex2D(Texture_First, tc).rgb;\n"
2120 " tc += BloomBlur_Parameters.xy;\n"
2122 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2141 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 " ModelViewProjectionPosition = gl_Position;\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2163 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 " // FIXME temporary hack to detect the case that the reflection\n"
2168 " // gets blackened at edges due to leaving the area that contains actual\n"
2170 " // Remove this 'ack once we have a better way to stop this thing from\n"
2172 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2180 "#else // !MODE_REFRACTION\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 " // FIXME temporary hack to detect the case that the reflection\n"
2235 " // gets blackened at edges due to leaving the area that contains actual\n"
2237 " // Remove this 'ack once we have a better way to stop this thing from\n"
2239 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2253 "#else // !MODE_WATER\n"
2258 "// 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"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 " fogfrac = fogheightpixel.a;\n"
2270 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 " // 14 sample relief mapping: linear search and then binary search\n"
2287 " // this basically steps forward a small amount repeatedly until it finds\n"
2288 " // itself inside solid, then jitters forward and back using decreasing\n"
2289 " // amounts to find the impact\n"
2290 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 RT = float3(TexCoord, 1);\n"
2294 " OffsetVector *= 0.1;\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 " // this basically moves forward the full distance, and then backs up based\n"
2313 " // on height of samples\n"
2314 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " TexCoord += OffsetVector;\n"
2318 " OffsetVector *= 0.333;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " return TexCoord;\n"
2325 "#endif // USEOFFSETMAPPING\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 " float3 adir = abs(dir);\n"
2336 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 " float3 adir = abs(dir);\n"
2344 " float ma = adir.z;\n"
2345 " float4 proj = float4(dir, 2.5);\n"
2346 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 " 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"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 " float3 adir = abs(dir);\n"
2359 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2376 "# ifdef USESHADOWSAMPLER\n"
2378 "# ifdef USESHADOWMAPPCF\n"
2379 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2382 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2387 "# ifdef USESHADOWMAPPCF\n"
2388 "# if USESHADOWMAPPCF > 1\n"
2389 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 " 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"
2392 " 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"
2393 " 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"
2394 " 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"
2395 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 " float2 offset = frac(shadowmaptc.xy);\n"
2400 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2402 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2403 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2407 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2411 "# ifdef USESHADOWMAPORTHO\n"
2412 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2433 "# ifdef USESHADOWSAMPLER\n"
2434 "# ifdef USESHADOWMAPPCF\n"
2435 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2439 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2442 "# ifdef USESHADOWMAPPCF\n"
2443 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "# ifdef GL_ARB_texture_gather\n"
2445 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 " center *= ShadowMap_TextureScale;\n"
2451 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2454 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2455 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2460 "# if USESHADOWMAPPCF > 1\n"
2461 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 " center *= ShadowMap_TextureScale;\n"
2463 " 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"
2464 " 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"
2465 " 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"
2466 " 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"
2467 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2473 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2474 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2479 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2482 "# ifdef USESHADOWMAPORTHO\n"
2483 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 " // apply depth texture cubemap as light filter\n"
2494 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "# ifdef USESHADOWSAMPLER\n"
2497 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2542 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 " gl_FrontColor = gl_Color;\n"
2545 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2548 " // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2556 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2587 " float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 " // apply offsetmapping\n"
2590 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2594 "#ifdef USEALPHAKILL\n"
2595 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2633 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "#endif // VERTEX_SHADER\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\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"
2702 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 " // decode viewspace pixel normal\n"
2705 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 " // surfacenormal = pixel normal in viewspace\n"
2708 " // LightVector = pixel to light in viewspace\n"
2709 " // CubeVector = position in lightspace\n"
2710 " // eyevector = pixel to view in viewspace\n"
2711 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 " // calculate diffuse shading\n"
2715 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#ifdef USESPECULAR\n"
2719 " // calculate directional shading\n"
2720 " float3 eyevector = position * -1.0;\n"
2721 "# ifdef USEEXACTSPECULARMATH\n"
2722 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 " fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2747 "#ifdef USEDIFFUSE\n"
2748 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#ifdef USESPECULAR\n"
2753 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2758 "# ifdef USECUBEFILTER\n"
2759 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 " gl_FragData0.rgb *= cubecolor;\n"
2761 " gl_FragData1.rgb *= cubecolor;\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2770 "#ifdef VERTEX_SHADER\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "out float4 gl_Position : POSITION\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 " gl_FrontColor = gl_Color;\n"
2840 " // copy the surface texcoord\n"
2841 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#ifdef USELIGHTMAP\n"
2846 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 " // transform vertex position into light attenuation/cubemap space\n"
2851 " // (-1 to +1 across the light box)\n"
2852 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "# ifdef USEDIFFUSE\n"
2855 " // transform unnormalized light direction into tangent space\n"
2856 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 " // normalize it per pixel)\n"
2858 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 " // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 " VectorS = gl_MultiTexCoord1.xyz;\n"
2886 " VectorT = gl_MultiTexCoord2.xyz;\n"
2887 " VectorR = gl_MultiTexCoord3.xyz;\n"
2890 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2897 "#ifdef USEREFLECTION\n"
2898 " ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif // VERTEX_SHADER\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2950 "uniform sampler2D Texture_Glow,\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3014 "uniform half3 Color_Glow,\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "out float4 gl_FragColor : COLOR\n"
3079 " float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 " // apply offsetmapping\n"
3085 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3089 " // combine the diffuse textures (base, pants, shirt)\n"
3090 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 " if (color.a < 0.5)\n"
3095 " color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3108 " // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3115 " // get the material colors\n"
3116 " half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 " // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 " half3 lightnormal = half3(normalize(LightVector));\n"
3139 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3151 " color.rgb = diffusetex * Color_Ambient;\n"
3153 " color.rgb *= LightColor;\n"
3154 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3173 "# ifdef USECUBEFILTER\n"
3174 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#ifdef USEDIFFUSE\n"
3184 " half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 " // convert modelspace light vector to tangentspace\n"
3194 " half3 lightnormal;\n"
3195 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3277 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3280 " // 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"
3281 "#ifdef USEREFLECTION\n"
3282 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 " // FIXME temporary hack to detect the case that the reflection\n"
3287 " // gets blackened at edges due to leaving the area that contains actual\n"
3289 " // Remove this 'ack once we have a better way to stop this thing from\n"
3291 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3299 " gl_FragColor = float4(color);\n"
3301 "#endif // FRAGMENT_SHADER\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3317 //=======================================================================================================================================================
3319 typedef struct shaderpermutationinfo_s
3321 const char *pretext;
3324 shaderpermutationinfo_t;
3326 typedef struct shadermodeinfo_s
3328 const char *vertexfilename;
3329 const char *geometryfilename;
3330 const char *fragmentfilename;
3331 const char *pretext;
3336 typedef enum shaderpermutation_e
3338 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 shaderpermutation_t;
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {"#define USEDIFFUSE\n", " diffuse"},
3376 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377 {"#define USEVIEWTINT\n", " viewtint"},
3378 {"#define USECOLORMAPPING\n", " colormapping"},
3379 {"#define USESATURATION\n", " saturation"},
3380 {"#define USEFOGINSIDE\n", " foginside"},
3381 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383 {"#define USEGAMMARAMPS\n", " gammaramps"},
3384 {"#define USECUBEFILTER\n", " cubefilter"},
3385 {"#define USEGLOW\n", " glow"},
3386 {"#define USEBLOOM\n", " bloom"},
3387 {"#define USESPECULAR\n", " specular"},
3388 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390 {"#define USEREFLECTION\n", " reflection"},
3391 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402 {"#define USEALPHAKILL\n", " alphakill"},
3403 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3409 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3472 /// hash lookup data
3473 struct r_glsl_permutation_s *hashnext;
3475 unsigned int permutation;
3477 /// indicates if we have tried compiling this permutation already
3479 /// 0 if compilation failed
3481 /// locations of detected uniforms in program object, or -1 if not found
3482 int loc_Texture_First;
3483 int loc_Texture_Second;
3484 int loc_Texture_GammaRamps;
3485 int loc_Texture_Normal;
3486 int loc_Texture_Color;
3487 int loc_Texture_Gloss;
3488 int loc_Texture_Glow;
3489 int loc_Texture_SecondaryNormal;
3490 int loc_Texture_SecondaryColor;
3491 int loc_Texture_SecondaryGloss;
3492 int loc_Texture_SecondaryGlow;
3493 int loc_Texture_Pants;
3494 int loc_Texture_Shirt;
3495 int loc_Texture_FogHeightTexture;
3496 int loc_Texture_FogMask;
3497 int loc_Texture_Lightmap;
3498 int loc_Texture_Deluxemap;
3499 int loc_Texture_Attenuation;
3500 int loc_Texture_Cube;
3501 int loc_Texture_Refraction;
3502 int loc_Texture_Reflection;
3503 int loc_Texture_ShadowMapRect;
3504 int loc_Texture_ShadowMapCube;
3505 int loc_Texture_ShadowMap2D;
3506 int loc_Texture_CubeProjection;
3507 int loc_Texture_ScreenDepth;
3508 int loc_Texture_ScreenNormalMap;
3509 int loc_Texture_ScreenDiffuse;
3510 int loc_Texture_ScreenSpecular;
3511 int loc_Texture_ReflectMask;
3512 int loc_Texture_ReflectCube;
3514 int loc_BloomBlur_Parameters;
3516 int loc_Color_Ambient;
3517 int loc_Color_Diffuse;
3518 int loc_Color_Specular;
3520 int loc_Color_Pants;
3521 int loc_Color_Shirt;
3522 int loc_DeferredColor_Ambient;
3523 int loc_DeferredColor_Diffuse;
3524 int loc_DeferredColor_Specular;
3525 int loc_DeferredMod_Diffuse;
3526 int loc_DeferredMod_Specular;
3527 int loc_DistortScaleRefractReflect;
3528 int loc_EyePosition;
3530 int loc_FogHeightFade;
3532 int loc_FogPlaneViewDist;
3533 int loc_FogRangeRecip;
3536 int loc_LightPosition;
3537 int loc_OffsetMapping_Scale;
3539 int loc_ReflectColor;
3540 int loc_ReflectFactor;
3541 int loc_ReflectOffset;
3542 int loc_RefractColor;
3544 int loc_ScreenCenterRefractReflect;
3545 int loc_ScreenScaleRefractReflect;
3546 int loc_ScreenToDepth;
3547 int loc_ShadowMap_Parameters;
3548 int loc_ShadowMap_TextureScale;
3549 int loc_SpecularPower;
3554 int loc_ViewTintColor;
3555 int loc_ViewToLight;
3556 int loc_ModelToLight;
3558 int loc_BackgroundTexMatrix;
3559 int loc_ModelViewProjectionMatrix;
3560 int loc_ModelViewMatrix;
3561 int loc_PixelToScreenTexCoord;
3562 int loc_ModelToReflectCube;
3563 int loc_ShadowMapMatrix;
3565 r_glsl_permutation_t;
3567 #define SHADERPERMUTATION_HASHSIZE 256
3569 /// information about each possible shader permutation
3570 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3571 /// currently selected permutation
3572 r_glsl_permutation_t *r_glsl_permutation;
3573 /// storage for permutations linked in the hash table
3574 memexpandablearray_t r_glsl_permutationarray;
3576 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 //unsigned int hashdepth = 0;
3579 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3580 r_glsl_permutation_t *p;
3581 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583 if (p->mode == mode && p->permutation == permutation)
3585 //if (hashdepth > 10)
3586 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3591 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593 p->permutation = permutation;
3594 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3595 r_glsl_permutationhash[mode][hashindex] = p;
3596 //if (hashdepth > 10)
3597 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3601 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3604 if (!filename || !filename[0])
3606 if (!strcmp(filename, "glsl/default.glsl"))
3608 if (!glslshaderstring)
3610 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3611 if (glslshaderstring)
3612 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614 glslshaderstring = (char *)builtinshaderstring;
3616 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3617 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3618 return shaderstring;
3620 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3623 if (printfromdisknotice)
3624 Con_DPrintf("from disk %s... ", filename);
3625 return shaderstring;
3627 return shaderstring;
3630 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3633 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3634 int vertstrings_count = 0;
3635 int geomstrings_count = 0;
3636 int fragstrings_count = 0;
3637 char *vertexstring, *geometrystring, *fragmentstring;
3638 const char *vertstrings_list[32+3];
3639 const char *geomstrings_list[32+3];
3640 const char *fragstrings_list[32+3];
3641 char permutationname[256];
3648 permutationname[0] = 0;
3649 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3650 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3651 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655 // the first pretext is which type of shader to compile as
3656 // (later these will all be bound together as a program object)
3657 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3658 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3659 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661 // the second pretext is the mode (for example a light source)
3662 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3663 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3664 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3665 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667 // now add all the permutation pretexts
3668 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670 if (permutation & (1<<i))
3672 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3673 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3674 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3675 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3679 // keep line numbers correct
3680 vertstrings_list[vertstrings_count++] = "\n";
3681 geomstrings_list[geomstrings_count++] = "\n";
3682 fragstrings_list[fragstrings_count++] = "\n";
3686 // now append the shader text itself
3687 vertstrings_list[vertstrings_count++] = vertexstring;
3688 geomstrings_list[geomstrings_count++] = geometrystring;
3689 fragstrings_list[fragstrings_count++] = fragmentstring;
3691 // if any sources were NULL, clear the respective list
3693 vertstrings_count = 0;
3694 if (!geometrystring)
3695 geomstrings_count = 0;
3696 if (!fragmentstring)
3697 fragstrings_count = 0;
3699 // compile the shader program
3700 if (vertstrings_count + geomstrings_count + fragstrings_count)
3701 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3705 qglUseProgramObjectARB(p->program);CHECKGLERROR
3706 // look up all the uniform variable names we care about, so we don't
3707 // have to look them up every time we set them
3709 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3710 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3711 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3712 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3713 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3714 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3715 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3716 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3717 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3718 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3719 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3720 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3721 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3722 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3723 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3724 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3725 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3726 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3727 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3728 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3729 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3730 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3731 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3732 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3733 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3734 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3735 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3736 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3737 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3738 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3739 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3740 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3741 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3742 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3743 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3744 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3745 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3746 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3747 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3748 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3749 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3750 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3751 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3752 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3753 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3754 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3755 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3756 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3757 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3758 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3759 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3760 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3761 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3762 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3763 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3764 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3765 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3766 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3767 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3768 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3769 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3770 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3771 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3772 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3773 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3774 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3775 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3776 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3777 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3778 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3779 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3780 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3781 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3782 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3783 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3784 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3785 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3786 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3787 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3788 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3789 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3790 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3791 // initialize the samplers to refer to the texture units we use
3792 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3793 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3794 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3798 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3799 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3800 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3801 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3802 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3803 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3804 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3805 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3806 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3807 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3808 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3809 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3810 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3811 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3812 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3813 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3814 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3815 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3816 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3817 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3818 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3819 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3820 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3821 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3822 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3824 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3827 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3831 Mem_Free(vertexstring);
3833 Mem_Free(geometrystring);
3835 Mem_Free(fragmentstring);
3838 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3841 if (r_glsl_permutation != perm)
3843 r_glsl_permutation = perm;
3844 if (!r_glsl_permutation->program)
3846 if (!r_glsl_permutation->compiled)
3847 R_GLSL_CompilePermutation(perm, mode, permutation);
3848 if (!r_glsl_permutation->program)
3850 // remove features until we find a valid permutation
3852 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854 // reduce i more quickly whenever it would not remove any bits
3855 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3856 if (!(permutation & j))
3859 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3860 if (!r_glsl_permutation->compiled)
3861 R_GLSL_CompilePermutation(perm, mode, permutation);
3862 if (r_glsl_permutation->program)
3865 if (i >= SHADERPERMUTATION_COUNT)
3867 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3868 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3869 qglUseProgramObjectARB(0);CHECKGLERROR
3870 return; // no bit left to clear, entire mode is broken
3875 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3878 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3879 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3883 #include <Cg/cgGL.h>
3884 struct r_cg_permutation_s;
3885 typedef struct r_cg_permutation_s
3887 /// hash lookup data
3888 struct r_cg_permutation_s *hashnext;
3890 unsigned int permutation;
3892 /// indicates if we have tried compiling this permutation already
3894 /// 0 if compilation failed
3897 /// locations of detected parameters in programs, or NULL if not found
3898 CGparameter vp_EyePosition;
3899 CGparameter vp_FogPlane;
3900 CGparameter vp_LightDir;
3901 CGparameter vp_LightPosition;
3902 CGparameter vp_ModelToLight;
3903 CGparameter vp_TexMatrix;
3904 CGparameter vp_BackgroundTexMatrix;
3905 CGparameter vp_ModelViewProjectionMatrix;
3906 CGparameter vp_ModelViewMatrix;
3907 CGparameter vp_ShadowMapMatrix;
3909 CGparameter fp_Texture_First;
3910 CGparameter fp_Texture_Second;
3911 CGparameter fp_Texture_GammaRamps;
3912 CGparameter fp_Texture_Normal;
3913 CGparameter fp_Texture_Color;
3914 CGparameter fp_Texture_Gloss;
3915 CGparameter fp_Texture_Glow;
3916 CGparameter fp_Texture_SecondaryNormal;
3917 CGparameter fp_Texture_SecondaryColor;
3918 CGparameter fp_Texture_SecondaryGloss;
3919 CGparameter fp_Texture_SecondaryGlow;
3920 CGparameter fp_Texture_Pants;
3921 CGparameter fp_Texture_Shirt;
3922 CGparameter fp_Texture_FogHeightTexture;
3923 CGparameter fp_Texture_FogMask;
3924 CGparameter fp_Texture_Lightmap;
3925 CGparameter fp_Texture_Deluxemap;
3926 CGparameter fp_Texture_Attenuation;
3927 CGparameter fp_Texture_Cube;
3928 CGparameter fp_Texture_Refraction;
3929 CGparameter fp_Texture_Reflection;
3930 CGparameter fp_Texture_ShadowMapRect;
3931 CGparameter fp_Texture_ShadowMapCube;
3932 CGparameter fp_Texture_ShadowMap2D;
3933 CGparameter fp_Texture_CubeProjection;
3934 CGparameter fp_Texture_ScreenDepth;
3935 CGparameter fp_Texture_ScreenNormalMap;
3936 CGparameter fp_Texture_ScreenDiffuse;
3937 CGparameter fp_Texture_ScreenSpecular;
3938 CGparameter fp_Texture_ReflectMask;
3939 CGparameter fp_Texture_ReflectCube;
3940 CGparameter fp_Alpha;
3941 CGparameter fp_BloomBlur_Parameters;
3942 CGparameter fp_ClientTime;
3943 CGparameter fp_Color_Ambient;
3944 CGparameter fp_Color_Diffuse;
3945 CGparameter fp_Color_Specular;
3946 CGparameter fp_Color_Glow;
3947 CGparameter fp_Color_Pants;
3948 CGparameter fp_Color_Shirt;
3949 CGparameter fp_DeferredColor_Ambient;
3950 CGparameter fp_DeferredColor_Diffuse;
3951 CGparameter fp_DeferredColor_Specular;
3952 CGparameter fp_DeferredMod_Diffuse;
3953 CGparameter fp_DeferredMod_Specular;
3954 CGparameter fp_DistortScaleRefractReflect;
3955 CGparameter fp_EyePosition;
3956 CGparameter fp_FogColor;
3957 CGparameter fp_FogHeightFade;
3958 CGparameter fp_FogPlane;
3959 CGparameter fp_FogPlaneViewDist;
3960 CGparameter fp_FogRangeRecip;
3961 CGparameter fp_LightColor;
3962 CGparameter fp_LightDir;
3963 CGparameter fp_LightPosition;
3964 CGparameter fp_OffsetMapping_Scale;
3965 CGparameter fp_PixelSize;
3966 CGparameter fp_ReflectColor;
3967 CGparameter fp_ReflectFactor;
3968 CGparameter fp_ReflectOffset;
3969 CGparameter fp_RefractColor;
3970 CGparameter fp_Saturation;
3971 CGparameter fp_ScreenCenterRefractReflect;
3972 CGparameter fp_ScreenScaleRefractReflect;
3973 CGparameter fp_ScreenToDepth;
3974 CGparameter fp_ShadowMap_Parameters;
3975 CGparameter fp_ShadowMap_TextureScale;
3976 CGparameter fp_SpecularPower;
3977 CGparameter fp_UserVec1;
3978 CGparameter fp_UserVec2;
3979 CGparameter fp_UserVec3;
3980 CGparameter fp_UserVec4;
3981 CGparameter fp_ViewTintColor;
3982 CGparameter fp_ViewToLight;
3983 CGparameter fp_PixelToScreenTexCoord;
3984 CGparameter fp_ModelToReflectCube;
3988 /// information about each possible shader permutation
3989 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3990 /// currently selected permutation
3991 r_cg_permutation_t *r_cg_permutation;
3992 /// storage for permutations linked in the hash table
3993 memexpandablearray_t r_cg_permutationarray;
3995 #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));}}
3997 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 //unsigned int hashdepth = 0;
4000 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4001 r_cg_permutation_t *p;
4002 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004 if (p->mode == mode && p->permutation == permutation)
4006 //if (hashdepth > 10)
4007 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4012 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014 p->permutation = permutation;
4015 p->hashnext = r_cg_permutationhash[mode][hashindex];
4016 r_cg_permutationhash[mode][hashindex] = p;
4017 //if (hashdepth > 10)
4018 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4022 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4025 if (!filename || !filename[0])
4027 if (!strcmp(filename, "cg/default.cg"))
4029 if (!cgshaderstring)
4031 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035 cgshaderstring = (char *)builtincgshaderstring;
4037 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4038 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4039 return shaderstring;
4041 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4044 if (printfromdisknotice)
4045 Con_DPrintf("from disk %s... ", filename);
4046 return shaderstring;
4048 return shaderstring;
4051 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 // TODO: load or create .fp and .vp shader files
4056 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4059 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4060 int vertstrings_count = 0, vertstring_length = 0;
4061 int geomstrings_count = 0, geomstring_length = 0;
4062 int fragstrings_count = 0, fragstring_length = 0;
4064 char *vertexstring, *geometrystring, *fragmentstring;
4065 char *vertstring, *geomstring, *fragstring;
4066 const char *vertstrings_list[32+3];
4067 const char *geomstrings_list[32+3];
4068 const char *fragstrings_list[32+3];
4069 char permutationname[256];
4070 char cachename[256];
4071 CGprofile vertexProfile;
4072 CGprofile fragmentProfile;
4080 permutationname[0] = 0;
4082 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4083 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4084 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4087 strlcat(cachename, "cg/", sizeof(cachename));
4089 // the first pretext is which type of shader to compile as
4090 // (later these will all be bound together as a program object)
4091 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4092 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4093 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095 // the second pretext is the mode (for example a light source)
4096 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4097 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4098 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4099 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4100 strlcat(cachename, modeinfo->name, sizeof(cachename));
4102 // now add all the permutation pretexts
4103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105 if (permutation & (1<<i))
4107 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4108 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4109 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4110 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4111 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4115 // keep line numbers correct
4116 vertstrings_list[vertstrings_count++] = "\n";
4117 geomstrings_list[geomstrings_count++] = "\n";
4118 fragstrings_list[fragstrings_count++] = "\n";
4122 // replace spaces in the cachename with _ characters
4123 for (i = 0;cachename[i];i++)
4124 if (cachename[i] == ' ')
4127 // now append the shader text itself
4128 vertstrings_list[vertstrings_count++] = vertexstring;
4129 geomstrings_list[geomstrings_count++] = geometrystring;
4130 fragstrings_list[fragstrings_count++] = fragmentstring;
4132 // if any sources were NULL, clear the respective list
4134 vertstrings_count = 0;
4135 if (!geometrystring)
4136 geomstrings_count = 0;
4137 if (!fragmentstring)
4138 fragstrings_count = 0;
4140 vertstring_length = 0;
4141 for (i = 0;i < vertstrings_count;i++)
4142 vertstring_length += strlen(vertstrings_list[i]);
4143 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4144 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4145 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147 geomstring_length = 0;
4148 for (i = 0;i < geomstrings_count;i++)
4149 geomstring_length += strlen(geomstrings_list[i]);
4150 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4151 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4152 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154 fragstring_length = 0;
4155 for (i = 0;i < fragstrings_count;i++)
4156 fragstring_length += strlen(fragstrings_list[i]);
4157 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4158 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4159 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4163 //vertexProfile = CG_PROFILE_ARBVP1;
4164 //fragmentProfile = CG_PROFILE_ARBFP1;
4165 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4166 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4167 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4168 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4169 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4172 // try to load the cached shader, or generate one
4173 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175 // if caching failed, do a dynamic compile for now
4177 if (vertstring[0] && !p->vprogram)
4178 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180 if (fragstring[0] && !p->fprogram)
4181 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4184 // look up all the uniform variable names we care about, so we don't
4185 // have to look them up every time we set them
4189 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4190 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4191 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4192 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4193 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4194 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4195 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4196 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4197 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4198 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4199 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4200 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4206 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4207 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4208 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4209 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4210 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4211 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4212 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4213 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4214 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4215 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4216 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4217 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4218 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4219 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4220 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4221 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4222 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4223 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4224 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4225 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4226 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4227 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4228 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4229 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4230 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4231 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4232 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4233 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4234 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4235 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4236 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4237 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4238 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4239 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4240 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4241 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4242 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4243 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4244 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4245 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4246 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4247 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4248 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4249 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4250 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4251 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4252 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4253 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4254 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4255 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4256 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4257 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4258 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4259 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4260 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4261 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4262 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4263 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4264 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4265 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4266 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4267 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4268 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4269 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4270 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4271 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4272 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4273 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4274 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4275 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4276 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4277 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4278 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4279 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4280 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4281 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4282 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4283 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4287 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4288 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4294 Mem_Free(vertstring);
4296 Mem_Free(geomstring);
4298 Mem_Free(fragstring);
4300 Mem_Free(vertexstring);
4302 Mem_Free(geometrystring);
4304 Mem_Free(fragmentstring);
4307 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4312 if (r_cg_permutation != perm)
4314 r_cg_permutation = perm;
4315 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317 if (!r_cg_permutation->compiled)
4318 R_CG_CompilePermutation(perm, mode, permutation);
4319 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321 // remove features until we find a valid permutation
4323 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325 // reduce i more quickly whenever it would not remove any bits
4326 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4327 if (!(permutation & j))
4330 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4331 if (!r_cg_permutation->compiled)
4332 R_CG_CompilePermutation(perm, mode, permutation);
4333 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4336 if (i >= SHADERPERMUTATION_COUNT)
4338 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4339 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4340 return; // no bit left to clear, entire mode is broken
4346 if (r_cg_permutation->vprogram)
4348 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357 if (r_cg_permutation->fprogram)
4359 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4370 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4371 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4372 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4375 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 cgGLSetTextureParameter(param, R_GetTexture(tex));
4378 cgGLEnableTextureParameter(param);
4382 void R_GLSL_Restart_f(void)
4384 unsigned int i, limit;
4385 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4386 Mem_Free(glslshaderstring);
4387 glslshaderstring = NULL;
4388 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4389 Mem_Free(cgshaderstring);
4390 cgshaderstring = NULL;
4391 switch(vid.renderpath)
4393 case RENDERPATH_GL20:
4395 r_glsl_permutation_t *p;
4396 r_glsl_permutation = NULL;
4397 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4398 for (i = 0;i < limit;i++)
4400 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402 GL_Backend_FreeProgram(p->program);
4403 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4406 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4409 case RENDERPATH_CGGL:
4412 r_cg_permutation_t *p;
4413 r_cg_permutation = NULL;
4414 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4419 for (i = 0;i < limit;i++)
4421 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4424 cgDestroyProgram(p->vprogram);
4426 cgDestroyProgram(p->fprogram);
4427 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4430 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4434 case RENDERPATH_GL13:
4435 case RENDERPATH_GL11:
4440 void R_GLSL_DumpShader_f(void)
4445 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4448 FS_Print(file, "/* The engine may define the following macros:\n");
4449 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4450 for (i = 0;i < SHADERMODE_COUNT;i++)
4451 FS_Print(file, glslshadermodeinfo[i].pretext);
4452 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4453 FS_Print(file, shaderpermutationinfo[i].pretext);
4454 FS_Print(file, "*/\n");
4455 FS_Print(file, builtinshaderstring);
4457 Con_Printf("glsl/default.glsl written\n");
4460 Con_Printf("failed to write to glsl/default.glsl\n");
4463 file = FS_OpenRealFile("cg/default.cg", "w", false);
4466 FS_Print(file, "/* The engine may define the following macros:\n");
4467 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4468 for (i = 0;i < SHADERMODE_COUNT;i++)
4469 FS_Print(file, cgshadermodeinfo[i].pretext);
4470 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4471 FS_Print(file, shaderpermutationinfo[i].pretext);
4472 FS_Print(file, "*/\n");
4473 FS_Print(file, builtincgshaderstring);
4475 Con_Printf("cg/default.cg written\n");
4478 Con_Printf("failed to write to cg/default.cg\n");
4482 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4485 texturemode = GL_MODULATE;
4486 switch (vid.renderpath)
4488 case RENDERPATH_GL20:
4489 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4490 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4491 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493 case RENDERPATH_CGGL:
4496 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4497 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4498 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4501 case RENDERPATH_GL13:
4502 R_Mesh_TexBind(0, first );
4503 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4504 R_Mesh_TexBind(1, second);
4506 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508 case RENDERPATH_GL11:
4509 R_Mesh_TexBind(0, first );
4514 void R_SetupShader_DepthOrShadow(void)
4516 switch (vid.renderpath)
4518 case RENDERPATH_GL20:
4519 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521 case RENDERPATH_CGGL:
4523 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4526 case RENDERPATH_GL13:
4527 R_Mesh_TexBind(0, 0);
4528 R_Mesh_TexBind(1, 0);
4530 case RENDERPATH_GL11:
4531 R_Mesh_TexBind(0, 0);
4536 void R_SetupShader_ShowDepth(void)
4538 switch (vid.renderpath)
4540 case RENDERPATH_GL20:
4541 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543 case RENDERPATH_CGGL:
4545 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4548 case RENDERPATH_GL13:
4550 case RENDERPATH_GL11:
4555 extern qboolean r_shadow_usingdeferredprepass;
4556 extern cvar_t r_shadow_deferred_8bitrange;
4557 extern rtexture_t *r_shadow_attenuationgradienttexture;
4558 extern rtexture_t *r_shadow_attenuation2dtexture;
4559 extern rtexture_t *r_shadow_attenuation3dtexture;
4560 extern qboolean r_shadow_usingshadowmaprect;
4561 extern qboolean r_shadow_usingshadowmapcube;
4562 extern qboolean r_shadow_usingshadowmap2d;
4563 extern qboolean r_shadow_usingshadowmaportho;
4564 extern float r_shadow_shadowmap_texturescale[2];
4565 extern float r_shadow_shadowmap_parameters[4];
4566 extern qboolean r_shadow_shadowmapvsdct;
4567 extern qboolean r_shadow_shadowmapsampler;
4568 extern int r_shadow_shadowmappcf;
4569 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4570 extern rtexture_t *r_shadow_shadowmap2dtexture;
4571 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4572 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4573 extern matrix4x4_t r_shadow_shadowmapmatrix;
4574 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4575 extern int r_shadow_prepass_width;
4576 extern int r_shadow_prepass_height;
4577 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4578 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4583 // select a permutation of the lighting shader appropriate to this
4584 // combination of texture, entity, light source, and fogging, only use the
4585 // minimum features necessary to avoid wasting rendering time in the
4586 // fragment shader on features that are not being used
4587 unsigned int permutation = 0;
4588 unsigned int mode = 0;
4590 if (rsurfacepass == RSURFPASS_BACKGROUND)
4592 // distorted background
4593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594 mode = SHADERMODE_WATER;
4595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596 mode = SHADERMODE_REFRACTION;
4599 mode = SHADERMODE_GENERIC;
4600 permutation |= SHADERPERMUTATION_DIFFUSE;
4602 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4603 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4604 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4607 R_Mesh_ColorPointer(NULL, 0, 0);
4608 GL_AlphaTest(false);
4609 GL_BlendFunc(GL_ONE, GL_ZERO);
4611 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4613 if (r_glsl_offsetmapping.integer)
4615 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4619 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4621 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4622 if (r_glsl_offsetmapping_reliefmapping.integer)
4623 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4629 permutation |= SHADERPERMUTATION_ALPHAKILL;
4630 // normalmap (deferred prepass), may use alpha test on diffuse
4631 mode = SHADERMODE_DEFERREDGEOMETRY;
4632 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4633 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4634 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4635 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4636 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4638 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4639 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4640 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4642 R_Mesh_ColorPointer(NULL, 0, 0);
4643 GL_AlphaTest(false);
4644 GL_BlendFunc(GL_ONE, GL_ZERO);
4646 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4648 if (r_glsl_offsetmapping.integer)
4650 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4651 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4652 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4653 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4654 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4656 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4657 if (r_glsl_offsetmapping_reliefmapping.integer)
4658 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4661 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4664 mode = SHADERMODE_LIGHTSOURCE;
4665 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4666 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4668 permutation |= SHADERPERMUTATION_CUBEFILTER;
4669 if (diffusescale > 0)
4670 permutation |= SHADERPERMUTATION_DIFFUSE;
4671 if (specularscale > 0)
4673 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4674 if (r_shadow_glossexact.integer)
4675 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4677 if (r_refdef.fogenabled)
4678 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4679 if (rsurface.texture->colormapping)
4680 permutation |= SHADERPERMUTATION_COLORMAPPING;
4681 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4683 if (r_shadow_usingshadowmaprect)
4684 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4685 if (r_shadow_usingshadowmap2d)
4686 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4687 if (r_shadow_usingshadowmapcube)
4688 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4689 else if(r_shadow_shadowmapvsdct)
4690 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4692 if (r_shadow_shadowmapsampler)
4693 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4694 if (r_shadow_shadowmappcf > 1)
4695 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4696 else if (r_shadow_shadowmappcf)
4697 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4699 if (rsurface.texture->reflectmasktexture)
4700 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4701 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4702 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4704 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4705 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4706 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4710 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4711 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4712 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4714 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4715 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4716 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4718 R_Mesh_ColorPointer(NULL, 0, 0);
4719 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4720 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4722 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4724 if (r_glsl_offsetmapping.integer)
4726 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4727 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4728 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4729 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4730 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4732 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4733 if (r_glsl_offsetmapping_reliefmapping.integer)
4734 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4737 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4738 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4739 // unshaded geometry (fullbright or ambient model lighting)
4740 mode = SHADERMODE_FLATCOLOR;
4741 ambientscale = diffusescale = specularscale = 0;
4742 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4743 permutation |= SHADERPERMUTATION_GLOW;
4744 if (r_refdef.fogenabled)
4745 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4746 if (rsurface.texture->colormapping)
4747 permutation |= SHADERPERMUTATION_COLORMAPPING;
4748 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4750 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4751 if (r_shadow_usingshadowmaprect)
4752 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4753 if (r_shadow_usingshadowmap2d)
4754 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4756 if (r_shadow_shadowmapsampler)
4757 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4758 if (r_shadow_shadowmappcf > 1)
4759 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4760 else if (r_shadow_shadowmappcf)
4761 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4763 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4764 permutation |= SHADERPERMUTATION_REFLECTION;
4765 if (rsurface.texture->reflectmasktexture)
4766 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4767 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4768 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4770 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4771 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4776 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4777 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4778 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4780 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4781 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4782 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4784 R_Mesh_ColorPointer(NULL, 0, 0);
4785 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4786 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4788 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4790 if (r_glsl_offsetmapping.integer)
4792 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4793 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4794 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4795 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4796 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4798 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799 if (r_glsl_offsetmapping_reliefmapping.integer)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4804 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4805 // directional model lighting
4806 mode = SHADERMODE_LIGHTDIRECTION;
4807 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4808 permutation |= SHADERPERMUTATION_GLOW;
4809 permutation |= SHADERPERMUTATION_DIFFUSE;
4810 if (specularscale > 0)
4812 permutation |= SHADERPERMUTATION_SPECULAR;
4813 if (r_shadow_glossexact.integer)
4814 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4816 if (r_refdef.fogenabled)
4817 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4818 if (rsurface.texture->colormapping)
4819 permutation |= SHADERPERMUTATION_COLORMAPPING;
4820 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4822 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4823 if (r_shadow_usingshadowmaprect)
4824 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4825 if (r_shadow_usingshadowmap2d)
4826 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4828 if (r_shadow_shadowmapsampler)
4829 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830 if (r_shadow_shadowmappcf > 1)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832 else if (r_shadow_shadowmappcf)
4833 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4835 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4836 permutation |= SHADERPERMUTATION_REFLECTION;
4837 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4839 if (rsurface.texture->reflectmasktexture)
4840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4841 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4842 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4844 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4845 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4846 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4850 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4851 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4852 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4854 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4855 R_Mesh_ColorPointer(NULL, 0, 0);
4856 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4857 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4859 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4861 if (r_glsl_offsetmapping.integer)
4863 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4864 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4865 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4866 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4867 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4869 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4870 if (r_glsl_offsetmapping_reliefmapping.integer)
4871 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4875 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4876 // ambient model lighting
4877 mode = SHADERMODE_LIGHTDIRECTION;
4878 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4879 permutation |= SHADERPERMUTATION_GLOW;
4880 if (r_refdef.fogenabled)
4881 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4882 if (rsurface.texture->colormapping)
4883 permutation |= SHADERPERMUTATION_COLORMAPPING;
4884 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4886 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4887 if (r_shadow_usingshadowmaprect)
4888 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4889 if (r_shadow_usingshadowmap2d)
4890 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4892 if (r_shadow_shadowmapsampler)
4893 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4894 if (r_shadow_shadowmappcf > 1)
4895 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4896 else if (r_shadow_shadowmappcf)
4897 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4899 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4900 permutation |= SHADERPERMUTATION_REFLECTION;
4901 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4902 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4903 if (rsurface.texture->reflectmasktexture)
4904 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4905 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4906 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4908 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4909 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4914 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4915 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4918 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4919 R_Mesh_ColorPointer(NULL, 0, 0);
4920 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4921 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4925 if (r_glsl_offsetmapping.integer)
4927 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4928 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4929 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4930 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4931 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4933 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4934 if (r_glsl_offsetmapping_reliefmapping.integer)
4935 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4938 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4939 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4941 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4942 permutation |= SHADERPERMUTATION_GLOW;
4943 if (r_refdef.fogenabled)
4944 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4945 if (rsurface.texture->colormapping)
4946 permutation |= SHADERPERMUTATION_COLORMAPPING;
4947 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4949 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4950 if (r_shadow_usingshadowmaprect)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4952 if (r_shadow_usingshadowmap2d)
4953 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4955 if (r_shadow_shadowmapsampler)
4956 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4957 if (r_shadow_shadowmappcf > 1)
4958 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4959 else if (r_shadow_shadowmappcf)
4960 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4962 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4963 permutation |= SHADERPERMUTATION_REFLECTION;
4964 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4965 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4966 if (rsurface.texture->reflectmasktexture)
4967 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4968 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4970 // deluxemapping (light direction texture)
4971 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4972 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4974 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4975 permutation |= SHADERPERMUTATION_DIFFUSE;
4976 if (specularscale > 0)
4978 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4979 if (r_shadow_glossexact.integer)
4980 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4982 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4983 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4984 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4986 R_Mesh_ColorPointer(NULL, 0, 0);
4988 else if (r_glsl_deluxemapping.integer >= 2)
4990 // fake deluxemapping (uniform light direction in tangentspace)
4991 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4992 permutation |= SHADERPERMUTATION_DIFFUSE;
4993 if (specularscale > 0)
4995 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4996 if (r_shadow_glossexact.integer)
4997 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4999 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5000 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5001 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5003 R_Mesh_ColorPointer(NULL, 0, 0);
5005 else if (rsurface.uselightmaptexture)
5007 // ordinary lightmapping (q1bsp, q3bsp)
5008 mode = SHADERMODE_LIGHTMAP;
5009 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5010 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5011 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5013 R_Mesh_ColorPointer(NULL, 0, 0);
5017 // ordinary vertex coloring (q3bsp)
5018 mode = SHADERMODE_VERTEXCOLOR;
5019 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5020 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5022 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5023 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5025 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5026 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5027 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5031 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5032 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5033 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5035 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5036 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5038 switch(vid.renderpath)
5040 case RENDERPATH_GL20:
5041 R_SetupShader_SetPermutationGLSL(mode, permutation);
5042 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5043 if (mode == SHADERMODE_LIGHTSOURCE)
5045 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5046 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5047 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5048 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5049 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5050 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);
5052 // additive passes are only darkened by fog, not tinted
5053 if (r_glsl_permutation->loc_FogColor >= 0)
5054 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5055 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5059 if (mode == SHADERMODE_FLATCOLOR)
5061 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5063 else if (mode == SHADERMODE_LIGHTDIRECTION)
5065 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5066 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5067 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);
5068 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5069 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);
5070 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5071 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]);
5075 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5076 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]);
5077 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);
5078 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5079 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);
5081 // additive passes are only darkened by fog, not tinted
5082 if (r_glsl_permutation->loc_FogColor >= 0)
5084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5085 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5087 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5089 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);
5090 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]);
5091 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]);
5092 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5093 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5094 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5095 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5096 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5098 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5099 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5100 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5101 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]);
5102 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]);
5104 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5105 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5106 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5107 if (r_glsl_permutation->loc_Color_Pants >= 0)
5109 if (rsurface.texture->pantstexture)
5110 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5112 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5114 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5116 if (rsurface.texture->shirttexture)
5117 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5119 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5121 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]);
5122 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5123 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5124 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5125 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5126 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]);
5127 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5129 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5130 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5131 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5132 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5133 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5134 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5135 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5136 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5137 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5138 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5139 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5140 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5141 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5142 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5143 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5144 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5145 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5146 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5147 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5148 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5149 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5150 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5151 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5152 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5153 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5154 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5155 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5157 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5158 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5159 if (rsurface.rtlight)
5161 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5162 if (r_shadow_usingshadowmapcube)
5163 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5164 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5169 case RENDERPATH_CGGL:
5171 R_SetupShader_SetPermutationCG(mode, permutation);
5172 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5173 if (mode == SHADERMODE_LIGHTSOURCE)
5175 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5176 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5180 if (mode == SHADERMODE_LIGHTDIRECTION)
5182 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
5185 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5186 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5187 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5188 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5189 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
5192 if (mode == SHADERMODE_LIGHTSOURCE)
5194 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5195 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5196 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5197 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5198 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
5200 // additive passes are only darkened by fog, not tinted
5201 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5202 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5206 if (mode == SHADERMODE_FLATCOLOR)
5208 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5210 else if (mode == SHADERMODE_LIGHTDIRECTION)
5212 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5213 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5214 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
5215 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5216 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
5217 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
5218 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
5222 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5223 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
5224 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
5225 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5226 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
5228 // additive passes are only darkened by fog, not tinted
5229 if (r_cg_permutation->fp_FogColor)
5231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5232 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5234 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5237 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
5238 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
5239 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
5240 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5241 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5242 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5243 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5244 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5246 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
5247 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
5248 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5249 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5250 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5251 if (r_cg_permutation->fp_Color_Pants)
5253 if (rsurface.texture->pantstexture)
5254 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5256 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5259 if (r_cg_permutation->fp_Color_Shirt)
5261 if (rsurface.texture->shirttexture)
5262 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5264 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5267 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
5268 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5269 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5270 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5271 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5272 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
5273 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5275 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5276 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5277 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5278 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5280 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5287 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5289 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
5290 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5291 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5292 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5293 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5294 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5295 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5296 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5301 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5303 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5304 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5305 if (rsurface.rtlight)
5307 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5308 if (r_shadow_usingshadowmapcube)
5309 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5310 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5317 case RENDERPATH_GL13:
5318 case RENDERPATH_GL11:
5323 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5325 // select a permutation of the lighting shader appropriate to this
5326 // combination of texture, entity, light source, and fogging, only use the
5327 // minimum features necessary to avoid wasting rendering time in the
5328 // fragment shader on features that are not being used
5329 unsigned int permutation = 0;
5330 unsigned int mode = 0;
5331 const float *lightcolorbase = rtlight->currentcolor;
5332 float ambientscale = rtlight->ambientscale;
5333 float diffusescale = rtlight->diffusescale;
5334 float specularscale = rtlight->specularscale;
5335 // this is the location of the light in view space
5336 vec3_t viewlightorigin;
5337 // this transforms from view space (camera) to light space (cubemap)
5338 matrix4x4_t viewtolight;
5339 matrix4x4_t lighttoview;
5340 float viewtolight16f[16];
5341 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5343 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5344 if (rtlight->currentcubemap != r_texture_whitecube)
5345 permutation |= SHADERPERMUTATION_CUBEFILTER;
5346 if (diffusescale > 0)
5347 permutation |= SHADERPERMUTATION_DIFFUSE;
5348 if (specularscale > 0)
5350 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5351 if (r_shadow_glossexact.integer)
5352 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5354 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5356 if (r_shadow_usingshadowmaprect)
5357 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5358 if (r_shadow_usingshadowmap2d)
5359 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5360 if (r_shadow_usingshadowmapcube)
5361 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5362 else if(r_shadow_shadowmapvsdct)
5363 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5365 if (r_shadow_shadowmapsampler)
5366 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5367 if (r_shadow_shadowmappcf > 1)
5368 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5369 else if (r_shadow_shadowmappcf)
5370 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5372 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5373 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5374 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5375 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5376 switch(vid.renderpath)
5378 case RENDERPATH_GL20:
5379 R_SetupShader_SetPermutationGLSL(mode, permutation);
5380 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5381 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5382 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);
5383 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);
5384 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);
5385 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]);
5386 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]);
5387 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5388 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]);
5389 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5391 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5392 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5393 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5394 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5395 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5396 if (r_shadow_usingshadowmapcube)
5397 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5398 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5399 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5401 case RENDERPATH_CGGL:
5403 R_SetupShader_SetPermutationCG(mode, permutation);
5404 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5405 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5406 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
5407 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
5408 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
5409 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
5410 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
5411 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5412 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
5413 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5415 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5417 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5419 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5420 if (r_shadow_usingshadowmapcube)
5421 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5422 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5423 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5426 case RENDERPATH_GL13:
5427 case RENDERPATH_GL11:
5432 #define SKINFRAME_HASH 1024
5436 int loadsequence; // incremented each level change
5437 memexpandablearray_t array;
5438 skinframe_t *hash[SKINFRAME_HASH];
5441 r_skinframe_t r_skinframe;
5443 void R_SkinFrame_PrepareForPurge(void)
5445 r_skinframe.loadsequence++;
5446 // wrap it without hitting zero
5447 if (r_skinframe.loadsequence >= 200)
5448 r_skinframe.loadsequence = 1;
5451 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5455 // mark the skinframe as used for the purging code
5456 skinframe->loadsequence = r_skinframe.loadsequence;
5459 void R_SkinFrame_Purge(void)
5463 for (i = 0;i < SKINFRAME_HASH;i++)
5465 for (s = r_skinframe.hash[i];s;s = s->next)
5467 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5469 if (s->merged == s->base)
5471 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5472 R_PurgeTexture(s->stain );s->stain = NULL;
5473 R_PurgeTexture(s->merged);s->merged = NULL;
5474 R_PurgeTexture(s->base );s->base = NULL;
5475 R_PurgeTexture(s->pants );s->pants = NULL;
5476 R_PurgeTexture(s->shirt );s->shirt = NULL;
5477 R_PurgeTexture(s->nmap );s->nmap = NULL;
5478 R_PurgeTexture(s->gloss );s->gloss = NULL;
5479 R_PurgeTexture(s->glow );s->glow = NULL;
5480 R_PurgeTexture(s->fog );s->fog = NULL;
5481 R_PurgeTexture(s->reflect);s->reflect = NULL;
5482 s->loadsequence = 0;
5488 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5490 char basename[MAX_QPATH];
5492 Image_StripImageExtension(name, basename, sizeof(basename));
5494 if( last == NULL ) {
5496 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5497 item = r_skinframe.hash[hashindex];
5502 // linearly search through the hash bucket
5503 for( ; item ; item = item->next ) {
5504 if( !strcmp( item->basename, basename ) ) {
5511 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5515 char basename[MAX_QPATH];
5517 Image_StripImageExtension(name, basename, sizeof(basename));
5519 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5520 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5521 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5525 rtexture_t *dyntexture;
5526 // check whether its a dynamic texture
5527 dyntexture = CL_GetDynTexture( basename );
5528 if (!add && !dyntexture)
5530 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5531 memset(item, 0, sizeof(*item));
5532 strlcpy(item->basename, basename, sizeof(item->basename));
5533 item->base = dyntexture; // either NULL or dyntexture handle
5534 item->textureflags = textureflags;
5535 item->comparewidth = comparewidth;
5536 item->compareheight = compareheight;
5537 item->comparecrc = comparecrc;
5538 item->next = r_skinframe.hash[hashindex];
5539 r_skinframe.hash[hashindex] = item;
5541 else if( item->base == NULL )
5543 rtexture_t *dyntexture;
5544 // check whether its a dynamic texture
5545 // 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]
5546 dyntexture = CL_GetDynTexture( basename );
5547 item->base = dyntexture; // either NULL or dyntexture handle
5550 R_SkinFrame_MarkUsed(item);
5554 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5556 unsigned long long avgcolor[5], wsum; \
5564 for(pix = 0; pix < cnt; ++pix) \
5567 for(comp = 0; comp < 3; ++comp) \
5569 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5572 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5574 for(comp = 0; comp < 3; ++comp) \
5575 avgcolor[comp] += getpixel * w; \
5578 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5579 avgcolor[4] += getpixel; \
5581 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5583 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5584 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5585 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5586 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5589 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5592 unsigned char *pixels;
5593 unsigned char *bumppixels;
5594 unsigned char *basepixels = NULL;
5595 int basepixels_width = 0;
5596 int basepixels_height = 0;
5597 skinframe_t *skinframe;
5598 rtexture_t *ddsbase = NULL;
5599 qboolean ddshasalpha = false;
5600 float ddsavgcolor[4];
5601 char basename[MAX_QPATH];
5603 if (cls.state == ca_dedicated)
5606 // return an existing skinframe if already loaded
5607 // if loading of the first image fails, don't make a new skinframe as it
5608 // would cause all future lookups of this to be missing
5609 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5610 if (skinframe && skinframe->base)
5613 Image_StripImageExtension(name, basename, sizeof(basename));
5615 // check for DDS texture file first
5616 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5618 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5619 if (basepixels == NULL)
5623 if (developer_loading.integer)
5624 Con_Printf("loading skin \"%s\"\n", name);
5626 // we've got some pixels to store, so really allocate this new texture now
5628 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5629 skinframe->stain = NULL;
5630 skinframe->merged = NULL;
5631 skinframe->base = NULL;
5632 skinframe->pants = NULL;
5633 skinframe->shirt = NULL;
5634 skinframe->nmap = NULL;
5635 skinframe->gloss = NULL;
5636 skinframe->glow = NULL;
5637 skinframe->fog = NULL;
5638 skinframe->reflect = NULL;
5639 skinframe->hasalpha = false;
5643 skinframe->base = ddsbase;
5644 skinframe->hasalpha = ddshasalpha;
5645 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5646 if (r_loadfog && skinframe->hasalpha)
5647 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5648 //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]);
5652 basepixels_width = image_width;
5653 basepixels_height = image_height;
5654 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5655 if (textureflags & TEXF_ALPHA)
5657 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5659 if (basepixels[j] < 255)
5661 skinframe->hasalpha = true;
5665 if (r_loadfog && skinframe->hasalpha)
5667 // has transparent pixels
5668 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5669 for (j = 0;j < image_width * image_height * 4;j += 4)
5674 pixels[j+3] = basepixels[j+3];
5676 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5680 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5681 //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]);
5682 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5683 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5684 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5685 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5690 if (r_loadnormalmap)
5691 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5692 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5694 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5695 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5696 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5697 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5700 // _norm is the name used by tenebrae and has been adopted as standard
5701 if (r_loadnormalmap && skinframe->nmap == NULL)
5703 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5705 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5709 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5711 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5712 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5713 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5715 Mem_Free(bumppixels);
5717 else if (r_shadow_bumpscale_basetexture.value > 0)
5719 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5720 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5721 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5724 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5725 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5728 // _luma is supported only for tenebrae compatibility
5729 // _glow is the preferred name
5730 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5732 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5733 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5734 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5735 Mem_Free(pixels);pixels = NULL;
5738 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5740 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5741 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5742 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5747 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5749 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5750 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5751 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5756 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5758 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5759 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5760 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5765 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5767 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5768 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5769 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5775 Mem_Free(basepixels);
5780 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5781 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5784 unsigned char *temp1, *temp2;
5785 skinframe_t *skinframe;
5787 if (cls.state == ca_dedicated)
5790 // if already loaded just return it, otherwise make a new skinframe
5791 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5792 if (skinframe && skinframe->base)
5795 skinframe->stain = NULL;
5796 skinframe->merged = NULL;
5797 skinframe->base = NULL;
5798 skinframe->pants = NULL;
5799 skinframe->shirt = NULL;
5800 skinframe->nmap = NULL;
5801 skinframe->gloss = NULL;
5802 skinframe->glow = NULL;
5803 skinframe->fog = NULL;
5804 skinframe->reflect = NULL;
5805 skinframe->hasalpha = false;
5807 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5811 if (developer_loading.integer)
5812 Con_Printf("loading 32bit skin \"%s\"\n", name);
5814 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5816 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5817 temp2 = temp1 + width * height * 4;
5818 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5819 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5822 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5823 if (textureflags & TEXF_ALPHA)
5825 for (i = 3;i < width * height * 4;i += 4)
5827 if (skindata[i] < 255)
5829 skinframe->hasalpha = true;
5833 if (r_loadfog && skinframe->hasalpha)
5835 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5836 memcpy(fogpixels, skindata, width * height * 4);
5837 for (i = 0;i < width * height * 4;i += 4)
5838 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5839 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5840 Mem_Free(fogpixels);
5844 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5845 //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]);
5850 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5854 skinframe_t *skinframe;
5856 if (cls.state == ca_dedicated)
5859 // if already loaded just return it, otherwise make a new skinframe
5860 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5861 if (skinframe && skinframe->base)
5864 skinframe->stain = NULL;
5865 skinframe->merged = NULL;
5866 skinframe->base = NULL;
5867 skinframe->pants = NULL;
5868 skinframe->shirt = NULL;
5869 skinframe->nmap = NULL;
5870 skinframe->gloss = NULL;
5871 skinframe->glow = NULL;
5872 skinframe->fog = NULL;
5873 skinframe->reflect = NULL;
5874 skinframe->hasalpha = false;
5876 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5880 if (developer_loading.integer)
5881 Con_Printf("loading quake skin \"%s\"\n", name);
5883 // 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)
5884 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5885 memcpy(skinframe->qpixels, skindata, width*height);
5886 skinframe->qwidth = width;
5887 skinframe->qheight = height;
5890 for (i = 0;i < width * height;i++)
5891 featuresmask |= palette_featureflags[skindata[i]];
5893 skinframe->hasalpha = false;
5894 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5895 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5896 skinframe->qgeneratemerged = true;
5897 skinframe->qgeneratebase = skinframe->qhascolormapping;
5898 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5900 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5901 //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]);
5906 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5910 unsigned char *skindata;
5912 if (!skinframe->qpixels)
5915 if (!skinframe->qhascolormapping)
5916 colormapped = false;
5920 if (!skinframe->qgeneratebase)
5925 if (!skinframe->qgeneratemerged)
5929 width = skinframe->qwidth;
5930 height = skinframe->qheight;
5931 skindata = skinframe->qpixels;
5933 if (skinframe->qgeneratenmap)
5935 unsigned char *temp1, *temp2;
5936 skinframe->qgeneratenmap = false;
5937 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5938 temp2 = temp1 + width * height * 4;
5939 // use either a custom palette or the quake palette
5940 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5941 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5942 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5946 if (skinframe->qgenerateglow)
5948 skinframe->qgenerateglow = false;
5949 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5954 skinframe->qgeneratebase = false;
5955 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5956 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5957 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5961 skinframe->qgeneratemerged = false;
5962 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5965 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5967 Mem_Free(skinframe->qpixels);
5968 skinframe->qpixels = NULL;
5972 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)
5975 skinframe_t *skinframe;
5977 if (cls.state == ca_dedicated)
5980 // if already loaded just return it, otherwise make a new skinframe
5981 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5982 if (skinframe && skinframe->base)
5985 skinframe->stain = NULL;
5986 skinframe->merged = NULL;
5987 skinframe->base = NULL;
5988 skinframe->pants = NULL;
5989 skinframe->shirt = NULL;
5990 skinframe->nmap = NULL;
5991 skinframe->gloss = NULL;
5992 skinframe->glow = NULL;
5993 skinframe->fog = NULL;
5994 skinframe->reflect = NULL;
5995 skinframe->hasalpha = false;
5997 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6001 if (developer_loading.integer)
6002 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6004 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6005 if (textureflags & TEXF_ALPHA)
6007 for (i = 0;i < width * height;i++)
6009 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6011 skinframe->hasalpha = true;
6015 if (r_loadfog && skinframe->hasalpha)
6016 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6019 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6020 //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]);
6025 skinframe_t *R_SkinFrame_LoadMissing(void)
6027 skinframe_t *skinframe;
6029 if (cls.state == ca_dedicated)
6032 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6033 skinframe->stain = NULL;
6034 skinframe->merged = NULL;
6035 skinframe->base = NULL;
6036 skinframe->pants = NULL;
6037 skinframe->shirt = NULL;
6038 skinframe->nmap = NULL;
6039 skinframe->gloss = NULL;
6040 skinframe->glow = NULL;
6041 skinframe->fog = NULL;
6042 skinframe->reflect = NULL;
6043 skinframe->hasalpha = false;
6045 skinframe->avgcolor[0] = rand() / RAND_MAX;
6046 skinframe->avgcolor[1] = rand() / RAND_MAX;
6047 skinframe->avgcolor[2] = rand() / RAND_MAX;
6048 skinframe->avgcolor[3] = 1;
6053 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6054 typedef struct suffixinfo_s
6057 qboolean flipx, flipy, flipdiagonal;
6060 static suffixinfo_t suffix[3][6] =
6063 {"px", false, false, false},
6064 {"nx", false, false, false},
6065 {"py", false, false, false},
6066 {"ny", false, false, false},
6067 {"pz", false, false, false},
6068 {"nz", false, false, false}
6071 {"posx", false, false, false},
6072 {"negx", false, false, false},
6073 {"posy", false, false, false},
6074 {"negy", false, false, false},
6075 {"posz", false, false, false},
6076 {"negz", false, false, false}
6079 {"rt", true, false, true},
6080 {"lf", false, true, true},
6081 {"ft", true, true, false},
6082 {"bk", false, false, false},
6083 {"up", true, false, true},
6084 {"dn", true, false, true}
6088 static int componentorder[4] = {0, 1, 2, 3};
6090 rtexture_t *R_LoadCubemap(const char *basename)
6092 int i, j, cubemapsize;
6093 unsigned char *cubemappixels, *image_buffer;
6094 rtexture_t *cubemaptexture;
6096 // must start 0 so the first loadimagepixels has no requested width/height
6098 cubemappixels = NULL;
6099 cubemaptexture = NULL;
6100 // keep trying different suffix groups (posx, px, rt) until one loads
6101 for (j = 0;j < 3 && !cubemappixels;j++)
6103 // load the 6 images in the suffix group
6104 for (i = 0;i < 6;i++)
6106 // generate an image name based on the base and and suffix
6107 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6109 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6111 // an image loaded, make sure width and height are equal
6112 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6114 // if this is the first image to load successfully, allocate the cubemap memory
6115 if (!cubemappixels && image_width >= 1)
6117 cubemapsize = image_width;
6118 // note this clears to black, so unavailable sides are black
6119 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6121 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6123 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);
6126 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6128 Mem_Free(image_buffer);
6132 // if a cubemap loaded, upload it
6135 if (developer_loading.integer)
6136 Con_Printf("loading cubemap \"%s\"\n", basename);
6138 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6139 Mem_Free(cubemappixels);
6143 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6144 if (developer_loading.integer)
6146 Con_Printf("(tried tried images ");
6147 for (j = 0;j < 3;j++)
6148 for (i = 0;i < 6;i++)
6149 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6150 Con_Print(" and was unable to find any of them).\n");
6153 return cubemaptexture;
6156 rtexture_t *R_GetCubemap(const char *basename)
6159 for (i = 0;i < r_texture_numcubemaps;i++)
6160 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6161 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6162 if (i >= MAX_CUBEMAPS)
6163 return r_texture_whitecube;
6164 r_texture_numcubemaps++;
6165 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6166 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6167 return r_texture_cubemaps[i].texture;
6170 void R_FreeCubemaps(void)
6173 for (i = 0;i < r_texture_numcubemaps;i++)
6175 if (developer_loading.integer)
6176 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6177 if (r_texture_cubemaps[i].texture)
6178 R_FreeTexture(r_texture_cubemaps[i].texture);
6180 r_texture_numcubemaps = 0;
6183 void R_Main_FreeViewCache(void)
6185 if (r_refdef.viewcache.entityvisible)
6186 Mem_Free(r_refdef.viewcache.entityvisible);
6187 if (r_refdef.viewcache.world_pvsbits)
6188 Mem_Free(r_refdef.viewcache.world_pvsbits);
6189 if (r_refdef.viewcache.world_leafvisible)
6190 Mem_Free(r_refdef.viewcache.world_leafvisible);
6191 if (r_refdef.viewcache.world_surfacevisible)
6192 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6193 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6196 void R_Main_ResizeViewCache(void)
6198 int numentities = r_refdef.scene.numentities;
6199 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6200 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6201 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6202 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6203 if (r_refdef.viewcache.maxentities < numentities)
6205 r_refdef.viewcache.maxentities = numentities;
6206 if (r_refdef.viewcache.entityvisible)
6207 Mem_Free(r_refdef.viewcache.entityvisible);
6208 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6210 if (r_refdef.viewcache.world_numclusters != numclusters)
6212 r_refdef.viewcache.world_numclusters = numclusters;
6213 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6214 if (r_refdef.viewcache.world_pvsbits)
6215 Mem_Free(r_refdef.viewcache.world_pvsbits);
6216 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6218 if (r_refdef.viewcache.world_numleafs != numleafs)
6220 r_refdef.viewcache.world_numleafs = numleafs;
6221 if (r_refdef.viewcache.world_leafvisible)
6222 Mem_Free(r_refdef.viewcache.world_leafvisible);
6223 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6225 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6227 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6228 if (r_refdef.viewcache.world_surfacevisible)
6229 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6230 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6234 extern rtexture_t *loadingscreentexture;
6235 void gl_main_start(void)
6237 loadingscreentexture = NULL;
6238 r_texture_blanknormalmap = NULL;
6239 r_texture_white = NULL;
6240 r_texture_grey128 = NULL;
6241 r_texture_black = NULL;
6242 r_texture_whitecube = NULL;
6243 r_texture_normalizationcube = NULL;
6244 r_texture_fogattenuation = NULL;
6245 r_texture_fogheighttexture = NULL;
6246 r_texture_gammaramps = NULL;
6247 r_texture_numcubemaps = 0;
6249 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6250 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6252 switch(vid.renderpath)
6254 case RENDERPATH_GL20:
6255 case RENDERPATH_CGGL:
6256 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6257 Cvar_SetValueQuick(&gl_combine, 1);
6258 Cvar_SetValueQuick(&r_glsl, 1);
6259 r_loadnormalmap = true;
6263 case RENDERPATH_GL13:
6264 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6265 Cvar_SetValueQuick(&gl_combine, 1);
6266 Cvar_SetValueQuick(&r_glsl, 0);
6267 r_loadnormalmap = false;
6268 r_loadgloss = false;
6271 case RENDERPATH_GL11:
6272 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6273 Cvar_SetValueQuick(&gl_combine, 0);
6274 Cvar_SetValueQuick(&r_glsl, 0);
6275 r_loadnormalmap = false;
6276 r_loadgloss = false;
6282 R_FrameData_Reset();
6286 memset(r_queries, 0, sizeof(r_queries));
6288 r_qwskincache = NULL;
6289 r_qwskincache_size = 0;
6291 // set up r_skinframe loading system for textures
6292 memset(&r_skinframe, 0, sizeof(r_skinframe));
6293 r_skinframe.loadsequence = 1;
6294 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6296 r_main_texturepool = R_AllocTexturePool();
6297 R_BuildBlankTextures();
6299 if (vid.support.arb_texture_cube_map)
6302 R_BuildNormalizationCube();
6304 r_texture_fogattenuation = NULL;
6305 r_texture_fogheighttexture = NULL;
6306 r_texture_gammaramps = NULL;
6307 //r_texture_fogintensity = NULL;
6308 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6309 memset(&r_waterstate, 0, sizeof(r_waterstate));
6310 r_glsl_permutation = NULL;
6311 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6312 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6313 glslshaderstring = NULL;
6315 r_cg_permutation = NULL;
6316 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6317 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6318 cgshaderstring = NULL;
6320 memset(&r_svbsp, 0, sizeof (r_svbsp));
6322 r_refdef.fogmasktable_density = 0;
6325 void gl_main_shutdown(void)
6328 R_FrameData_Reset();
6330 R_Main_FreeViewCache();
6333 qglDeleteQueriesARB(r_maxqueries, r_queries);
6337 memset(r_queries, 0, sizeof(r_queries));
6339 r_qwskincache = NULL;
6340 r_qwskincache_size = 0;
6342 // clear out the r_skinframe state
6343 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6344 memset(&r_skinframe, 0, sizeof(r_skinframe));
6347 Mem_Free(r_svbsp.nodes);
6348 memset(&r_svbsp, 0, sizeof (r_svbsp));
6349 R_FreeTexturePool(&r_main_texturepool);
6350 loadingscreentexture = NULL;
6351 r_texture_blanknormalmap = NULL;
6352 r_texture_white = NULL;
6353 r_texture_grey128 = NULL;
6354 r_texture_black = NULL;
6355 r_texture_whitecube = NULL;
6356 r_texture_normalizationcube = NULL;
6357 r_texture_fogattenuation = NULL;
6358 r_texture_fogheighttexture = NULL;
6359 r_texture_gammaramps = NULL;
6360 r_texture_numcubemaps = 0;
6361 //r_texture_fogintensity = NULL;
6362 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6363 memset(&r_waterstate, 0, sizeof(r_waterstate));
6364 r_glsl_permutation = NULL;
6365 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6366 glslshaderstring = NULL;
6368 r_cg_permutation = NULL;
6369 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6370 cgshaderstring = NULL;
6375 extern void CL_ParseEntityLump(char *entitystring);
6376 void gl_main_newmap(void)
6378 // FIXME: move this code to client
6379 char *entities, entname[MAX_QPATH];
6381 Mem_Free(r_qwskincache);
6382 r_qwskincache = NULL;
6383 r_qwskincache_size = 0;
6386 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6387 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6389 CL_ParseEntityLump(entities);
6393 if (cl.worldmodel->brush.entities)
6394 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6396 R_Main_FreeViewCache();
6398 R_FrameData_Reset();
6401 void GL_Main_Init(void)
6403 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6405 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6406 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6407 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6408 if (gamemode == GAME_NEHAHRA)
6410 Cvar_RegisterVariable (&gl_fogenable);
6411 Cvar_RegisterVariable (&gl_fogdensity);
6412 Cvar_RegisterVariable (&gl_fogred);
6413 Cvar_RegisterVariable (&gl_foggreen);
6414 Cvar_RegisterVariable (&gl_fogblue);
6415 Cvar_RegisterVariable (&gl_fogstart);
6416 Cvar_RegisterVariable (&gl_fogend);
6417 Cvar_RegisterVariable (&gl_skyclip);
6419 Cvar_RegisterVariable(&r_motionblur);
6420 Cvar_RegisterVariable(&r_motionblur_maxblur);
6421 Cvar_RegisterVariable(&r_motionblur_bmin);
6422 Cvar_RegisterVariable(&r_motionblur_vmin);
6423 Cvar_RegisterVariable(&r_motionblur_vmax);
6424 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6425 Cvar_RegisterVariable(&r_motionblur_randomize);
6426 Cvar_RegisterVariable(&r_damageblur);
6427 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6428 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6429 Cvar_RegisterVariable(&r_equalize_entities_by);
6430 Cvar_RegisterVariable(&r_equalize_entities_to);
6431 Cvar_RegisterVariable(&r_depthfirst);
6432 Cvar_RegisterVariable(&r_useinfinitefarclip);
6433 Cvar_RegisterVariable(&r_farclip_base);
6434 Cvar_RegisterVariable(&r_farclip_world);
6435 Cvar_RegisterVariable(&r_nearclip);
6436 Cvar_RegisterVariable(&r_showbboxes);
6437 Cvar_RegisterVariable(&r_showsurfaces);
6438 Cvar_RegisterVariable(&r_showtris);
6439 Cvar_RegisterVariable(&r_shownormals);
6440 Cvar_RegisterVariable(&r_showlighting);
6441 Cvar_RegisterVariable(&r_showshadowvolumes);
6442 Cvar_RegisterVariable(&r_showcollisionbrushes);
6443 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6444 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6445 Cvar_RegisterVariable(&r_showdisabledepthtest);
6446 Cvar_RegisterVariable(&r_drawportals);
6447 Cvar_RegisterVariable(&r_drawentities);
6448 Cvar_RegisterVariable(&r_drawworld);
6449 Cvar_RegisterVariable(&r_cullentities_trace);
6450 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6451 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6452 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6453 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6454 Cvar_RegisterVariable(&r_drawviewmodel);
6455 Cvar_RegisterVariable(&r_drawexteriormodel);
6456 Cvar_RegisterVariable(&r_speeds);
6457 Cvar_RegisterVariable(&r_fullbrights);
6458 Cvar_RegisterVariable(&r_wateralpha);
6459 Cvar_RegisterVariable(&r_dynamic);
6460 Cvar_RegisterVariable(&r_fullbright);
6461 Cvar_RegisterVariable(&r_shadows);
6462 Cvar_RegisterVariable(&r_shadows_darken);
6463 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6464 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6465 Cvar_RegisterVariable(&r_shadows_throwdistance);
6466 Cvar_RegisterVariable(&r_shadows_throwdirection);
6467 Cvar_RegisterVariable(&r_shadows_focus);
6468 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6469 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6470 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6471 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6472 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6473 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6474 Cvar_RegisterVariable(&r_fog_exp2);
6475 Cvar_RegisterVariable(&r_drawfog);
6476 Cvar_RegisterVariable(&r_transparentdepthmasking);
6477 Cvar_RegisterVariable(&r_texture_dds_load);
6478 Cvar_RegisterVariable(&r_texture_dds_save);
6479 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6480 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6481 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6482 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6483 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6484 Cvar_RegisterVariable(&r_textureunits);
6485 Cvar_RegisterVariable(&gl_combine);
6486 Cvar_RegisterVariable(&r_glsl);
6487 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6488 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6489 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6490 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6491 Cvar_RegisterVariable(&r_glsl_postprocess);
6492 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6493 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6494 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6495 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6496 Cvar_RegisterVariable(&r_water);
6497 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6498 Cvar_RegisterVariable(&r_water_clippingplanebias);
6499 Cvar_RegisterVariable(&r_water_refractdistort);
6500 Cvar_RegisterVariable(&r_water_reflectdistort);
6501 Cvar_RegisterVariable(&r_lerpsprites);
6502 Cvar_RegisterVariable(&r_lerpmodels);
6503 Cvar_RegisterVariable(&r_lerplightstyles);
6504 Cvar_RegisterVariable(&r_waterscroll);
6505 Cvar_RegisterVariable(&r_bloom);
6506 Cvar_RegisterVariable(&r_bloom_colorscale);
6507 Cvar_RegisterVariable(&r_bloom_brighten);
6508 Cvar_RegisterVariable(&r_bloom_blur);
6509 Cvar_RegisterVariable(&r_bloom_resolution);
6510 Cvar_RegisterVariable(&r_bloom_colorexponent);
6511 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6512 Cvar_RegisterVariable(&r_hdr);
6513 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6514 Cvar_RegisterVariable(&r_hdr_glowintensity);
6515 Cvar_RegisterVariable(&r_hdr_range);
6516 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6517 Cvar_RegisterVariable(&developer_texturelogging);
6518 Cvar_RegisterVariable(&gl_lightmaps);
6519 Cvar_RegisterVariable(&r_test);
6520 Cvar_RegisterVariable(&r_batchmode);
6521 Cvar_RegisterVariable(&r_glsl_saturation);
6522 Cvar_RegisterVariable(&r_framedatasize);
6523 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6524 Cvar_SetValue("r_fullbrights", 0);
6525 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6527 Cvar_RegisterVariable(&r_track_sprites);
6528 Cvar_RegisterVariable(&r_track_sprites_flags);
6529 Cvar_RegisterVariable(&r_track_sprites_scalew);
6530 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6531 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6532 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6535 extern void R_Textures_Init(void);
6536 extern void GL_Draw_Init(void);
6537 extern void GL_Main_Init(void);
6538 extern void R_Shadow_Init(void);
6539 extern void R_Sky_Init(void);
6540 extern void GL_Surf_Init(void);
6541 extern void R_Particles_Init(void);
6542 extern void R_Explosion_Init(void);
6543 extern void gl_backend_init(void);
6544 extern void Sbar_Init(void);
6545 extern void R_LightningBeams_Init(void);
6546 extern void Mod_RenderInit(void);
6547 extern void Font_Init(void);
6549 void Render_Init(void)
6562 R_LightningBeams_Init();
6571 extern char *ENGINE_EXTENSIONS;
6574 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6575 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6576 gl_version = (const char *)qglGetString(GL_VERSION);
6577 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6581 if (!gl_platformextensions)
6582 gl_platformextensions = "";
6584 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6585 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6586 Con_Printf("GL_VERSION: %s\n", gl_version);
6587 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6588 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6590 VID_CheckExtensions();
6592 // LordHavoc: report supported extensions
6593 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6595 // clear to black (loading plaque will be seen over this)
6597 qglClearColor(0,0,0,1);CHECKGLERROR
6598 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6601 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6605 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6607 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6610 p = r_refdef.view.frustum + i;
6615 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6619 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6623 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6627 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6631 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6635 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6639 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6643 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6651 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6655 for (i = 0;i < numplanes;i++)
6662 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6666 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6670 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6674 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6678 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6682 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6686 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6690 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6698 //==================================================================================
6700 // LordHavoc: this stores temporary data used within the same frame
6702 qboolean r_framedata_failed;
6703 static size_t r_framedata_size;
6704 static size_t r_framedata_current;
6705 static void *r_framedata_base;
6707 void R_FrameData_Reset(void)
6709 if (r_framedata_base)
6710 Mem_Free(r_framedata_base);
6711 r_framedata_base = NULL;
6712 r_framedata_size = 0;
6713 r_framedata_current = 0;
6714 r_framedata_failed = false;
6717 void R_FrameData_NewFrame(void)
6720 if (r_framedata_failed)
6721 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6722 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6723 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6724 if (r_framedata_size != wantedsize)
6726 r_framedata_size = wantedsize;
6727 if (r_framedata_base)
6728 Mem_Free(r_framedata_base);
6729 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6731 r_framedata_current = 0;
6732 r_framedata_failed = false;
6735 void *R_FrameData_Alloc(size_t size)
6739 // align to 16 byte boundary
6740 size = (size + 15) & ~15;
6741 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6742 r_framedata_current += size;
6745 if (r_framedata_current > r_framedata_size)
6746 r_framedata_failed = true;
6748 // return NULL on everything after a failure
6749 if (r_framedata_failed)
6755 void *R_FrameData_Store(size_t size, void *data)
6757 void *d = R_FrameData_Alloc(size);
6759 memcpy(d, data, size);
6763 //==================================================================================
6765 // LordHavoc: animcache originally written by Echon, rewritten since then
6768 * Animation cache prevents re-generating mesh data for an animated model
6769 * multiple times in one frame for lighting, shadowing, reflections, etc.
6772 void R_AnimCache_Free(void)
6776 void R_AnimCache_ClearCache(void)
6779 entity_render_t *ent;
6781 for (i = 0;i < r_refdef.scene.numentities;i++)
6783 ent = r_refdef.scene.entities[i];
6784 ent->animcache_vertex3f = NULL;
6785 ent->animcache_normal3f = NULL;
6786 ent->animcache_svector3f = NULL;
6787 ent->animcache_tvector3f = NULL;
6791 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6793 dp_model_t *model = ent->model;
6795 // see if it's already cached this frame
6796 if (ent->animcache_vertex3f)
6798 // add normals/tangents if needed
6799 if (wantnormals || wanttangents)
6801 if (ent->animcache_normal3f)
6802 wantnormals = false;
6803 if (ent->animcache_svector3f)
6804 wanttangents = false;
6805 if (wantnormals || wanttangents)
6807 numvertices = model->surfmesh.num_vertices;
6809 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6812 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6813 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6815 if (!r_framedata_failed)
6816 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6822 // see if this ent is worth caching
6823 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6825 // get some memory for this entity and generate mesh data
6826 numvertices = model->surfmesh.num_vertices;
6827 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6829 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6832 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6833 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6835 if (!r_framedata_failed)
6836 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6838 return !r_framedata_failed;
6841 void R_AnimCache_CacheVisibleEntities(void)
6844 qboolean wantnormals = !r_showsurfaces.integer;
6845 qboolean wanttangents = !r_showsurfaces.integer;
6847 switch(vid.renderpath)
6849 case RENDERPATH_GL20:
6850 case RENDERPATH_CGGL:
6852 case RENDERPATH_GL13:
6853 case RENDERPATH_GL11:
6854 wanttangents = false;
6858 // TODO: thread this
6859 // NOTE: R_PrepareRTLights() also caches entities
6861 for (i = 0;i < r_refdef.scene.numentities;i++)
6862 if (r_refdef.viewcache.entityvisible[i])
6863 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6866 //==================================================================================
6868 static void R_View_UpdateEntityLighting (void)
6871 entity_render_t *ent;
6872 vec3_t tempdiffusenormal, avg;
6873 vec_t f, fa, fd, fdd;
6874 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6876 for (i = 0;i < r_refdef.scene.numentities;i++)
6878 ent = r_refdef.scene.entities[i];
6880 // skip unseen models
6881 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6885 if (ent->model && ent->model->brush.num_leafs)
6887 // TODO: use modellight for r_ambient settings on world?
6888 VectorSet(ent->modellight_ambient, 0, 0, 0);
6889 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6890 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6894 // fetch the lighting from the worldmodel data
6895 VectorClear(ent->modellight_ambient);
6896 VectorClear(ent->modellight_diffuse);
6897 VectorClear(tempdiffusenormal);
6898 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6901 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6902 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6903 if(ent->flags & RENDER_EQUALIZE)
6905 // first fix up ambient lighting...
6906 if(r_equalize_entities_minambient.value > 0)
6908 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6911 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6912 if(fa < r_equalize_entities_minambient.value * fd)
6915 // fa'/fd' = minambient
6916 // fa'+0.25*fd' = fa+0.25*fd
6918 // fa' = fd' * minambient
6919 // fd'*(0.25+minambient) = fa+0.25*fd
6921 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6922 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6924 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6925 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
6926 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6927 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6932 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6934 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6935 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6938 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6939 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6940 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6946 VectorSet(ent->modellight_ambient, 1, 1, 1);
6948 // move the light direction into modelspace coordinates for lighting code
6949 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6950 if(VectorLength2(ent->modellight_lightdir) == 0)
6951 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6952 VectorNormalize(ent->modellight_lightdir);
6956 #define MAX_LINEOFSIGHTTRACES 64
6958 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6961 vec3_t boxmins, boxmaxs;
6964 dp_model_t *model = r_refdef.scene.worldmodel;
6966 if (!model || !model->brush.TraceLineOfSight)
6969 // expand the box a little
6970 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6971 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6972 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6973 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6974 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6975 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6977 // return true if eye is inside enlarged box
6978 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6982 VectorCopy(eye, start);
6983 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6984 if (model->brush.TraceLineOfSight(model, start, end))
6987 // try various random positions
6988 for (i = 0;i < numsamples;i++)
6990 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6991 if (model->brush.TraceLineOfSight(model, start, end))
6999 static void R_View_UpdateEntityVisible (void)
7004 entity_render_t *ent;
7006 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7007 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7008 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7009 : RENDER_EXTERIORMODEL;
7010 if (!r_drawviewmodel.integer)
7011 renderimask |= RENDER_VIEWMODEL;
7012 if (!r_drawexteriormodel.integer)
7013 renderimask |= RENDER_EXTERIORMODEL;
7014 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7016 // worldmodel can check visibility
7017 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7018 for (i = 0;i < r_refdef.scene.numentities;i++)
7020 ent = r_refdef.scene.entities[i];
7021 if (!(ent->flags & renderimask))
7022 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7023 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))
7024 r_refdef.viewcache.entityvisible[i] = true;
7026 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7027 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7029 for (i = 0;i < r_refdef.scene.numentities;i++)
7031 ent = r_refdef.scene.entities[i];
7032 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7034 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7036 continue; // temp entities do pvs only
7037 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7038 ent->last_trace_visibility = realtime;
7039 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7040 r_refdef.viewcache.entityvisible[i] = 0;
7047 // no worldmodel or it can't check visibility
7048 for (i = 0;i < r_refdef.scene.numentities;i++)
7050 ent = r_refdef.scene.entities[i];
7051 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));
7056 /// only used if skyrendermasked, and normally returns false
7057 int R_DrawBrushModelsSky (void)
7060 entity_render_t *ent;
7063 for (i = 0;i < r_refdef.scene.numentities;i++)
7065 if (!r_refdef.viewcache.entityvisible[i])
7067 ent = r_refdef.scene.entities[i];
7068 if (!ent->model || !ent->model->DrawSky)
7070 ent->model->DrawSky(ent);
7076 static void R_DrawNoModel(entity_render_t *ent);
7077 static void R_DrawModels(void)
7080 entity_render_t *ent;
7082 for (i = 0;i < r_refdef.scene.numentities;i++)
7084 if (!r_refdef.viewcache.entityvisible[i])
7086 ent = r_refdef.scene.entities[i];
7087 r_refdef.stats.entities++;
7088 if (ent->model && ent->model->Draw != NULL)
7089 ent->model->Draw(ent);
7095 static void R_DrawModelsDepth(void)
7098 entity_render_t *ent;
7100 for (i = 0;i < r_refdef.scene.numentities;i++)
7102 if (!r_refdef.viewcache.entityvisible[i])
7104 ent = r_refdef.scene.entities[i];
7105 if (ent->model && ent->model->DrawDepth != NULL)
7106 ent->model->DrawDepth(ent);
7110 static void R_DrawModelsDebug(void)
7113 entity_render_t *ent;
7115 for (i = 0;i < r_refdef.scene.numentities;i++)
7117 if (!r_refdef.viewcache.entityvisible[i])
7119 ent = r_refdef.scene.entities[i];
7120 if (ent->model && ent->model->DrawDebug != NULL)
7121 ent->model->DrawDebug(ent);
7125 static void R_DrawModelsAddWaterPlanes(void)
7128 entity_render_t *ent;
7130 for (i = 0;i < r_refdef.scene.numentities;i++)
7132 if (!r_refdef.viewcache.entityvisible[i])
7134 ent = r_refdef.scene.entities[i];
7135 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7136 ent->model->DrawAddWaterPlanes(ent);
7140 static void R_View_SetFrustum(void)
7143 double slopex, slopey;
7144 vec3_t forward, left, up, origin;
7146 // we can't trust r_refdef.view.forward and friends in reflected scenes
7147 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7150 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7151 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7152 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7153 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7154 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7155 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7156 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7157 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7158 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7159 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7160 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7161 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7165 zNear = r_refdef.nearclip;
7166 nudge = 1.0 - 1.0 / (1<<23);
7167 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7168 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7169 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7170 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7171 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7172 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7173 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7174 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7180 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7181 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7182 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7183 r_refdef.view.frustum[0].dist = m[15] - m[12];
7185 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7186 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7187 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7188 r_refdef.view.frustum[1].dist = m[15] + m[12];
7190 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7191 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7192 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7193 r_refdef.view.frustum[2].dist = m[15] - m[13];
7195 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7196 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7197 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7198 r_refdef.view.frustum[3].dist = m[15] + m[13];
7200 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7201 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7202 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7203 r_refdef.view.frustum[4].dist = m[15] - m[14];
7205 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7206 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7207 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7208 r_refdef.view.frustum[5].dist = m[15] + m[14];
7211 if (r_refdef.view.useperspective)
7213 slopex = 1.0 / r_refdef.view.frustum_x;
7214 slopey = 1.0 / r_refdef.view.frustum_y;
7215 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7216 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7217 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7218 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7219 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7221 // Leaving those out was a mistake, those were in the old code, and they
7222 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7223 // I couldn't reproduce it after adding those normalizations. --blub
7224 VectorNormalize(r_refdef.view.frustum[0].normal);
7225 VectorNormalize(r_refdef.view.frustum[1].normal);
7226 VectorNormalize(r_refdef.view.frustum[2].normal);
7227 VectorNormalize(r_refdef.view.frustum[3].normal);
7229 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7230 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7231 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7232 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7233 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7235 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7236 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7237 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7238 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7239 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7243 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7244 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7245 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7246 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7247 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7248 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7249 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7250 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7251 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7252 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7254 r_refdef.view.numfrustumplanes = 5;
7256 if (r_refdef.view.useclipplane)
7258 r_refdef.view.numfrustumplanes = 6;
7259 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7262 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7263 PlaneClassify(r_refdef.view.frustum + i);
7265 // LordHavoc: note to all quake engine coders, Quake had a special case
7266 // for 90 degrees which assumed a square view (wrong), so I removed it,
7267 // Quake2 has it disabled as well.
7269 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7270 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7271 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7272 //PlaneClassify(&frustum[0]);
7274 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7275 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7276 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7277 //PlaneClassify(&frustum[1]);
7279 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7280 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7281 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7282 //PlaneClassify(&frustum[2]);
7284 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7285 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7286 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7287 //PlaneClassify(&frustum[3]);
7290 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7291 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7292 //PlaneClassify(&frustum[4]);
7295 void R_View_Update(void)
7297 R_Main_ResizeViewCache();
7298 R_View_SetFrustum();
7299 R_View_WorldVisibility(r_refdef.view.useclipplane);
7300 R_View_UpdateEntityVisible();
7301 R_View_UpdateEntityLighting();
7304 void R_SetupView(qboolean allowwaterclippingplane)
7306 const float *customclipplane = NULL;
7308 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7310 // LordHavoc: couldn't figure out how to make this approach the
7311 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7312 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7313 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7314 dist = r_refdef.view.clipplane.dist;
7315 plane[0] = r_refdef.view.clipplane.normal[0];
7316 plane[1] = r_refdef.view.clipplane.normal[1];
7317 plane[2] = r_refdef.view.clipplane.normal[2];
7319 customclipplane = plane;
7322 if (!r_refdef.view.useperspective)
7323 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);
7324 else if (vid.stencil && r_useinfinitefarclip.integer)
7325 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);
7327 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);
7328 R_SetViewport(&r_refdef.view.viewport);
7331 void R_EntityMatrix(const matrix4x4_t *matrix)
7333 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7335 gl_modelmatrixchanged = false;
7336 gl_modelmatrix = *matrix;
7337 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7338 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7339 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7340 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7342 switch(vid.renderpath)
7344 case RENDERPATH_GL20:
7345 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7346 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7347 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7349 case RENDERPATH_CGGL:
7352 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7353 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7354 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7357 case RENDERPATH_GL13:
7358 case RENDERPATH_GL11:
7359 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7365 void R_ResetViewRendering2D(void)
7367 r_viewport_t viewport;
7370 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7371 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);
7372 R_SetViewport(&viewport);
7373 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7374 GL_Color(1, 1, 1, 1);
7375 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376 GL_BlendFunc(GL_ONE, GL_ZERO);
7377 GL_AlphaTest(false);
7378 GL_ScissorTest(false);
7379 GL_DepthMask(false);
7380 GL_DepthRange(0, 1);
7381 GL_DepthTest(false);
7382 R_EntityMatrix(&identitymatrix);
7383 R_Mesh_ResetTextureState();
7384 GL_PolygonOffset(0, 0);
7385 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388 qglStencilMask(~0);CHECKGLERROR
7389 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7394 void R_ResetViewRendering3D(void)
7399 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7400 GL_Color(1, 1, 1, 1);
7401 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7402 GL_BlendFunc(GL_ONE, GL_ZERO);
7403 GL_AlphaTest(false);
7404 GL_ScissorTest(true);
7406 GL_DepthRange(0, 1);
7408 R_EntityMatrix(&identitymatrix);
7409 R_Mesh_ResetTextureState();
7410 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7411 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7412 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7413 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7414 qglStencilMask(~0);CHECKGLERROR
7415 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7416 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7417 GL_CullFace(r_refdef.view.cullface_back);
7422 R_RenderView_UpdateViewVectors
7425 static void R_RenderView_UpdateViewVectors(void)
7427 // break apart the view matrix into vectors for various purposes
7428 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7429 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7430 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7431 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7432 // make an inverted copy of the view matrix for tracking sprites
7433 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7436 void R_RenderScene(void);
7437 void R_RenderWaterPlanes(void);
7439 static void R_Water_StartFrame(void)
7442 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7443 r_waterstate_waterplane_t *p;
7445 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7448 switch(vid.renderpath)
7450 case RENDERPATH_GL20:
7451 case RENDERPATH_CGGL:
7453 case RENDERPATH_GL13:
7454 case RENDERPATH_GL11:
7458 // set waterwidth and waterheight to the water resolution that will be
7459 // used (often less than the screen resolution for faster rendering)
7460 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7461 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7463 // calculate desired texture sizes
7464 // can't use water if the card does not support the texture size
7465 if (!r_water.integer || r_showsurfaces.integer)
7466 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7467 else if (vid.support.arb_texture_non_power_of_two)
7469 texturewidth = waterwidth;
7470 textureheight = waterheight;
7471 camerawidth = waterwidth;
7472 cameraheight = waterheight;
7476 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7477 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7478 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7479 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7482 // allocate textures as needed
7483 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7485 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7486 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7488 if (p->texture_refraction)
7489 R_FreeTexture(p->texture_refraction);
7490 p->texture_refraction = NULL;
7491 if (p->texture_reflection)
7492 R_FreeTexture(p->texture_reflection);
7493 p->texture_reflection = NULL;
7494 if (p->texture_camera)
7495 R_FreeTexture(p->texture_camera);
7496 p->texture_camera = NULL;
7498 memset(&r_waterstate, 0, sizeof(r_waterstate));
7499 r_waterstate.texturewidth = texturewidth;
7500 r_waterstate.textureheight = textureheight;
7501 r_waterstate.camerawidth = camerawidth;
7502 r_waterstate.cameraheight = cameraheight;
7505 if (r_waterstate.texturewidth)
7507 r_waterstate.enabled = true;
7509 // when doing a reduced render (HDR) we want to use a smaller area
7510 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7511 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7513 // set up variables that will be used in shader setup
7514 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7515 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7516 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7517 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7520 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7521 r_waterstate.numwaterplanes = 0;
7524 void R_Water_AddWaterPlane(msurface_t *surface)
7526 int triangleindex, planeindex;
7533 r_waterstate_waterplane_t *p;
7534 texture_t *t = R_GetCurrentTexture(surface->texture);
7535 cam_ent = t->camera_entity;
7536 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7539 // just use the first triangle with a valid normal for any decisions
7540 VectorClear(normal);
7541 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7543 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7544 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7545 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7546 TriangleNormal(vert[0], vert[1], vert[2], normal);
7547 if (VectorLength2(normal) >= 0.001)
7551 VectorCopy(normal, plane.normal);
7552 VectorNormalize(plane.normal);
7553 plane.dist = DotProduct(vert[0], plane.normal);
7554 PlaneClassify(&plane);
7555 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7557 // skip backfaces (except if nocullface is set)
7558 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7560 VectorNegate(plane.normal, plane.normal);
7562 PlaneClassify(&plane);
7566 // find a matching plane if there is one
7567 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7568 if(p->camera_entity == t->camera_entity)
7569 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7571 if (planeindex >= r_waterstate.maxwaterplanes)
7572 return; // nothing we can do, out of planes
7574 // if this triangle does not fit any known plane rendered this frame, add one
7575 if (planeindex >= r_waterstate.numwaterplanes)
7577 // store the new plane
7578 r_waterstate.numwaterplanes++;
7580 // clear materialflags and pvs
7581 p->materialflags = 0;
7582 p->pvsvalid = false;
7583 p->camera_entity = t->camera_entity;
7585 // merge this surface's materialflags into the waterplane
7586 p->materialflags |= t->currentmaterialflags;
7587 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7589 // merge this surface's PVS into the waterplane
7590 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7591 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7592 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7594 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7600 static void R_Water_ProcessPlanes(void)
7602 r_refdef_view_t originalview;
7603 r_refdef_view_t myview;
7605 r_waterstate_waterplane_t *p;
7608 originalview = r_refdef.view;
7610 // make sure enough textures are allocated
7611 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7613 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7615 if (!p->texture_refraction)
7616 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7617 if (!p->texture_refraction)
7620 else if (p->materialflags & MATERIALFLAG_CAMERA)
7622 if (!p->texture_camera)
7623 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7624 if (!p->texture_camera)
7628 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7630 if (!p->texture_reflection)
7631 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7632 if (!p->texture_reflection)
7638 r_refdef.view = originalview;
7639 r_refdef.view.showdebug = false;
7640 r_refdef.view.width = r_waterstate.waterwidth;
7641 r_refdef.view.height = r_waterstate.waterheight;
7642 r_refdef.view.useclipplane = true;
7643 myview = r_refdef.view;
7644 r_waterstate.renderingscene = true;
7645 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7647 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7649 r_refdef.view = myview;
7650 // render reflected scene and copy into texture
7651 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7652 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7653 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7654 r_refdef.view.clipplane = p->plane;
7655 // reverse the cullface settings for this render
7656 r_refdef.view.cullface_front = GL_FRONT;
7657 r_refdef.view.cullface_back = GL_BACK;
7658 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7660 r_refdef.view.usecustompvs = true;
7662 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7664 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7667 R_ResetViewRendering3D();
7668 R_ClearScreen(r_refdef.fogenabled);
7672 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);
7675 // render the normal view scene and copy into texture
7676 // (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)
7677 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7679 r_waterstate.renderingrefraction = true;
7680 r_refdef.view = myview;
7682 r_refdef.view.clipplane = p->plane;
7683 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7684 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7686 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7688 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7689 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7690 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7691 R_RenderView_UpdateViewVectors();
7692 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);
7695 PlaneClassify(&r_refdef.view.clipplane);
7697 R_ResetViewRendering3D();
7698 R_ClearScreen(r_refdef.fogenabled);
7702 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);
7703 r_waterstate.renderingrefraction = false;
7705 else if (p->materialflags & MATERIALFLAG_CAMERA)
7707 r_refdef.view = myview;
7709 r_refdef.view.clipplane = p->plane;
7710 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7711 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7713 r_refdef.view.width = r_waterstate.camerawidth;
7714 r_refdef.view.height = r_waterstate.cameraheight;
7715 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7716 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7718 if(p->camera_entity)
7720 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7721 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7724 // reverse the cullface settings for this render
7725 r_refdef.view.cullface_front = GL_FRONT;
7726 r_refdef.view.cullface_back = GL_BACK;
7727 // also reverse the view matrix
7728 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7729 R_RenderView_UpdateViewVectors();
7730 if(p->camera_entity)
7731 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);
7733 // camera needs no clipplane
7734 r_refdef.view.useclipplane = false;
7736 PlaneClassify(&r_refdef.view.clipplane);
7738 R_ResetViewRendering3D();
7739 R_ClearScreen(r_refdef.fogenabled);
7743 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);
7744 r_waterstate.renderingrefraction = false;
7748 r_waterstate.renderingscene = false;
7749 r_refdef.view = originalview;
7750 R_ResetViewRendering3D();
7751 R_ClearScreen(r_refdef.fogenabled);
7755 r_refdef.view = originalview;
7756 r_waterstate.renderingscene = false;
7757 Cvar_SetValueQuick(&r_water, 0);
7758 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7762 void R_Bloom_StartFrame(void)
7764 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7766 switch(vid.renderpath)
7768 case RENDERPATH_GL20:
7769 case RENDERPATH_CGGL:
7771 case RENDERPATH_GL13:
7772 case RENDERPATH_GL11:
7776 // set bloomwidth and bloomheight to the bloom resolution that will be
7777 // used (often less than the screen resolution for faster rendering)
7778 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7779 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7780 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7781 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7782 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7784 // calculate desired texture sizes
7785 if (vid.support.arb_texture_non_power_of_two)
7787 screentexturewidth = r_refdef.view.width;
7788 screentextureheight = r_refdef.view.height;
7789 bloomtexturewidth = r_bloomstate.bloomwidth;
7790 bloomtextureheight = r_bloomstate.bloomheight;
7794 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7795 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7796 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7797 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7800 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))
7802 Cvar_SetValueQuick(&r_hdr, 0);
7803 Cvar_SetValueQuick(&r_bloom, 0);
7804 Cvar_SetValueQuick(&r_motionblur, 0);
7805 Cvar_SetValueQuick(&r_damageblur, 0);
7808 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)))
7809 screentexturewidth = screentextureheight = 0;
7810 if (!r_hdr.integer && !r_bloom.integer)
7811 bloomtexturewidth = bloomtextureheight = 0;
7813 // allocate textures as needed
7814 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7816 if (r_bloomstate.texture_screen)
7817 R_FreeTexture(r_bloomstate.texture_screen);
7818 r_bloomstate.texture_screen = NULL;
7819 r_bloomstate.screentexturewidth = screentexturewidth;
7820 r_bloomstate.screentextureheight = screentextureheight;
7821 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7822 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7824 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7826 if (r_bloomstate.texture_bloom)
7827 R_FreeTexture(r_bloomstate.texture_bloom);
7828 r_bloomstate.texture_bloom = NULL;
7829 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7830 r_bloomstate.bloomtextureheight = bloomtextureheight;
7831 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7832 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7835 // when doing a reduced render (HDR) we want to use a smaller area
7836 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7837 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7838 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7839 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7840 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7842 // set up a texcoord array for the full resolution screen image
7843 // (we have to keep this around to copy back during final render)
7844 r_bloomstate.screentexcoord2f[0] = 0;
7845 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7846 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7847 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7848 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7849 r_bloomstate.screentexcoord2f[5] = 0;
7850 r_bloomstate.screentexcoord2f[6] = 0;
7851 r_bloomstate.screentexcoord2f[7] = 0;
7853 // set up a texcoord array for the reduced resolution bloom image
7854 // (which will be additive blended over the screen image)
7855 r_bloomstate.bloomtexcoord2f[0] = 0;
7856 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7857 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7858 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7859 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7860 r_bloomstate.bloomtexcoord2f[5] = 0;
7861 r_bloomstate.bloomtexcoord2f[6] = 0;
7862 r_bloomstate.bloomtexcoord2f[7] = 0;
7864 if (r_hdr.integer || r_bloom.integer)
7866 r_bloomstate.enabled = true;
7867 r_bloomstate.hdr = r_hdr.integer != 0;
7870 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);
7873 void R_Bloom_CopyBloomTexture(float colorscale)
7875 r_refdef.stats.bloom++;
7877 // scale down screen texture to the bloom texture size
7879 R_SetViewport(&r_bloomstate.viewport);
7880 GL_BlendFunc(GL_ONE, GL_ZERO);
7881 GL_Color(colorscale, colorscale, colorscale, 1);
7882 // TODO: optimize with multitexture or GLSL
7883 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7884 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7885 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7886 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7888 // we now have a bloom image in the framebuffer
7889 // copy it into the bloom image texture for later processing
7890 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);
7891 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7894 void R_Bloom_CopyHDRTexture(void)
7896 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);
7897 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7900 void R_Bloom_MakeTexture(void)
7903 float xoffset, yoffset, r, brighten;
7905 r_refdef.stats.bloom++;
7907 R_ResetViewRendering2D();
7908 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7909 R_Mesh_ColorPointer(NULL, 0, 0);
7911 // we have a bloom image in the framebuffer
7913 R_SetViewport(&r_bloomstate.viewport);
7915 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7918 r = bound(0, r_bloom_colorexponent.value / x, 1);
7919 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7920 GL_Color(r, r, r, 1);
7921 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7922 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7923 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7924 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7926 // copy the vertically blurred bloom view to a texture
7927 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);
7928 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7931 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7932 brighten = r_bloom_brighten.value;
7934 brighten *= r_hdr_range.value;
7935 brighten = sqrt(brighten);
7937 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7938 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7939 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7941 for (dir = 0;dir < 2;dir++)
7943 // blend on at multiple vertical offsets to achieve a vertical blur
7944 // TODO: do offset blends using GLSL
7945 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7946 GL_BlendFunc(GL_ONE, GL_ZERO);
7947 for (x = -range;x <= range;x++)
7949 if (!dir){xoffset = 0;yoffset = x;}
7950 else {xoffset = x;yoffset = 0;}
7951 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7952 yoffset /= (float)r_bloomstate.bloomtextureheight;
7953 // compute a texcoord array with the specified x and y offset
7954 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7955 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7956 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7957 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7958 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7959 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7960 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7961 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7962 // this r value looks like a 'dot' particle, fading sharply to
7963 // black at the edges
7964 // (probably not realistic but looks good enough)
7965 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7966 //r = brighten/(range*2+1);
7967 r = brighten / (range * 2 + 1);
7969 r *= (1 - x*x/(float)(range*range));
7970 GL_Color(r, r, r, 1);
7971 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7972 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973 GL_BlendFunc(GL_ONE, GL_ONE);
7976 // copy the vertically blurred bloom view to a texture
7977 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);
7978 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7981 // apply subtract last
7982 // (just like it would be in a GLSL shader)
7983 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7985 GL_BlendFunc(GL_ONE, GL_ZERO);
7986 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7987 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7988 GL_Color(1, 1, 1, 1);
7989 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7990 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7992 GL_BlendFunc(GL_ONE, GL_ONE);
7993 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7994 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7995 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7996 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7997 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7998 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7999 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8001 // copy the darkened bloom view to a texture
8002 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);
8003 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8007 void R_HDR_RenderBloomTexture(void)
8009 int oldwidth, oldheight;
8010 float oldcolorscale;
8012 oldcolorscale = r_refdef.view.colorscale;
8013 oldwidth = r_refdef.view.width;
8014 oldheight = r_refdef.view.height;
8015 r_refdef.view.width = r_bloomstate.bloomwidth;
8016 r_refdef.view.height = r_bloomstate.bloomheight;
8018 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8019 // TODO: add exposure compensation features
8020 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8022 r_refdef.view.showdebug = false;
8023 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8025 R_ResetViewRendering3D();
8027 R_ClearScreen(r_refdef.fogenabled);
8028 if (r_timereport_active)
8029 R_TimeReport("HDRclear");
8032 if (r_timereport_active)
8033 R_TimeReport("visibility");
8035 // only do secondary renders with HDR if r_hdr is 2 or higher
8036 r_waterstate.numwaterplanes = 0;
8037 if (r_waterstate.enabled && r_hdr.integer >= 2)
8038 R_RenderWaterPlanes();
8040 r_refdef.view.showdebug = true;
8042 r_waterstate.numwaterplanes = 0;
8044 R_ResetViewRendering2D();
8046 R_Bloom_CopyHDRTexture();
8047 R_Bloom_MakeTexture();
8049 // restore the view settings
8050 r_refdef.view.width = oldwidth;
8051 r_refdef.view.height = oldheight;
8052 r_refdef.view.colorscale = oldcolorscale;
8054 R_ResetViewRendering3D();
8056 R_ClearScreen(r_refdef.fogenabled);
8057 if (r_timereport_active)
8058 R_TimeReport("viewclear");
8061 static void R_BlendView(void)
8063 unsigned int permutation;
8064 float uservecs[4][4];
8066 switch (vid.renderpath)
8068 case RENDERPATH_GL20:
8069 case RENDERPATH_CGGL:
8071 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8072 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8073 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8074 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8075 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8077 if (r_bloomstate.texture_screen)
8079 // make sure the buffer is available
8080 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8082 R_ResetViewRendering2D();
8083 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8084 R_Mesh_ColorPointer(NULL, 0, 0);
8086 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8088 // declare variables
8090 static float avgspeed;
8092 speed = VectorLength(cl.movement_velocity);
8094 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8095 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8097 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8098 speed = bound(0, speed, 1);
8099 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8101 // calculate values into a standard alpha
8102 cl.motionbluralpha = 1 - exp(-
8104 (r_motionblur.value * speed / 80)
8106 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8109 max(0.0001, cl.time - cl.oldtime) // fps independent
8112 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8113 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8115 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8118 GL_Color(1, 1, 1, cl.motionbluralpha);
8119 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8120 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8121 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8122 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8126 // copy view into the screen texture
8127 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);
8128 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8130 else if (!r_bloomstate.texture_bloom)
8132 // we may still have to do view tint...
8133 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8135 // apply a color tint to the whole view
8136 R_ResetViewRendering2D();
8137 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8138 R_Mesh_ColorPointer(NULL, 0, 0);
8139 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8140 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8141 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8142 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8144 break; // no screen processing, no bloom, skip it
8147 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8149 // render simple bloom effect
8150 // copy the screen and shrink it and darken it for the bloom process
8151 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8152 // make the bloom texture
8153 R_Bloom_MakeTexture();
8156 #if _MSC_VER >= 1400
8157 #define sscanf sscanf_s
8159 memset(uservecs, 0, sizeof(uservecs));
8160 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8161 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8162 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8163 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8165 R_ResetViewRendering2D();
8166 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8167 R_Mesh_ColorPointer(NULL, 0, 0);
8168 GL_Color(1, 1, 1, 1);
8169 GL_BlendFunc(GL_ONE, GL_ZERO);
8170 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8171 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8173 switch(vid.renderpath)
8175 case RENDERPATH_GL20:
8176 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8177 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8178 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8179 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8180 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]);
8181 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8182 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]);
8183 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]);
8184 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]);
8185 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]);
8186 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8187 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8189 case RENDERPATH_CGGL:
8191 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8192 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8193 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8194 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8195 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
8196 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8197 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
8198 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
8199 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
8200 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
8201 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8202 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8208 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8209 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8211 case RENDERPATH_GL13:
8212 case RENDERPATH_GL11:
8213 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8215 // apply a color tint to the whole view
8216 R_ResetViewRendering2D();
8217 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8218 R_Mesh_ColorPointer(NULL, 0, 0);
8219 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8220 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8221 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8222 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8228 matrix4x4_t r_waterscrollmatrix;
8230 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8232 if (r_refdef.fog_density)
8234 r_refdef.fogcolor[0] = r_refdef.fog_red;
8235 r_refdef.fogcolor[1] = r_refdef.fog_green;
8236 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8238 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8239 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8240 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8241 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8245 VectorCopy(r_refdef.fogcolor, fogvec);
8246 // color.rgb *= ContrastBoost * SceneBrightness;
8247 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8248 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8249 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8250 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8255 void R_UpdateVariables(void)
8259 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8261 r_refdef.farclip = r_farclip_base.value;
8262 if (r_refdef.scene.worldmodel)
8263 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8264 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8266 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8267 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8268 r_refdef.polygonfactor = 0;
8269 r_refdef.polygonoffset = 0;
8270 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8271 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8273 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8274 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8275 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8276 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8277 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8278 if (r_showsurfaces.integer)
8280 r_refdef.scene.rtworld = false;
8281 r_refdef.scene.rtworldshadows = false;
8282 r_refdef.scene.rtdlight = false;
8283 r_refdef.scene.rtdlightshadows = false;
8284 r_refdef.lightmapintensity = 0;
8287 if (gamemode == GAME_NEHAHRA)
8289 if (gl_fogenable.integer)
8291 r_refdef.oldgl_fogenable = true;
8292 r_refdef.fog_density = gl_fogdensity.value;
8293 r_refdef.fog_red = gl_fogred.value;
8294 r_refdef.fog_green = gl_foggreen.value;
8295 r_refdef.fog_blue = gl_fogblue.value;
8296 r_refdef.fog_alpha = 1;
8297 r_refdef.fog_start = 0;
8298 r_refdef.fog_end = gl_skyclip.value;
8299 r_refdef.fog_height = 1<<30;
8300 r_refdef.fog_fadedepth = 128;
8302 else if (r_refdef.oldgl_fogenable)
8304 r_refdef.oldgl_fogenable = false;
8305 r_refdef.fog_density = 0;
8306 r_refdef.fog_red = 0;
8307 r_refdef.fog_green = 0;
8308 r_refdef.fog_blue = 0;
8309 r_refdef.fog_alpha = 0;
8310 r_refdef.fog_start = 0;
8311 r_refdef.fog_end = 0;
8312 r_refdef.fog_height = 1<<30;
8313 r_refdef.fog_fadedepth = 128;
8317 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8318 r_refdef.fog_start = max(0, r_refdef.fog_start);
8319 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8321 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8323 if (r_refdef.fog_density && r_drawfog.integer)
8325 r_refdef.fogenabled = true;
8326 // this is the point where the fog reaches 0.9986 alpha, which we
8327 // consider a good enough cutoff point for the texture
8328 // (0.9986 * 256 == 255.6)
8329 if (r_fog_exp2.integer)
8330 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8332 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8333 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8334 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8335 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8336 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8337 R_BuildFogHeightTexture();
8338 // fog color was already set
8339 // update the fog texture
8340 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)
8341 R_BuildFogTexture();
8342 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8343 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8346 r_refdef.fogenabled = false;
8348 switch(vid.renderpath)
8350 case RENDERPATH_GL20:
8351 case RENDERPATH_CGGL:
8352 if(v_glslgamma.integer && !vid_gammatables_trivial)
8354 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8356 // build GLSL gamma texture
8357 #define RAMPWIDTH 256
8358 unsigned short ramp[RAMPWIDTH * 3];
8359 unsigned char rampbgr[RAMPWIDTH][4];
8362 r_texture_gammaramps_serial = vid_gammatables_serial;
8364 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8365 for(i = 0; i < RAMPWIDTH; ++i)
8367 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8368 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8369 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8372 if (r_texture_gammaramps)
8374 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8378 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8384 // remove GLSL gamma texture
8387 case RENDERPATH_GL13:
8388 case RENDERPATH_GL11:
8393 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8394 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8400 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8401 if( scenetype != r_currentscenetype ) {
8402 // store the old scenetype
8403 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8404 r_currentscenetype = scenetype;
8405 // move in the new scene
8406 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8415 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8417 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8418 if( scenetype == r_currentscenetype ) {
8419 return &r_refdef.scene;
8421 return &r_scenes_store[ scenetype ];
8430 void R_RenderView(void)
8432 if (r_timereport_active)
8433 R_TimeReport("start");
8434 r_textureframe++; // used only by R_GetCurrentTexture
8435 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8437 if (!r_drawentities.integer)
8438 r_refdef.scene.numentities = 0;
8440 R_AnimCache_ClearCache();
8441 R_FrameData_NewFrame();
8443 if (r_refdef.view.isoverlay)
8445 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8446 GL_Clear( GL_DEPTH_BUFFER_BIT );
8447 R_TimeReport("depthclear");
8449 r_refdef.view.showdebug = false;
8451 r_waterstate.enabled = false;
8452 r_waterstate.numwaterplanes = 0;
8460 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8461 return; //Host_Error ("R_RenderView: NULL worldmodel");
8463 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8465 R_RenderView_UpdateViewVectors();
8467 R_Shadow_UpdateWorldLightSelection();
8469 R_Bloom_StartFrame();
8470 R_Water_StartFrame();
8473 if (r_timereport_active)
8474 R_TimeReport("viewsetup");
8476 R_ResetViewRendering3D();
8478 if (r_refdef.view.clear || r_refdef.fogenabled)
8480 R_ClearScreen(r_refdef.fogenabled);
8481 if (r_timereport_active)
8482 R_TimeReport("viewclear");
8484 r_refdef.view.clear = true;
8486 // this produces a bloom texture to be used in R_BlendView() later
8487 if (r_hdr.integer && r_bloomstate.bloomwidth)
8489 R_HDR_RenderBloomTexture();
8490 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8491 r_textureframe++; // used only by R_GetCurrentTexture
8494 r_refdef.view.showdebug = true;
8497 if (r_timereport_active)
8498 R_TimeReport("visibility");
8500 r_waterstate.numwaterplanes = 0;
8501 if (r_waterstate.enabled)
8502 R_RenderWaterPlanes();
8505 r_waterstate.numwaterplanes = 0;
8508 if (r_timereport_active)
8509 R_TimeReport("blendview");
8511 GL_Scissor(0, 0, vid.width, vid.height);
8512 GL_ScissorTest(false);
8516 void R_RenderWaterPlanes(void)
8518 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8520 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8521 if (r_timereport_active)
8522 R_TimeReport("waterworld");
8525 // don't let sound skip if going slow
8526 if (r_refdef.scene.extraupdate)
8529 R_DrawModelsAddWaterPlanes();
8530 if (r_timereport_active)
8531 R_TimeReport("watermodels");
8533 if (r_waterstate.numwaterplanes)
8535 R_Water_ProcessPlanes();
8536 if (r_timereport_active)
8537 R_TimeReport("waterscenes");
8541 extern void R_DrawLightningBeams (void);
8542 extern void VM_CL_AddPolygonsToMeshQueue (void);
8543 extern void R_DrawPortals (void);
8544 extern cvar_t cl_locs_show;
8545 static void R_DrawLocs(void);
8546 static void R_DrawEntityBBoxes(void);
8547 static void R_DrawModelDecals(void);
8548 extern void R_DrawModelShadows(void);
8549 extern void R_DrawModelShadowMaps(void);
8550 extern cvar_t cl_decals_newsystem;
8551 extern qboolean r_shadow_usingdeferredprepass;
8552 void R_RenderScene(void)
8554 qboolean shadowmapping = false;
8556 if (r_timereport_active)
8557 R_TimeReport("beginscene");
8559 r_refdef.stats.renders++;
8563 // don't let sound skip if going slow
8564 if (r_refdef.scene.extraupdate)
8567 R_MeshQueue_BeginScene();
8571 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);
8573 if (r_timereport_active)
8574 R_TimeReport("skystartframe");
8576 if (cl.csqc_vidvars.drawworld)
8578 // don't let sound skip if going slow
8579 if (r_refdef.scene.extraupdate)
8582 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8584 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8585 if (r_timereport_active)
8586 R_TimeReport("worldsky");
8589 if (R_DrawBrushModelsSky() && r_timereport_active)
8590 R_TimeReport("bmodelsky");
8592 if (skyrendermasked && skyrenderlater)
8594 // we have to force off the water clipping plane while rendering sky
8598 if (r_timereport_active)
8599 R_TimeReport("sky");
8603 R_AnimCache_CacheVisibleEntities();
8604 if (r_timereport_active)
8605 R_TimeReport("animation");
8607 R_Shadow_PrepareLights();
8608 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8609 R_Shadow_PrepareModelShadows();
8610 if (r_timereport_active)
8611 R_TimeReport("preparelights");
8613 if (R_Shadow_ShadowMappingEnabled())
8614 shadowmapping = true;
8616 if (r_shadow_usingdeferredprepass)
8617 R_Shadow_DrawPrepass();
8619 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8621 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8622 if (r_timereport_active)
8623 R_TimeReport("worlddepth");
8625 if (r_depthfirst.integer >= 2)
8627 R_DrawModelsDepth();
8628 if (r_timereport_active)
8629 R_TimeReport("modeldepth");
8632 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8634 R_DrawModelShadowMaps();
8635 R_ResetViewRendering3D();
8636 // don't let sound skip if going slow
8637 if (r_refdef.scene.extraupdate)
8641 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8643 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8644 if (r_timereport_active)
8645 R_TimeReport("world");
8648 // don't let sound skip if going slow
8649 if (r_refdef.scene.extraupdate)
8653 if (r_timereport_active)
8654 R_TimeReport("models");
8656 // don't let sound skip if going slow
8657 if (r_refdef.scene.extraupdate)
8660 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8662 R_DrawModelShadows();
8663 R_ResetViewRendering3D();
8664 // don't let sound skip if going slow
8665 if (r_refdef.scene.extraupdate)
8669 if (!r_shadow_usingdeferredprepass)
8671 R_Shadow_DrawLights();
8672 if (r_timereport_active)
8673 R_TimeReport("rtlights");
8676 // don't let sound skip if going slow
8677 if (r_refdef.scene.extraupdate)
8680 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8682 R_DrawModelShadows();
8683 R_ResetViewRendering3D();
8684 // don't let sound skip if going slow
8685 if (r_refdef.scene.extraupdate)
8689 if (cl.csqc_vidvars.drawworld)
8691 if (cl_decals_newsystem.integer)
8693 R_DrawModelDecals();
8694 if (r_timereport_active)
8695 R_TimeReport("modeldecals");
8700 if (r_timereport_active)
8701 R_TimeReport("decals");
8705 if (r_timereport_active)
8706 R_TimeReport("particles");
8709 if (r_timereport_active)
8710 R_TimeReport("explosions");
8712 R_DrawLightningBeams();
8713 if (r_timereport_active)
8714 R_TimeReport("lightning");
8717 VM_CL_AddPolygonsToMeshQueue();
8719 if (r_refdef.view.showdebug)
8721 if (cl_locs_show.integer)
8724 if (r_timereport_active)
8725 R_TimeReport("showlocs");
8728 if (r_drawportals.integer)
8731 if (r_timereport_active)
8732 R_TimeReport("portals");
8735 if (r_showbboxes.value > 0)
8737 R_DrawEntityBBoxes();
8738 if (r_timereport_active)
8739 R_TimeReport("bboxes");
8743 R_MeshQueue_RenderTransparent();
8744 if (r_timereport_active)
8745 R_TimeReport("drawtrans");
8747 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))
8749 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8750 if (r_timereport_active)
8751 R_TimeReport("worlddebug");
8752 R_DrawModelsDebug();
8753 if (r_timereport_active)
8754 R_TimeReport("modeldebug");
8757 if (cl.csqc_vidvars.drawworld)
8759 R_Shadow_DrawCoronas();
8760 if (r_timereport_active)
8761 R_TimeReport("coronas");
8764 // don't let sound skip if going slow
8765 if (r_refdef.scene.extraupdate)
8768 R_ResetViewRendering2D();
8771 static const unsigned short bboxelements[36] =
8781 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8784 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8786 RSurf_ActiveWorldEntity();
8788 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8789 GL_DepthMask(false);
8790 GL_DepthRange(0, 1);
8791 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8792 R_Mesh_ResetTextureState();
8794 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8795 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8796 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8797 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8798 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8799 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8800 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8801 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8802 R_FillColors(color4f, 8, cr, cg, cb, ca);
8803 if (r_refdef.fogenabled)
8805 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8807 f1 = RSurf_FogVertex(v);
8809 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8810 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8811 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8814 R_Mesh_VertexPointer(vertex3f, 0, 0);
8815 R_Mesh_ColorPointer(color4f, 0, 0);
8816 R_Mesh_ResetTextureState();
8817 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8818 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8821 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8825 prvm_edict_t *edict;
8826 prvm_prog_t *prog_save = prog;
8828 // this function draws bounding boxes of server entities
8832 GL_CullFace(GL_NONE);
8833 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8837 for (i = 0;i < numsurfaces;i++)
8839 edict = PRVM_EDICT_NUM(surfacelist[i]);
8840 switch ((int)edict->fields.server->solid)
8842 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8843 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8844 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8845 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8846 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8847 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8849 color[3] *= r_showbboxes.value;
8850 color[3] = bound(0, color[3], 1);
8851 GL_DepthTest(!r_showdisabledepthtest.integer);
8852 GL_CullFace(r_refdef.view.cullface_front);
8853 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8859 static void R_DrawEntityBBoxes(void)
8862 prvm_edict_t *edict;
8864 prvm_prog_t *prog_save = prog;
8866 // this function draws bounding boxes of server entities
8872 for (i = 0;i < prog->num_edicts;i++)
8874 edict = PRVM_EDICT_NUM(i);
8875 if (edict->priv.server->free)
8877 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8878 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8880 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8882 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8883 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8889 static const int nomodelelement3i[24] =
8901 static const unsigned short nomodelelement3s[24] =
8913 static const float nomodelvertex3f[6*3] =
8923 static const float nomodelcolor4f[6*4] =
8925 0.0f, 0.0f, 0.5f, 1.0f,
8926 0.0f, 0.0f, 0.5f, 1.0f,
8927 0.0f, 0.5f, 0.0f, 1.0f,
8928 0.0f, 0.5f, 0.0f, 1.0f,
8929 0.5f, 0.0f, 0.0f, 1.0f,
8930 0.5f, 0.0f, 0.0f, 1.0f
8933 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8939 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);
8941 // this is only called once per entity so numsurfaces is always 1, and
8942 // surfacelist is always {0}, so this code does not handle batches
8944 if (rsurface.ent_flags & RENDER_ADDITIVE)
8946 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8947 GL_DepthMask(false);
8949 else if (rsurface.colormod[3] < 1)
8951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8952 GL_DepthMask(false);
8956 GL_BlendFunc(GL_ONE, GL_ZERO);
8959 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8960 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8961 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8962 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8964 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8965 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8966 R_Mesh_ColorPointer(color4f, 0, 0);
8967 for (i = 0, c = color4f;i < 6;i++, c += 4)
8969 c[0] *= rsurface.colormod[0];
8970 c[1] *= rsurface.colormod[1];
8971 c[2] *= rsurface.colormod[2];
8972 c[3] *= rsurface.colormod[3];
8974 if (r_refdef.fogenabled)
8976 for (i = 0, c = color4f;i < 6;i++, c += 4)
8978 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8980 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8981 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8982 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8985 R_Mesh_ResetTextureState();
8986 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8989 void R_DrawNoModel(entity_render_t *ent)
8992 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8993 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8994 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8996 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8999 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9001 vec3_t right1, right2, diff, normal;
9003 VectorSubtract (org2, org1, normal);
9005 // calculate 'right' vector for start
9006 VectorSubtract (r_refdef.view.origin, org1, diff);
9007 CrossProduct (normal, diff, right1);
9008 VectorNormalize (right1);
9010 // calculate 'right' vector for end
9011 VectorSubtract (r_refdef.view.origin, org2, diff);
9012 CrossProduct (normal, diff, right2);
9013 VectorNormalize (right2);
9015 vert[ 0] = org1[0] + width * right1[0];
9016 vert[ 1] = org1[1] + width * right1[1];
9017 vert[ 2] = org1[2] + width * right1[2];
9018 vert[ 3] = org1[0] - width * right1[0];
9019 vert[ 4] = org1[1] - width * right1[1];
9020 vert[ 5] = org1[2] - width * right1[2];
9021 vert[ 6] = org2[0] - width * right2[0];
9022 vert[ 7] = org2[1] - width * right2[1];
9023 vert[ 8] = org2[2] - width * right2[2];
9024 vert[ 9] = org2[0] + width * right2[0];
9025 vert[10] = org2[1] + width * right2[1];
9026 vert[11] = org2[2] + width * right2[2];
9029 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)
9031 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9032 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9033 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9034 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9035 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9036 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9037 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9038 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9039 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9040 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9041 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9042 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9045 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9050 VectorSet(v, x, y, z);
9051 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9052 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9054 if (i == mesh->numvertices)
9056 if (mesh->numvertices < mesh->maxvertices)
9058 VectorCopy(v, vertex3f);
9059 mesh->numvertices++;
9061 return mesh->numvertices;
9067 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9071 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9072 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9073 e = mesh->element3i + mesh->numtriangles * 3;
9074 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9076 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9077 if (mesh->numtriangles < mesh->maxtriangles)
9082 mesh->numtriangles++;
9084 element[1] = element[2];
9088 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9092 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9093 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9094 e = mesh->element3i + mesh->numtriangles * 3;
9095 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9097 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9098 if (mesh->numtriangles < mesh->maxtriangles)
9103 mesh->numtriangles++;
9105 element[1] = element[2];
9109 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9110 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9112 int planenum, planenum2;
9115 mplane_t *plane, *plane2;
9117 double temppoints[2][256*3];
9118 // figure out how large a bounding box we need to properly compute this brush
9120 for (w = 0;w < numplanes;w++)
9121 maxdist = max(maxdist, fabs(planes[w].dist));
9122 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9123 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9124 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9128 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9129 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9131 if (planenum2 == planenum)
9133 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);
9136 if (tempnumpoints < 3)
9138 // generate elements forming a triangle fan for this polygon
9139 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9143 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)
9145 texturelayer_t *layer;
9146 layer = t->currentlayers + t->currentnumlayers++;
9148 layer->depthmask = depthmask;
9149 layer->blendfunc1 = blendfunc1;
9150 layer->blendfunc2 = blendfunc2;
9151 layer->texture = texture;
9152 layer->texmatrix = *matrix;
9153 layer->color[0] = r;
9154 layer->color[1] = g;
9155 layer->color[2] = b;
9156 layer->color[3] = a;
9159 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9161 if(parms[0] == 0 && parms[1] == 0)
9163 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9164 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9169 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9172 index = parms[2] + r_refdef.scene.time * parms[3];
9173 index -= floor(index);
9174 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9177 case Q3WAVEFUNC_NONE:
9178 case Q3WAVEFUNC_NOISE:
9179 case Q3WAVEFUNC_COUNT:
9182 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9183 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9184 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9185 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9186 case Q3WAVEFUNC_TRIANGLE:
9188 f = index - floor(index);
9199 f = parms[0] + parms[1] * f;
9200 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9201 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9205 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9210 matrix4x4_t matrix, temp;
9211 switch(tcmod->tcmod)
9215 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9216 matrix = r_waterscrollmatrix;
9218 matrix = identitymatrix;
9220 case Q3TCMOD_ENTITYTRANSLATE:
9221 // this is used in Q3 to allow the gamecode to control texcoord
9222 // scrolling on the entity, which is not supported in darkplaces yet.
9223 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9225 case Q3TCMOD_ROTATE:
9226 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9227 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9228 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9231 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9233 case Q3TCMOD_SCROLL:
9234 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9236 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9237 w = (int) tcmod->parms[0];
9238 h = (int) tcmod->parms[1];
9239 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9241 idx = (int) floor(f * w * h);
9242 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9244 case Q3TCMOD_STRETCH:
9245 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9246 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9248 case Q3TCMOD_TRANSFORM:
9249 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9250 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9251 VectorSet(tcmat + 6, 0 , 0 , 1);
9252 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9253 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9255 case Q3TCMOD_TURBULENT:
9256 // this is handled in the RSurf_PrepareVertices function
9257 matrix = identitymatrix;
9261 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9264 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9266 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9267 char name[MAX_QPATH];
9268 skinframe_t *skinframe;
9269 unsigned char pixels[296*194];
9270 strlcpy(cache->name, skinname, sizeof(cache->name));
9271 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9272 if (developer_loading.integer)
9273 Con_Printf("loading %s\n", name);
9274 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9275 if (!skinframe || !skinframe->base)
9278 fs_offset_t filesize;
9280 f = FS_LoadFile(name, tempmempool, true, &filesize);
9283 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9284 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9288 cache->skinframe = skinframe;
9291 texture_t *R_GetCurrentTexture(texture_t *t)
9294 const entity_render_t *ent = rsurface.entity;
9295 dp_model_t *model = ent->model;
9296 q3shaderinfo_layer_tcmod_t *tcmod;
9298 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9299 return t->currentframe;
9300 t->update_lastrenderframe = r_textureframe;
9301 t->update_lastrenderentity = (void *)ent;
9303 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9304 t->camera_entity = ent->entitynumber;
9306 t->camera_entity = 0;
9308 // switch to an alternate material if this is a q1bsp animated material
9310 texture_t *texture = t;
9311 int s = rsurface.ent_skinnum;
9312 if ((unsigned int)s >= (unsigned int)model->numskins)
9314 if (model->skinscenes)
9316 if (model->skinscenes[s].framecount > 1)
9317 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9319 s = model->skinscenes[s].firstframe;
9322 t = t + s * model->num_surfaces;
9325 // use an alternate animation if the entity's frame is not 0,
9326 // and only if the texture has an alternate animation
9327 if (rsurface.ent_alttextures && t->anim_total[1])
9328 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9330 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9332 texture->currentframe = t;
9335 // update currentskinframe to be a qw skin or animation frame
9336 if (rsurface.ent_qwskin >= 0)
9338 i = rsurface.ent_qwskin;
9339 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9341 r_qwskincache_size = cl.maxclients;
9343 Mem_Free(r_qwskincache);
9344 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9346 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9347 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9348 t->currentskinframe = r_qwskincache[i].skinframe;
9349 if (t->currentskinframe == NULL)
9350 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9352 else if (t->numskinframes >= 2)
9353 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9354 if (t->backgroundnumskinframes >= 2)
9355 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9357 t->currentmaterialflags = t->basematerialflags;
9358 t->currentalpha = rsurface.colormod[3];
9359 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9360 t->currentalpha *= r_wateralpha.value;
9361 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9362 t->currentalpha *= t->r_water_wateralpha;
9363 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9364 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9365 if (!(rsurface.ent_flags & RENDER_LIGHT))
9366 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9367 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9369 // pick a model lighting mode
9370 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9371 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9373 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9375 if (rsurface.ent_flags & RENDER_ADDITIVE)
9376 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9377 else if (t->currentalpha < 1)
9378 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9379 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9380 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9381 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9382 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9383 if (t->backgroundnumskinframes)
9384 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9385 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9387 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9388 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9391 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9392 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9393 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9395 // there is no tcmod
9396 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9398 t->currenttexmatrix = r_waterscrollmatrix;
9399 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9401 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9403 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9404 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9407 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9408 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9409 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9410 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9412 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9413 if (t->currentskinframe->qpixels)
9414 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9415 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9416 if (!t->basetexture)
9417 t->basetexture = r_texture_notexture;
9418 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9419 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9420 t->nmaptexture = t->currentskinframe->nmap;
9421 if (!t->nmaptexture)
9422 t->nmaptexture = r_texture_blanknormalmap;
9423 t->glosstexture = r_texture_black;
9424 t->glowtexture = t->currentskinframe->glow;
9425 t->fogtexture = t->currentskinframe->fog;
9426 t->reflectmasktexture = t->currentskinframe->reflect;
9427 if (t->backgroundnumskinframes)
9429 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9430 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9431 t->backgroundglosstexture = r_texture_black;
9432 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9433 if (!t->backgroundnmaptexture)
9434 t->backgroundnmaptexture = r_texture_blanknormalmap;
9438 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9439 t->backgroundnmaptexture = r_texture_blanknormalmap;
9440 t->backgroundglosstexture = r_texture_black;
9441 t->backgroundglowtexture = NULL;
9443 t->specularpower = r_shadow_glossexponent.value;
9444 // TODO: store reference values for these in the texture?
9445 t->specularscale = 0;
9446 if (r_shadow_gloss.integer > 0)
9448 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9450 if (r_shadow_glossintensity.value > 0)
9452 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9453 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9454 t->specularscale = r_shadow_glossintensity.value;
9457 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9459 t->glosstexture = r_texture_white;
9460 t->backgroundglosstexture = r_texture_white;
9461 t->specularscale = r_shadow_gloss2intensity.value;
9462 t->specularpower = r_shadow_gloss2exponent.value;
9465 t->specularscale *= t->specularscalemod;
9466 t->specularpower *= t->specularpowermod;
9468 // lightmaps mode looks bad with dlights using actual texturing, so turn
9469 // off the colormap and glossmap, but leave the normalmap on as it still
9470 // accurately represents the shading involved
9471 if (gl_lightmaps.integer)
9473 t->basetexture = r_texture_grey128;
9474 t->pantstexture = r_texture_black;
9475 t->shirttexture = r_texture_black;
9476 t->nmaptexture = r_texture_blanknormalmap;
9477 t->glosstexture = r_texture_black;
9478 t->glowtexture = NULL;
9479 t->fogtexture = NULL;
9480 t->reflectmasktexture = NULL;
9481 t->backgroundbasetexture = NULL;
9482 t->backgroundnmaptexture = r_texture_blanknormalmap;
9483 t->backgroundglosstexture = r_texture_black;
9484 t->backgroundglowtexture = NULL;
9485 t->specularscale = 0;
9486 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9489 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9490 VectorClear(t->dlightcolor);
9491 t->currentnumlayers = 0;
9492 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9494 int blendfunc1, blendfunc2;
9496 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9498 blendfunc1 = GL_SRC_ALPHA;
9499 blendfunc2 = GL_ONE;
9501 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9503 blendfunc1 = GL_SRC_ALPHA;
9504 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9506 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9508 blendfunc1 = t->customblendfunc[0];
9509 blendfunc2 = t->customblendfunc[1];
9513 blendfunc1 = GL_ONE;
9514 blendfunc2 = GL_ZERO;
9516 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9517 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9519 // fullbright is not affected by r_refdef.lightmapintensity
9520 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]);
9521 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9522 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]);
9523 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9524 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]);
9528 vec3_t ambientcolor;
9530 // set the color tint used for lights affecting this surface
9531 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9533 // q3bsp has no lightmap updates, so the lightstylevalue that
9534 // would normally be baked into the lightmap must be
9535 // applied to the color
9536 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9537 if (model->type == mod_brushq3)
9538 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9539 colorscale *= r_refdef.lightmapintensity;
9540 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9541 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9542 // basic lit geometry
9543 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]);
9544 // add pants/shirt if needed
9545 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9546 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]);
9547 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9548 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]);
9549 // now add ambient passes if needed
9550 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9552 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]);
9553 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9554 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]);
9555 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9556 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]);
9559 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9560 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]);
9561 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9563 // if this is opaque use alpha blend which will darken the earlier
9566 // if this is an alpha blended material, all the earlier passes
9567 // were darkened by fog already, so we only need to add the fog
9568 // color ontop through the fog mask texture
9570 // if this is an additive blended material, all the earlier passes
9571 // were darkened by fog already, and we should not add fog color
9572 // (because the background was not darkened, there is no fog color
9573 // that was lost behind it).
9574 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]);
9578 return t->currentframe;
9581 rsurfacestate_t rsurface;
9583 void R_Mesh_ResizeArrays(int newvertices)
9586 if (rsurface.array_size >= newvertices)
9588 if (rsurface.array_modelvertex3f)
9589 Mem_Free(rsurface.array_modelvertex3f);
9590 rsurface.array_size = (newvertices + 1023) & ~1023;
9591 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9592 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9593 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9594 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9595 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9596 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9597 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9598 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9599 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9600 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9601 rsurface.array_color4f = base + rsurface.array_size * 27;
9602 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9605 void RSurf_ActiveWorldEntity(void)
9607 dp_model_t *model = r_refdef.scene.worldmodel;
9608 //if (rsurface.entity == r_refdef.scene.worldentity)
9610 rsurface.entity = r_refdef.scene.worldentity;
9611 rsurface.skeleton = NULL;
9612 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9613 rsurface.ent_skinnum = 0;
9614 rsurface.ent_qwskin = -1;
9615 rsurface.ent_shadertime = 0;
9616 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9617 if (rsurface.array_size < model->surfmesh.num_vertices)
9618 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9619 rsurface.matrix = identitymatrix;
9620 rsurface.inversematrix = identitymatrix;
9621 rsurface.matrixscale = 1;
9622 rsurface.inversematrixscale = 1;
9623 R_EntityMatrix(&identitymatrix);
9624 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9625 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9626 rsurface.fograngerecip = r_refdef.fograngerecip;
9627 rsurface.fogheightfade = r_refdef.fogheightfade;
9628 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9629 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9630 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9631 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9632 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9633 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9634 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9635 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9636 rsurface.colormod[3] = 1;
9637 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);
9638 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9639 rsurface.frameblend[0].lerp = 1;
9640 rsurface.ent_alttextures = false;
9641 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9642 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9643 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9644 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9645 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9646 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9647 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9648 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9649 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9650 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9651 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9652 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9653 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9654 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9655 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9656 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9657 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9658 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9659 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9660 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9661 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9662 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9663 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9664 rsurface.modelelement3i = model->surfmesh.data_element3i;
9665 rsurface.modelelement3s = model->surfmesh.data_element3s;
9666 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9667 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9668 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9669 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9670 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9671 rsurface.modelsurfaces = model->data_surfaces;
9672 rsurface.generatedvertex = false;
9673 rsurface.vertex3f = rsurface.modelvertex3f;
9674 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9675 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9676 rsurface.svector3f = rsurface.modelsvector3f;
9677 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9678 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9679 rsurface.tvector3f = rsurface.modeltvector3f;
9680 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9681 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9682 rsurface.normal3f = rsurface.modelnormal3f;
9683 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9684 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9685 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9688 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9690 dp_model_t *model = ent->model;
9691 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9693 rsurface.entity = (entity_render_t *)ent;
9694 rsurface.skeleton = ent->skeleton;
9695 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9696 rsurface.ent_skinnum = ent->skinnum;
9697 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;
9698 rsurface.ent_shadertime = ent->shadertime;
9699 rsurface.ent_flags = ent->flags;
9700 if (rsurface.array_size < model->surfmesh.num_vertices)
9701 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9702 rsurface.matrix = ent->matrix;
9703 rsurface.inversematrix = ent->inversematrix;
9704 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9705 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9706 R_EntityMatrix(&rsurface.matrix);
9707 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9708 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9709 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9710 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9711 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9712 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9713 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9714 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9715 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9716 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9717 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9718 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9719 rsurface.colormod[3] = ent->alpha;
9720 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9721 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9722 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9723 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9724 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9725 if (ent->model->brush.submodel && !prepass)
9727 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9728 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9730 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9732 if (ent->animcache_vertex3f && !r_framedata_failed)
9734 rsurface.modelvertex3f = ent->animcache_vertex3f;
9735 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9736 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9737 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9739 else if (wanttangents)
9741 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9742 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9743 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9744 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9745 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9747 else if (wantnormals)
9749 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9750 rsurface.modelsvector3f = NULL;
9751 rsurface.modeltvector3f = NULL;
9752 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9753 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9757 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9758 rsurface.modelsvector3f = NULL;
9759 rsurface.modeltvector3f = NULL;
9760 rsurface.modelnormal3f = NULL;
9761 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9763 rsurface.modelvertex3f_bufferobject = 0;
9764 rsurface.modelvertex3f_bufferoffset = 0;
9765 rsurface.modelsvector3f_bufferobject = 0;
9766 rsurface.modelsvector3f_bufferoffset = 0;
9767 rsurface.modeltvector3f_bufferobject = 0;
9768 rsurface.modeltvector3f_bufferoffset = 0;
9769 rsurface.modelnormal3f_bufferobject = 0;
9770 rsurface.modelnormal3f_bufferoffset = 0;
9771 rsurface.generatedvertex = true;
9775 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9776 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9777 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9778 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9779 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9780 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9781 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9782 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9783 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9784 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9785 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9786 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9787 rsurface.generatedvertex = false;
9789 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9790 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9791 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9792 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9793 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9794 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9795 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9796 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9797 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9798 rsurface.modelelement3i = model->surfmesh.data_element3i;
9799 rsurface.modelelement3s = model->surfmesh.data_element3s;
9800 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9801 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9802 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9803 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9804 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9805 rsurface.modelsurfaces = model->data_surfaces;
9806 rsurface.vertex3f = rsurface.modelvertex3f;
9807 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9808 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9809 rsurface.svector3f = rsurface.modelsvector3f;
9810 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9811 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9812 rsurface.tvector3f = rsurface.modeltvector3f;
9813 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9814 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9815 rsurface.normal3f = rsurface.modelnormal3f;
9816 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9817 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9818 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9821 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)
9823 rsurface.entity = r_refdef.scene.worldentity;
9824 rsurface.skeleton = NULL;
9825 rsurface.ent_skinnum = 0;
9826 rsurface.ent_qwskin = -1;
9827 rsurface.ent_shadertime = shadertime;
9828 rsurface.ent_flags = entflags;
9829 rsurface.modelnum_vertices = numvertices;
9830 rsurface.modelnum_triangles = numtriangles;
9831 if (rsurface.array_size < rsurface.modelnum_vertices)
9832 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9833 rsurface.matrix = *matrix;
9834 rsurface.inversematrix = *inversematrix;
9835 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9836 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9837 R_EntityMatrix(&rsurface.matrix);
9838 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9839 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9840 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9841 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9842 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9843 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9844 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9845 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9846 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9847 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9848 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9849 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9850 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);
9851 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9852 rsurface.frameblend[0].lerp = 1;
9853 rsurface.ent_alttextures = false;
9854 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9855 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9858 rsurface.modelvertex3f = vertex3f;
9859 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9860 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9861 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9863 else if (wantnormals)
9865 rsurface.modelvertex3f = vertex3f;
9866 rsurface.modelsvector3f = NULL;
9867 rsurface.modeltvector3f = NULL;
9868 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9872 rsurface.modelvertex3f = vertex3f;
9873 rsurface.modelsvector3f = NULL;
9874 rsurface.modeltvector3f = NULL;
9875 rsurface.modelnormal3f = NULL;
9877 rsurface.modelvertex3f_bufferobject = 0;
9878 rsurface.modelvertex3f_bufferoffset = 0;
9879 rsurface.modelsvector3f_bufferobject = 0;
9880 rsurface.modelsvector3f_bufferoffset = 0;
9881 rsurface.modeltvector3f_bufferobject = 0;
9882 rsurface.modeltvector3f_bufferoffset = 0;
9883 rsurface.modelnormal3f_bufferobject = 0;
9884 rsurface.modelnormal3f_bufferoffset = 0;
9885 rsurface.generatedvertex = true;
9886 rsurface.modellightmapcolor4f = color4f;
9887 rsurface.modellightmapcolor4f_bufferobject = 0;
9888 rsurface.modellightmapcolor4f_bufferoffset = 0;
9889 rsurface.modeltexcoordtexture2f = texcoord2f;
9890 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9891 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9892 rsurface.modeltexcoordlightmap2f = NULL;
9893 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9894 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9895 rsurface.modelelement3i = element3i;
9896 rsurface.modelelement3s = element3s;
9897 rsurface.modelelement3i_bufferobject = 0;
9898 rsurface.modelelement3s_bufferobject = 0;
9899 rsurface.modellightmapoffsets = NULL;
9900 rsurface.modelsurfaces = NULL;
9901 rsurface.vertex3f = rsurface.modelvertex3f;
9902 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9903 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9904 rsurface.svector3f = rsurface.modelsvector3f;
9905 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9906 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9907 rsurface.tvector3f = rsurface.modeltvector3f;
9908 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9909 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9910 rsurface.normal3f = rsurface.modelnormal3f;
9911 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9912 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9913 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9915 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9917 if ((wantnormals || wanttangents) && !normal3f)
9918 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9919 if (wanttangents && !svector3f)
9920 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9924 float RSurf_FogPoint(const float *v)
9926 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9927 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9928 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9929 float FogHeightFade = r_refdef.fogheightfade;
9931 unsigned int fogmasktableindex;
9932 if (r_refdef.fogplaneviewabove)
9933 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9935 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9936 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9937 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9940 float RSurf_FogVertex(const float *v)
9942 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9943 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9944 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9945 float FogHeightFade = rsurface.fogheightfade;
9947 unsigned int fogmasktableindex;
9948 if (r_refdef.fogplaneviewabove)
9949 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9951 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9952 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9953 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9956 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9957 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9960 int texturesurfaceindex;
9965 const float *v1, *in_tc;
9967 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9969 q3shaderinfo_deform_t *deform;
9970 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9971 if (rsurface.generatedvertex)
9973 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9974 generatenormals = true;
9975 for (i = 0;i < Q3MAXDEFORMS;i++)
9977 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9979 generatetangents = true;
9980 generatenormals = true;
9982 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9983 generatenormals = true;
9985 if (generatenormals && !rsurface.modelnormal3f)
9987 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9988 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9989 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9990 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9992 if (generatetangents && !rsurface.modelsvector3f)
9994 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9995 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9996 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9997 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9998 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9999 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10000 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10003 rsurface.vertex3f = rsurface.modelvertex3f;
10004 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10005 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10006 rsurface.svector3f = rsurface.modelsvector3f;
10007 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10008 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10009 rsurface.tvector3f = rsurface.modeltvector3f;
10010 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10011 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10012 rsurface.normal3f = rsurface.modelnormal3f;
10013 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10014 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10015 // if vertices are deformed (sprite flares and things in maps, possibly
10016 // water waves, bulges and other deformations), generate them into
10017 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10018 // (may be static model data or generated data for an animated model, or
10019 // the previous deform pass)
10020 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10022 switch (deform->deform)
10025 case Q3DEFORM_PROJECTIONSHADOW:
10026 case Q3DEFORM_TEXT0:
10027 case Q3DEFORM_TEXT1:
10028 case Q3DEFORM_TEXT2:
10029 case Q3DEFORM_TEXT3:
10030 case Q3DEFORM_TEXT4:
10031 case Q3DEFORM_TEXT5:
10032 case Q3DEFORM_TEXT6:
10033 case Q3DEFORM_TEXT7:
10034 case Q3DEFORM_NONE:
10036 case Q3DEFORM_AUTOSPRITE:
10037 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10038 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10039 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10040 VectorNormalize(newforward);
10041 VectorNormalize(newright);
10042 VectorNormalize(newup);
10043 // make deformed versions of only the model vertices used by the specified surfaces
10044 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10046 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10047 // a single autosprite surface can contain multiple sprites...
10048 for (j = 0;j < surface->num_vertices - 3;j += 4)
10050 VectorClear(center);
10051 for (i = 0;i < 4;i++)
10052 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10053 VectorScale(center, 0.25f, center);
10054 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10055 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10056 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10057 for (i = 0;i < 4;i++)
10059 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10060 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10063 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10064 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10066 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10067 rsurface.vertex3f_bufferobject = 0;
10068 rsurface.vertex3f_bufferoffset = 0;
10069 rsurface.svector3f = rsurface.array_deformedsvector3f;
10070 rsurface.svector3f_bufferobject = 0;
10071 rsurface.svector3f_bufferoffset = 0;
10072 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10073 rsurface.tvector3f_bufferobject = 0;
10074 rsurface.tvector3f_bufferoffset = 0;
10075 rsurface.normal3f = rsurface.array_deformednormal3f;
10076 rsurface.normal3f_bufferobject = 0;
10077 rsurface.normal3f_bufferoffset = 0;
10079 case Q3DEFORM_AUTOSPRITE2:
10080 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10081 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10082 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10083 VectorNormalize(newforward);
10084 VectorNormalize(newright);
10085 VectorNormalize(newup);
10086 // make deformed versions of only the model vertices used by the specified surfaces
10087 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10090 const float *v1, *v2;
10100 memset(shortest, 0, sizeof(shortest));
10101 // a single autosprite surface can contain multiple sprites...
10102 for (j = 0;j < surface->num_vertices - 3;j += 4)
10104 VectorClear(center);
10105 for (i = 0;i < 4;i++)
10106 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10107 VectorScale(center, 0.25f, center);
10108 // find the two shortest edges, then use them to define the
10109 // axis vectors for rotating around the central axis
10110 for (i = 0;i < 6;i++)
10112 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10113 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10115 Debug_PolygonBegin(NULL, 0);
10116 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10117 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10118 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10119 Debug_PolygonEnd();
10121 l = VectorDistance2(v1, v2);
10122 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10123 if (v1[2] != v2[2])
10124 l += (1.0f / 1024.0f);
10125 if (shortest[0].length2 > l || i == 0)
10127 shortest[1] = shortest[0];
10128 shortest[0].length2 = l;
10129 shortest[0].v1 = v1;
10130 shortest[0].v2 = v2;
10132 else if (shortest[1].length2 > l || i == 1)
10134 shortest[1].length2 = l;
10135 shortest[1].v1 = v1;
10136 shortest[1].v2 = v2;
10139 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10140 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10142 Debug_PolygonBegin(NULL, 0);
10143 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10144 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10145 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10146 Debug_PolygonEnd();
10148 // this calculates the right vector from the shortest edge
10149 // and the up vector from the edge midpoints
10150 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10151 VectorNormalize(right);
10152 VectorSubtract(end, start, up);
10153 VectorNormalize(up);
10154 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10155 VectorSubtract(rsurface.localvieworigin, center, forward);
10156 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10157 VectorNegate(forward, forward);
10158 VectorReflect(forward, 0, up, forward);
10159 VectorNormalize(forward);
10160 CrossProduct(up, forward, newright);
10161 VectorNormalize(newright);
10163 Debug_PolygonBegin(NULL, 0);
10164 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10165 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10166 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10167 Debug_PolygonEnd();
10170 Debug_PolygonBegin(NULL, 0);
10171 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10172 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10173 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10174 Debug_PolygonEnd();
10176 // rotate the quad around the up axis vector, this is made
10177 // especially easy by the fact we know the quad is flat,
10178 // so we only have to subtract the center position and
10179 // measure distance along the right vector, and then
10180 // multiply that by the newright vector and add back the
10182 // we also need to subtract the old position to undo the
10183 // displacement from the center, which we do with a
10184 // DotProduct, the subtraction/addition of center is also
10185 // optimized into DotProducts here
10186 l = DotProduct(right, center);
10187 for (i = 0;i < 4;i++)
10189 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10190 f = DotProduct(right, v1) - l;
10191 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10194 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10195 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10197 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10198 rsurface.vertex3f_bufferobject = 0;
10199 rsurface.vertex3f_bufferoffset = 0;
10200 rsurface.svector3f = rsurface.array_deformedsvector3f;
10201 rsurface.svector3f_bufferobject = 0;
10202 rsurface.svector3f_bufferoffset = 0;
10203 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10204 rsurface.tvector3f_bufferobject = 0;
10205 rsurface.tvector3f_bufferoffset = 0;
10206 rsurface.normal3f = rsurface.array_deformednormal3f;
10207 rsurface.normal3f_bufferobject = 0;
10208 rsurface.normal3f_bufferoffset = 0;
10210 case Q3DEFORM_NORMAL:
10211 // deform the normals to make reflections wavey
10212 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10214 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10215 for (j = 0;j < surface->num_vertices;j++)
10218 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10219 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10220 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10221 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10222 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10223 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10224 VectorNormalize(normal);
10226 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10228 rsurface.svector3f = rsurface.array_deformedsvector3f;
10229 rsurface.svector3f_bufferobject = 0;
10230 rsurface.svector3f_bufferoffset = 0;
10231 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10232 rsurface.tvector3f_bufferobject = 0;
10233 rsurface.tvector3f_bufferoffset = 0;
10234 rsurface.normal3f = rsurface.array_deformednormal3f;
10235 rsurface.normal3f_bufferobject = 0;
10236 rsurface.normal3f_bufferoffset = 0;
10238 case Q3DEFORM_WAVE:
10239 // deform vertex array to make wavey water and flags and such
10240 waveparms[0] = deform->waveparms[0];
10241 waveparms[1] = deform->waveparms[1];
10242 waveparms[2] = deform->waveparms[2];
10243 waveparms[3] = deform->waveparms[3];
10244 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10245 break; // if wavefunc is a nop, don't make a dynamic vertex array
10246 // this is how a divisor of vertex influence on deformation
10247 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10248 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10251 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10252 for (j = 0;j < surface->num_vertices;j++)
10254 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10255 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10256 // if the wavefunc depends on time, evaluate it per-vertex
10259 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10260 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10262 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10265 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10266 rsurface.vertex3f_bufferobject = 0;
10267 rsurface.vertex3f_bufferoffset = 0;
10269 case Q3DEFORM_BULGE:
10270 // deform vertex array to make the surface have moving bulges
10271 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10273 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10274 for (j = 0;j < surface->num_vertices;j++)
10276 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10277 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10280 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10281 rsurface.vertex3f_bufferobject = 0;
10282 rsurface.vertex3f_bufferoffset = 0;
10284 case Q3DEFORM_MOVE:
10285 // deform vertex array
10286 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10287 break; // if wavefunc is a nop, don't make a dynamic vertex array
10288 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10289 VectorScale(deform->parms, scale, waveparms);
10290 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10293 for (j = 0;j < surface->num_vertices;j++)
10294 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10296 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10297 rsurface.vertex3f_bufferobject = 0;
10298 rsurface.vertex3f_bufferoffset = 0;
10302 // generate texcoords based on the chosen texcoord source
10303 switch(rsurface.texture->tcgen.tcgen)
10306 case Q3TCGEN_TEXTURE:
10307 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10308 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10309 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10311 case Q3TCGEN_LIGHTMAP:
10312 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10313 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10314 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10316 case Q3TCGEN_VECTOR:
10317 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10319 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10320 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10322 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10323 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10326 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10327 rsurface.texcoordtexture2f_bufferobject = 0;
10328 rsurface.texcoordtexture2f_bufferoffset = 0;
10330 case Q3TCGEN_ENVIRONMENT:
10331 // make environment reflections using a spheremap
10332 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10334 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10335 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10336 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10337 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10338 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10340 // identical to Q3A's method, but executed in worldspace so
10341 // carried models can be shiny too
10343 float viewer[3], d, reflected[3], worldreflected[3];
10345 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10346 // VectorNormalize(viewer);
10348 d = DotProduct(normal, viewer);
10350 reflected[0] = normal[0]*2*d - viewer[0];
10351 reflected[1] = normal[1]*2*d - viewer[1];
10352 reflected[2] = normal[2]*2*d - viewer[2];
10353 // note: this is proportinal to viewer, so we can normalize later
10355 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10356 VectorNormalize(worldreflected);
10358 // note: this sphere map only uses world x and z!
10359 // so positive and negative y will LOOK THE SAME.
10360 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10361 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10364 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10365 rsurface.texcoordtexture2f_bufferobject = 0;
10366 rsurface.texcoordtexture2f_bufferoffset = 0;
10369 // the only tcmod that needs software vertex processing is turbulent, so
10370 // check for it here and apply the changes if needed
10371 // and we only support that as the first one
10372 // (handling a mixture of turbulent and other tcmods would be problematic
10373 // without punting it entirely to a software path)
10374 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10376 amplitude = rsurface.texture->tcmods[0].parms[1];
10377 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10378 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10380 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10381 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10383 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10384 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10387 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10388 rsurface.texcoordtexture2f_bufferobject = 0;
10389 rsurface.texcoordtexture2f_bufferoffset = 0;
10391 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10392 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10393 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10394 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10397 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10400 const msurface_t *surface = texturesurfacelist[0];
10401 const msurface_t *surface2;
10406 // TODO: lock all array ranges before render, rather than on each surface
10407 if (texturenumsurfaces == 1)
10408 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10409 else if (r_batchmode.integer == 2)
10411 #define MAXBATCHTRIANGLES 65536
10412 int batchtriangles = 0;
10413 static int batchelements[MAXBATCHTRIANGLES*3];
10414 for (i = 0;i < texturenumsurfaces;i = j)
10416 surface = texturesurfacelist[i];
10418 if (surface->num_triangles > MAXBATCHTRIANGLES)
10420 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10423 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10424 batchtriangles = surface->num_triangles;
10425 firstvertex = surface->num_firstvertex;
10426 endvertex = surface->num_firstvertex + surface->num_vertices;
10427 for (;j < texturenumsurfaces;j++)
10429 surface2 = texturesurfacelist[j];
10430 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10432 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10433 batchtriangles += surface2->num_triangles;
10434 firstvertex = min(firstvertex, surface2->num_firstvertex);
10435 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10437 surface2 = texturesurfacelist[j-1];
10438 numvertices = endvertex - firstvertex;
10439 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10442 else if (r_batchmode.integer == 1)
10444 for (i = 0;i < texturenumsurfaces;i = j)
10446 surface = texturesurfacelist[i];
10447 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10448 if (texturesurfacelist[j] != surface2)
10450 surface2 = texturesurfacelist[j-1];
10451 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10452 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10453 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10458 for (i = 0;i < texturenumsurfaces;i++)
10460 surface = texturesurfacelist[i];
10461 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10466 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10468 switch(vid.renderpath)
10470 case RENDERPATH_CGGL:
10472 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10473 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10476 case RENDERPATH_GL20:
10477 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10478 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10480 case RENDERPATH_GL13:
10481 case RENDERPATH_GL11:
10482 R_Mesh_TexBind(0, surface->lightmaptexture);
10487 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10489 // pick the closest matching water plane and bind textures
10490 int planeindex, vertexindex;
10494 r_waterstate_waterplane_t *p, *bestp;
10497 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10499 if(p->camera_entity != rsurface.texture->camera_entity)
10502 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10504 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10505 d += fabs(PlaneDiff(vert, &p->plane));
10507 if (bestd > d || !bestp)
10513 switch(vid.renderpath)
10515 case RENDERPATH_CGGL:
10517 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10518 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10519 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10522 case RENDERPATH_GL20:
10523 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10524 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10525 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10527 case RENDERPATH_GL13:
10528 case RENDERPATH_GL11:
10533 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10536 const msurface_t *surface;
10537 if (r_waterstate.renderingscene)
10539 for (i = 0;i < texturenumsurfaces;i++)
10541 surface = texturesurfacelist[i];
10542 RSurf_BindLightmapForSurface(surface);
10543 RSurf_BindReflectionForSurface(surface);
10544 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10548 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10552 const msurface_t *surface = texturesurfacelist[0];
10553 const msurface_t *surface2;
10558 if (texturenumsurfaces == 1)
10560 RSurf_BindLightmapForSurface(surface);
10561 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10563 else if (r_batchmode.integer == 2)
10565 int batchtriangles = 0;
10566 static int batchelements[MAXBATCHTRIANGLES*3];
10567 for (i = 0;i < texturenumsurfaces;i = j)
10569 surface = texturesurfacelist[i];
10570 RSurf_BindLightmapForSurface(surface);
10572 if (surface->num_triangles > MAXBATCHTRIANGLES)
10574 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10577 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10578 batchtriangles = surface->num_triangles;
10579 firstvertex = surface->num_firstvertex;
10580 endvertex = surface->num_firstvertex + surface->num_vertices;
10581 for (;j < texturenumsurfaces;j++)
10583 surface2 = texturesurfacelist[j];
10584 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10586 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10587 batchtriangles += surface2->num_triangles;
10588 firstvertex = min(firstvertex, surface2->num_firstvertex);
10589 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10591 surface2 = texturesurfacelist[j-1];
10592 numvertices = endvertex - firstvertex;
10593 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10596 else if (r_batchmode.integer == 1)
10599 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10600 for (i = 0;i < texturenumsurfaces;i = j)
10602 surface = texturesurfacelist[i];
10603 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10604 if (texturesurfacelist[j] != surface2)
10606 Con_Printf(" %i", j - i);
10609 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10611 for (i = 0;i < texturenumsurfaces;i = j)
10613 surface = texturesurfacelist[i];
10614 RSurf_BindLightmapForSurface(surface);
10615 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10616 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10619 Con_Printf(" %i", j - i);
10621 surface2 = texturesurfacelist[j-1];
10622 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10623 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10624 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10632 for (i = 0;i < texturenumsurfaces;i++)
10634 surface = texturesurfacelist[i];
10635 RSurf_BindLightmapForSurface(surface);
10636 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10641 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10644 int texturesurfaceindex;
10645 if (r_showsurfaces.integer == 2)
10647 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10649 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10650 for (j = 0;j < surface->num_triangles;j++)
10652 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10653 GL_Color(f, f, f, 1);
10654 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10660 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10662 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10663 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10664 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10665 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10670 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10672 int texturesurfaceindex;
10676 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10678 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10679 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10687 rsurface.lightmapcolor4f = rsurface.array_color4f;
10688 rsurface.lightmapcolor4f_bufferobject = 0;
10689 rsurface.lightmapcolor4f_bufferoffset = 0;
10692 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10694 int texturesurfaceindex;
10700 if (rsurface.lightmapcolor4f)
10702 // generate color arrays for the surfaces in this list
10703 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10705 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10706 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10708 f = RSurf_FogVertex(v);
10718 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10720 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10721 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10723 f = RSurf_FogVertex(v);
10731 rsurface.lightmapcolor4f = rsurface.array_color4f;
10732 rsurface.lightmapcolor4f_bufferobject = 0;
10733 rsurface.lightmapcolor4f_bufferoffset = 0;
10736 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10738 int texturesurfaceindex;
10744 if (!rsurface.lightmapcolor4f)
10746 // generate color arrays for the surfaces in this list
10747 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10749 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10750 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10752 f = RSurf_FogVertex(v);
10753 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10754 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10755 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10759 rsurface.lightmapcolor4f = rsurface.array_color4f;
10760 rsurface.lightmapcolor4f_bufferobject = 0;
10761 rsurface.lightmapcolor4f_bufferoffset = 0;
10764 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10766 int texturesurfaceindex;
10770 if (!rsurface.lightmapcolor4f)
10772 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10774 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10775 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10783 rsurface.lightmapcolor4f = rsurface.array_color4f;
10784 rsurface.lightmapcolor4f_bufferobject = 0;
10785 rsurface.lightmapcolor4f_bufferoffset = 0;
10788 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10790 int texturesurfaceindex;
10794 if (!rsurface.lightmapcolor4f)
10796 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10798 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10799 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10801 c2[0] = c[0] + r_refdef.scene.ambient;
10802 c2[1] = c[1] + r_refdef.scene.ambient;
10803 c2[2] = c[2] + r_refdef.scene.ambient;
10807 rsurface.lightmapcolor4f = rsurface.array_color4f;
10808 rsurface.lightmapcolor4f_bufferobject = 0;
10809 rsurface.lightmapcolor4f_bufferoffset = 0;
10812 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10815 rsurface.lightmapcolor4f = NULL;
10816 rsurface.lightmapcolor4f_bufferobject = 0;
10817 rsurface.lightmapcolor4f_bufferoffset = 0;
10818 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10819 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10820 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10821 GL_Color(r, g, b, a);
10822 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10825 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10827 // TODO: optimize applyfog && applycolor case
10828 // just apply fog if necessary, and tint the fog color array if necessary
10829 rsurface.lightmapcolor4f = NULL;
10830 rsurface.lightmapcolor4f_bufferobject = 0;
10831 rsurface.lightmapcolor4f_bufferoffset = 0;
10832 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10833 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10834 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10835 GL_Color(r, g, b, a);
10836 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10839 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10841 int texturesurfaceindex;
10845 if (texturesurfacelist[0]->lightmapinfo)
10847 // generate color arrays for the surfaces in this list
10848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10851 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10853 if (surface->lightmapinfo->samples)
10855 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10856 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10857 VectorScale(lm, scale, c);
10858 if (surface->lightmapinfo->styles[1] != 255)
10860 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10862 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10863 VectorMA(c, scale, lm, c);
10864 if (surface->lightmapinfo->styles[2] != 255)
10867 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10868 VectorMA(c, scale, lm, c);
10869 if (surface->lightmapinfo->styles[3] != 255)
10872 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10873 VectorMA(c, scale, lm, c);
10883 rsurface.lightmapcolor4f = rsurface.array_color4f;
10884 rsurface.lightmapcolor4f_bufferobject = 0;
10885 rsurface.lightmapcolor4f_bufferoffset = 0;
10889 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10890 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10891 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10893 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10894 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10895 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10896 GL_Color(r, g, b, a);
10897 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10900 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10902 int texturesurfaceindex;
10909 vec3_t ambientcolor;
10910 vec3_t diffusecolor;
10914 VectorCopy(rsurface.modellight_lightdir, lightdir);
10915 f = 0.5f * r_refdef.lightmapintensity;
10916 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10917 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10918 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10919 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10920 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10921 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10923 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10925 // generate color arrays for the surfaces in this list
10926 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10928 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10929 int numverts = surface->num_vertices;
10930 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10931 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10932 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10933 // q3-style directional shading
10934 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10936 if ((f = DotProduct(n, lightdir)) > 0)
10937 VectorMA(ambientcolor, f, diffusecolor, c);
10939 VectorCopy(ambientcolor, c);
10947 rsurface.lightmapcolor4f = rsurface.array_color4f;
10948 rsurface.lightmapcolor4f_bufferobject = 0;
10949 rsurface.lightmapcolor4f_bufferoffset = 0;
10950 *applycolor = false;
10954 *r = ambientcolor[0];
10955 *g = ambientcolor[1];
10956 *b = ambientcolor[2];
10957 rsurface.lightmapcolor4f = NULL;
10958 rsurface.lightmapcolor4f_bufferobject = 0;
10959 rsurface.lightmapcolor4f_bufferoffset = 0;
10963 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10965 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10966 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10967 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10968 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10969 GL_Color(r, g, b, a);
10970 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10973 void RSurf_SetupDepthAndCulling(void)
10975 // submodels are biased to avoid z-fighting with world surfaces that they
10976 // may be exactly overlapping (avoids z-fighting artifacts on certain
10977 // doors and things in Quake maps)
10978 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10979 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10980 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10981 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10984 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10986 // transparent sky would be ridiculous
10987 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10989 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10990 skyrenderlater = true;
10991 RSurf_SetupDepthAndCulling();
10992 GL_DepthMask(true);
10993 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10994 // skymasking on them, and Quake3 never did sky masking (unlike
10995 // software Quake and software Quake2), so disable the sky masking
10996 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10997 // and skymasking also looks very bad when noclipping outside the
10998 // level, so don't use it then either.
10999 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11001 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11002 R_Mesh_ColorPointer(NULL, 0, 0);
11003 R_Mesh_ResetTextureState();
11004 if (skyrendermasked)
11006 R_SetupShader_DepthOrShadow();
11007 // depth-only (masking)
11008 GL_ColorMask(0,0,0,0);
11009 // just to make sure that braindead drivers don't draw
11010 // anything despite that colormask...
11011 GL_BlendFunc(GL_ZERO, GL_ONE);
11015 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11017 GL_BlendFunc(GL_ONE, GL_ZERO);
11019 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11020 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11021 if (skyrendermasked)
11022 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11024 R_Mesh_ResetTextureState();
11025 GL_Color(1, 1, 1, 1);
11028 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11029 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11030 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11032 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11034 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11037 // render screenspace normalmap to texture
11038 GL_DepthMask(true);
11039 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11040 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11042 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11044 // render water or distortion background, then blend surface on top
11045 GL_DepthMask(true);
11046 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11047 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11048 GL_DepthMask(false);
11049 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11050 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11051 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11053 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11057 // render surface normally
11058 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11059 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11060 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11061 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11062 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11063 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11065 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11069 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11071 // OpenGL 1.3 path - anything not completely ancient
11072 int texturesurfaceindex;
11073 qboolean applycolor;
11076 const texturelayer_t *layer;
11077 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11079 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11082 int layertexrgbscale;
11083 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11085 if (layerindex == 0)
11086 GL_AlphaTest(true);
11089 GL_AlphaTest(false);
11090 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11093 GL_DepthMask(layer->depthmask && writedepth);
11094 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11095 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11097 layertexrgbscale = 4;
11098 VectorScale(layer->color, 0.25f, layercolor);
11100 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11102 layertexrgbscale = 2;
11103 VectorScale(layer->color, 0.5f, layercolor);
11107 layertexrgbscale = 1;
11108 VectorScale(layer->color, 1.0f, layercolor);
11110 layercolor[3] = layer->color[3];
11111 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11112 R_Mesh_ColorPointer(NULL, 0, 0);
11113 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11114 switch (layer->type)
11116 case TEXTURELAYERTYPE_LITTEXTURE:
11117 // single-pass lightmapped texture with 2x rgbscale
11118 R_Mesh_TexBind(0, r_texture_white);
11119 R_Mesh_TexMatrix(0, NULL);
11120 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11121 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11122 R_Mesh_TexBind(1, layer->texture);
11123 R_Mesh_TexMatrix(1, &layer->texmatrix);
11124 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11125 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11127 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11128 else if (rsurface.uselightmaptexture)
11129 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11131 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11133 case TEXTURELAYERTYPE_TEXTURE:
11134 // singletexture unlit texture with transparency support
11135 R_Mesh_TexBind(0, layer->texture);
11136 R_Mesh_TexMatrix(0, &layer->texmatrix);
11137 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11138 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11139 R_Mesh_TexBind(1, 0);
11140 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11141 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11143 case TEXTURELAYERTYPE_FOG:
11144 // singletexture fogging
11145 if (layer->texture)
11147 R_Mesh_TexBind(0, layer->texture);
11148 R_Mesh_TexMatrix(0, &layer->texmatrix);
11149 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11150 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11154 R_Mesh_TexBind(0, 0);
11155 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11157 R_Mesh_TexBind(1, 0);
11158 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11159 // generate a color array for the fog pass
11160 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11161 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11167 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11168 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11170 f = 1 - RSurf_FogVertex(v);
11171 c[0] = layercolor[0];
11172 c[1] = layercolor[1];
11173 c[2] = layercolor[2];
11174 c[3] = f * layercolor[3];
11177 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11180 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11186 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11187 GL_AlphaTest(false);
11191 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11193 // OpenGL 1.1 - crusty old voodoo path
11194 int texturesurfaceindex;
11197 const texturelayer_t *layer;
11198 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11200 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11204 if (layerindex == 0)
11205 GL_AlphaTest(true);
11208 GL_AlphaTest(false);
11209 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11212 GL_DepthMask(layer->depthmask && writedepth);
11213 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11214 R_Mesh_ColorPointer(NULL, 0, 0);
11215 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11216 switch (layer->type)
11218 case TEXTURELAYERTYPE_LITTEXTURE:
11219 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11221 // two-pass lit texture with 2x rgbscale
11222 // first the lightmap pass
11223 R_Mesh_TexBind(0, r_texture_white);
11224 R_Mesh_TexMatrix(0, NULL);
11225 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11226 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11227 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11228 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11229 else if (rsurface.uselightmaptexture)
11230 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11232 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11233 // then apply the texture to it
11234 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11235 R_Mesh_TexBind(0, layer->texture);
11236 R_Mesh_TexMatrix(0, &layer->texmatrix);
11237 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11238 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11239 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11243 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11244 R_Mesh_TexBind(0, layer->texture);
11245 R_Mesh_TexMatrix(0, &layer->texmatrix);
11246 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11247 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11248 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11249 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11251 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11254 case TEXTURELAYERTYPE_TEXTURE:
11255 // singletexture unlit texture with transparency support
11256 R_Mesh_TexBind(0, layer->texture);
11257 R_Mesh_TexMatrix(0, &layer->texmatrix);
11258 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11259 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11260 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11262 case TEXTURELAYERTYPE_FOG:
11263 // singletexture fogging
11264 if (layer->texture)
11266 R_Mesh_TexBind(0, layer->texture);
11267 R_Mesh_TexMatrix(0, &layer->texmatrix);
11268 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11269 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11273 R_Mesh_TexBind(0, 0);
11274 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11276 // generate a color array for the fog pass
11277 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11278 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11284 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11285 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11287 f = 1 - RSurf_FogVertex(v);
11288 c[0] = layer->color[0];
11289 c[1] = layer->color[1];
11290 c[2] = layer->color[2];
11291 c[3] = f * layer->color[3];
11294 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11297 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11301 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11303 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11304 GL_AlphaTest(false);
11308 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11312 GL_AlphaTest(false);
11313 R_Mesh_ColorPointer(NULL, 0, 0);
11314 R_Mesh_ResetTextureState();
11315 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11317 if(rsurface.texture && rsurface.texture->currentskinframe)
11319 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11320 c[3] *= rsurface.texture->currentalpha;
11330 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11332 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11333 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11334 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11337 // brighten it up (as texture value 127 means "unlit")
11338 c[0] *= 2 * r_refdef.view.colorscale;
11339 c[1] *= 2 * r_refdef.view.colorscale;
11340 c[2] *= 2 * r_refdef.view.colorscale;
11342 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11343 c[3] *= r_wateralpha.value;
11345 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11347 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11348 GL_DepthMask(false);
11350 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11352 GL_BlendFunc(GL_ONE, GL_ONE);
11353 GL_DepthMask(false);
11355 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11357 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11358 GL_DepthMask(false);
11360 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11362 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11363 GL_DepthMask(false);
11367 GL_BlendFunc(GL_ONE, GL_ZERO);
11368 GL_DepthMask(writedepth);
11371 rsurface.lightmapcolor4f = NULL;
11373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11375 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11377 rsurface.lightmapcolor4f = NULL;
11378 rsurface.lightmapcolor4f_bufferobject = 0;
11379 rsurface.lightmapcolor4f_bufferoffset = 0;
11381 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11383 qboolean applycolor = true;
11386 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11388 r_refdef.lightmapintensity = 1;
11389 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11390 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11394 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11396 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11397 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11398 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11401 if(!rsurface.lightmapcolor4f)
11402 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11404 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11405 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11406 if(r_refdef.fogenabled)
11407 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11409 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11410 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11413 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11416 RSurf_SetupDepthAndCulling();
11417 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11419 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11422 switch (vid.renderpath)
11424 case RENDERPATH_GL20:
11425 case RENDERPATH_CGGL:
11426 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11428 case RENDERPATH_GL13:
11429 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11431 case RENDERPATH_GL11:
11432 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11438 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11441 RSurf_SetupDepthAndCulling();
11442 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11444 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11447 switch (vid.renderpath)
11449 case RENDERPATH_GL20:
11450 case RENDERPATH_CGGL:
11451 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11453 case RENDERPATH_GL13:
11454 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11456 case RENDERPATH_GL11:
11457 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11463 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11466 int texturenumsurfaces, endsurface;
11467 texture_t *texture;
11468 const msurface_t *surface;
11469 #define MAXBATCH_TRANSPARENTSURFACES 256
11470 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11472 // if the model is static it doesn't matter what value we give for
11473 // wantnormals and wanttangents, so this logic uses only rules applicable
11474 // to a model, knowing that they are meaningless otherwise
11475 if (ent == r_refdef.scene.worldentity)
11476 RSurf_ActiveWorldEntity();
11477 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11478 RSurf_ActiveModelEntity(ent, false, false, false);
11481 switch (vid.renderpath)
11483 case RENDERPATH_GL20:
11484 case RENDERPATH_CGGL:
11485 RSurf_ActiveModelEntity(ent, true, true, false);
11487 case RENDERPATH_GL13:
11488 case RENDERPATH_GL11:
11489 RSurf_ActiveModelEntity(ent, true, false, false);
11494 if (r_transparentdepthmasking.integer)
11496 qboolean setup = false;
11497 for (i = 0;i < numsurfaces;i = j)
11500 surface = rsurface.modelsurfaces + surfacelist[i];
11501 texture = surface->texture;
11502 rsurface.texture = R_GetCurrentTexture(texture);
11503 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11504 // scan ahead until we find a different texture
11505 endsurface = min(i + 1024, numsurfaces);
11506 texturenumsurfaces = 0;
11507 texturesurfacelist[texturenumsurfaces++] = surface;
11508 for (;j < endsurface;j++)
11510 surface = rsurface.modelsurfaces + surfacelist[j];
11511 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11513 texturesurfacelist[texturenumsurfaces++] = surface;
11515 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11517 // render the range of surfaces as depth
11521 GL_ColorMask(0,0,0,0);
11523 GL_DepthTest(true);
11524 GL_BlendFunc(GL_ONE, GL_ZERO);
11525 GL_DepthMask(true);
11526 GL_AlphaTest(false);
11527 R_Mesh_ColorPointer(NULL, 0, 0);
11528 R_Mesh_ResetTextureState();
11529 R_SetupShader_DepthOrShadow();
11531 RSurf_SetupDepthAndCulling();
11532 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11533 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11536 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11539 for (i = 0;i < numsurfaces;i = j)
11542 surface = rsurface.modelsurfaces + surfacelist[i];
11543 texture = surface->texture;
11544 rsurface.texture = R_GetCurrentTexture(texture);
11545 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11546 // scan ahead until we find a different texture
11547 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11548 texturenumsurfaces = 0;
11549 texturesurfacelist[texturenumsurfaces++] = surface;
11550 for (;j < endsurface;j++)
11552 surface = rsurface.modelsurfaces + surfacelist[j];
11553 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11555 texturesurfacelist[texturenumsurfaces++] = surface;
11557 // render the range of surfaces
11558 if (ent == r_refdef.scene.worldentity)
11559 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11561 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11563 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11564 GL_AlphaTest(false);
11567 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11569 // transparent surfaces get pushed off into the transparent queue
11570 int surfacelistindex;
11571 const msurface_t *surface;
11572 vec3_t tempcenter, center;
11573 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11575 surface = texturesurfacelist[surfacelistindex];
11576 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11577 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11578 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11579 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11580 if (queueentity->transparent_offset) // transparent offset
11582 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11583 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11584 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11586 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11590 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11592 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11596 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11598 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11600 RSurf_SetupDepthAndCulling();
11601 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11602 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11606 if (!rsurface.texture->currentnumlayers)
11608 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11609 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11611 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11613 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11615 RSurf_SetupDepthAndCulling();
11616 GL_AlphaTest(false);
11617 R_Mesh_ColorPointer(NULL, 0, 0);
11618 R_Mesh_ResetTextureState();
11619 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11620 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11621 GL_DepthMask(true);
11622 GL_BlendFunc(GL_ONE, GL_ZERO);
11623 GL_Color(0, 0, 0, 1);
11624 GL_DepthTest(writedepth);
11625 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11627 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11629 RSurf_SetupDepthAndCulling();
11630 GL_AlphaTest(false);
11631 R_Mesh_ColorPointer(NULL, 0, 0);
11632 R_Mesh_ResetTextureState();
11633 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11634 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11635 GL_DepthMask(true);
11636 GL_BlendFunc(GL_ONE, GL_ZERO);
11637 GL_DepthTest(true);
11638 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11640 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11641 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11642 else if (!rsurface.texture->currentnumlayers)
11644 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11646 // in the deferred case, transparent surfaces were queued during prepass
11647 if (!r_shadow_usingdeferredprepass)
11648 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11652 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11653 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11658 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11661 texture_t *texture;
11662 // break the surface list down into batches by texture and use of lightmapping
11663 for (i = 0;i < numsurfaces;i = j)
11666 // texture is the base texture pointer, rsurface.texture is the
11667 // current frame/skin the texture is directing us to use (for example
11668 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11669 // use skin 1 instead)
11670 texture = surfacelist[i]->texture;
11671 rsurface.texture = R_GetCurrentTexture(texture);
11672 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11673 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11675 // if this texture is not the kind we want, skip ahead to the next one
11676 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11680 // simply scan ahead until we find a different texture or lightmap state
11681 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11683 // render the range of surfaces
11684 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11688 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11693 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11695 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11697 RSurf_SetupDepthAndCulling();
11698 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11699 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11703 if (!rsurface.texture->currentnumlayers)
11705 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11706 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11708 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11710 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11712 RSurf_SetupDepthAndCulling();
11713 GL_AlphaTest(false);
11714 R_Mesh_ColorPointer(NULL, 0, 0);
11715 R_Mesh_ResetTextureState();
11716 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11717 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11718 GL_DepthMask(true);
11719 GL_BlendFunc(GL_ONE, GL_ZERO);
11720 GL_Color(0, 0, 0, 1);
11721 GL_DepthTest(writedepth);
11722 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11724 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11726 RSurf_SetupDepthAndCulling();
11727 GL_AlphaTest(false);
11728 R_Mesh_ColorPointer(NULL, 0, 0);
11729 R_Mesh_ResetTextureState();
11730 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11731 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11732 GL_DepthMask(true);
11733 GL_BlendFunc(GL_ONE, GL_ZERO);
11734 GL_DepthTest(true);
11735 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11737 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11738 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11739 else if (!rsurface.texture->currentnumlayers)
11741 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11743 // in the deferred case, transparent surfaces were queued during prepass
11744 if (!r_shadow_usingdeferredprepass)
11745 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11749 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11750 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11755 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11758 texture_t *texture;
11759 // break the surface list down into batches by texture and use of lightmapping
11760 for (i = 0;i < numsurfaces;i = j)
11763 // texture is the base texture pointer, rsurface.texture is the
11764 // current frame/skin the texture is directing us to use (for example
11765 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11766 // use skin 1 instead)
11767 texture = surfacelist[i]->texture;
11768 rsurface.texture = R_GetCurrentTexture(texture);
11769 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11770 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11772 // if this texture is not the kind we want, skip ahead to the next one
11773 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11777 // simply scan ahead until we find a different texture or lightmap state
11778 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11780 // render the range of surfaces
11781 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11785 float locboxvertex3f[6*4*3] =
11787 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11788 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11789 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11790 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11791 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11792 1,0,0, 0,0,0, 0,1,0, 1,1,0
11795 unsigned short locboxelements[6*2*3] =
11800 12,13,14, 12,14,15,
11801 16,17,18, 16,18,19,
11805 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11808 cl_locnode_t *loc = (cl_locnode_t *)ent;
11810 float vertex3f[6*4*3];
11812 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11813 GL_DepthMask(false);
11814 GL_DepthRange(0, 1);
11815 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11816 GL_DepthTest(true);
11817 GL_CullFace(GL_NONE);
11818 R_EntityMatrix(&identitymatrix);
11820 R_Mesh_VertexPointer(vertex3f, 0, 0);
11821 R_Mesh_ColorPointer(NULL, 0, 0);
11822 R_Mesh_ResetTextureState();
11823 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11825 i = surfacelist[0];
11826 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11827 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11828 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11829 surfacelist[0] < 0 ? 0.5f : 0.125f);
11831 if (VectorCompare(loc->mins, loc->maxs))
11833 VectorSet(size, 2, 2, 2);
11834 VectorMA(loc->mins, -0.5f, size, mins);
11838 VectorCopy(loc->mins, mins);
11839 VectorSubtract(loc->maxs, loc->mins, size);
11842 for (i = 0;i < 6*4*3;)
11843 for (j = 0;j < 3;j++, i++)
11844 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11846 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11849 void R_DrawLocs(void)
11852 cl_locnode_t *loc, *nearestloc;
11854 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11855 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11857 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11858 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11862 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11864 if (decalsystem->decals)
11865 Mem_Free(decalsystem->decals);
11866 memset(decalsystem, 0, sizeof(*decalsystem));
11869 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)
11872 tridecal_t *decals;
11875 // expand or initialize the system
11876 if (decalsystem->maxdecals <= decalsystem->numdecals)
11878 decalsystem_t old = *decalsystem;
11879 qboolean useshortelements;
11880 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11881 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11882 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11883 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11884 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11885 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11886 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11887 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11888 if (decalsystem->numdecals)
11889 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11891 Mem_Free(old.decals);
11892 for (i = 0;i < decalsystem->maxdecals*3;i++)
11893 decalsystem->element3i[i] = i;
11894 if (useshortelements)
11895 for (i = 0;i < decalsystem->maxdecals*3;i++)
11896 decalsystem->element3s[i] = i;
11899 // grab a decal and search for another free slot for the next one
11900 decals = decalsystem->decals;
11901 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11902 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11904 decalsystem->freedecal = i;
11905 if (decalsystem->numdecals <= i)
11906 decalsystem->numdecals = i + 1;
11908 // initialize the decal
11910 decal->triangleindex = triangleindex;
11911 decal->surfaceindex = surfaceindex;
11912 decal->decalsequence = decalsequence;
11913 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11914 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11915 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11916 decal->color4ub[0][3] = 255;
11917 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11918 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11919 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11920 decal->color4ub[1][3] = 255;
11921 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11922 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11923 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11924 decal->color4ub[2][3] = 255;
11925 decal->vertex3f[0][0] = v0[0];
11926 decal->vertex3f[0][1] = v0[1];
11927 decal->vertex3f[0][2] = v0[2];
11928 decal->vertex3f[1][0] = v1[0];
11929 decal->vertex3f[1][1] = v1[1];
11930 decal->vertex3f[1][2] = v1[2];
11931 decal->vertex3f[2][0] = v2[0];
11932 decal->vertex3f[2][1] = v2[1];
11933 decal->vertex3f[2][2] = v2[2];
11934 decal->texcoord2f[0][0] = t0[0];
11935 decal->texcoord2f[0][1] = t0[1];
11936 decal->texcoord2f[1][0] = t1[0];
11937 decal->texcoord2f[1][1] = t1[1];
11938 decal->texcoord2f[2][0] = t2[0];
11939 decal->texcoord2f[2][1] = t2[1];
11942 extern cvar_t cl_decals_bias;
11943 extern cvar_t cl_decals_models;
11944 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11945 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)
11947 matrix4x4_t projection;
11948 decalsystem_t *decalsystem;
11951 const float *vertex3f;
11952 const msurface_t *surface;
11953 const msurface_t *surfaces;
11954 const int *surfacelist;
11955 const texture_t *texture;
11957 int numsurfacelist;
11958 int surfacelistindex;
11965 float localorigin[3];
11966 float localnormal[3];
11967 float localmins[3];
11968 float localmaxs[3];
11974 float planes[6][4];
11976 float points[2][9][3];
11980 decalsystem = &ent->decalsystem;
11981 model = ent->model;
11982 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11984 R_DecalSystem_Reset(&ent->decalsystem);
11988 if (!model->brush.data_nodes && !cl_decals_models.integer)
11990 if (decalsystem->model)
11991 R_DecalSystem_Reset(decalsystem);
11995 if (decalsystem->model != model)
11996 R_DecalSystem_Reset(decalsystem);
11997 decalsystem->model = model;
11999 RSurf_ActiveModelEntity(ent, false, false, false);
12001 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12002 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12003 VectorNormalize(localnormal);
12004 localsize = worldsize*rsurface.inversematrixscale;
12005 localmins[0] = localorigin[0] - localsize;
12006 localmins[1] = localorigin[1] - localsize;
12007 localmins[2] = localorigin[2] - localsize;
12008 localmaxs[0] = localorigin[0] + localsize;
12009 localmaxs[1] = localorigin[1] + localsize;
12010 localmaxs[2] = localorigin[2] + localsize;
12012 //VectorCopy(localnormal, planes[4]);
12013 //VectorVectors(planes[4], planes[2], planes[0]);
12014 AnglesFromVectors(angles, localnormal, NULL, false);
12015 AngleVectors(angles, planes[0], planes[2], planes[4]);
12016 VectorNegate(planes[0], planes[1]);
12017 VectorNegate(planes[2], planes[3]);
12018 VectorNegate(planes[4], planes[5]);
12019 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12020 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12021 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12022 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12023 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12024 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12029 matrix4x4_t forwardprojection;
12030 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12031 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12036 float projectionvector[4][3];
12037 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12038 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12039 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12040 projectionvector[0][0] = planes[0][0] * ilocalsize;
12041 projectionvector[0][1] = planes[1][0] * ilocalsize;
12042 projectionvector[0][2] = planes[2][0] * ilocalsize;
12043 projectionvector[1][0] = planes[0][1] * ilocalsize;
12044 projectionvector[1][1] = planes[1][1] * ilocalsize;
12045 projectionvector[1][2] = planes[2][1] * ilocalsize;
12046 projectionvector[2][0] = planes[0][2] * ilocalsize;
12047 projectionvector[2][1] = planes[1][2] * ilocalsize;
12048 projectionvector[2][2] = planes[2][2] * ilocalsize;
12049 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12050 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12051 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12052 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12056 dynamic = model->surfmesh.isanimated;
12057 vertex3f = rsurface.modelvertex3f;
12058 numsurfacelist = model->nummodelsurfaces;
12059 surfacelist = model->sortedmodelsurfaces;
12060 surfaces = model->data_surfaces;
12061 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12063 surfaceindex = surfacelist[surfacelistindex];
12064 surface = surfaces + surfaceindex;
12065 // check cull box first because it rejects more than any other check
12066 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12068 // skip transparent surfaces
12069 texture = surface->texture;
12070 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12072 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12074 numtriangles = surface->num_triangles;
12075 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12077 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12079 index = 3*e[cornerindex];
12080 VectorCopy(vertex3f + index, v[cornerindex]);
12083 //TriangleNormal(v[0], v[1], v[2], normal);
12084 //if (DotProduct(normal, localnormal) < 0.0f)
12086 // clip by each of the box planes formed from the projection matrix
12087 // if anything survives, we emit the decal
12088 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]);
12091 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]);
12094 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]);
12097 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]);
12100 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]);
12103 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]);
12106 // some part of the triangle survived, so we have to accept it...
12109 // dynamic always uses the original triangle
12111 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12113 index = 3*e[cornerindex];
12114 VectorCopy(vertex3f + index, v[cornerindex]);
12117 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12119 // convert vertex positions to texcoords
12120 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12121 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12122 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12123 // calculate distance fade from the projection origin
12124 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12125 f = bound(0.0f, f, 1.0f);
12126 c[cornerindex][0] = r * f;
12127 c[cornerindex][1] = g * f;
12128 c[cornerindex][2] = b * f;
12129 c[cornerindex][3] = 1.0f;
12130 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12133 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12135 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12136 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);
12141 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12142 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)
12144 int renderentityindex;
12145 float worldmins[3];
12146 float worldmaxs[3];
12147 entity_render_t *ent;
12149 if (!cl_decals_newsystem.integer)
12152 worldmins[0] = worldorigin[0] - worldsize;
12153 worldmins[1] = worldorigin[1] - worldsize;
12154 worldmins[2] = worldorigin[2] - worldsize;
12155 worldmaxs[0] = worldorigin[0] + worldsize;
12156 worldmaxs[1] = worldorigin[1] + worldsize;
12157 worldmaxs[2] = worldorigin[2] + worldsize;
12159 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12161 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12163 ent = r_refdef.scene.entities[renderentityindex];
12164 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12167 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12171 typedef struct r_decalsystem_splatqueue_s
12173 vec3_t worldorigin;
12174 vec3_t worldnormal;
12180 r_decalsystem_splatqueue_t;
12182 int r_decalsystem_numqueued = 0;
12183 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12185 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)
12187 r_decalsystem_splatqueue_t *queue;
12189 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12192 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12193 VectorCopy(worldorigin, queue->worldorigin);
12194 VectorCopy(worldnormal, queue->worldnormal);
12195 Vector4Set(queue->color, r, g, b, a);
12196 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12197 queue->worldsize = worldsize;
12198 queue->decalsequence = cl.decalsequence++;
12201 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12204 r_decalsystem_splatqueue_t *queue;
12206 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12207 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);
12208 r_decalsystem_numqueued = 0;
12211 extern cvar_t cl_decals_max;
12212 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12215 decalsystem_t *decalsystem = &ent->decalsystem;
12222 if (!decalsystem->numdecals)
12225 if (r_showsurfaces.integer)
12228 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12230 R_DecalSystem_Reset(decalsystem);
12234 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12235 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12237 if (decalsystem->lastupdatetime)
12238 frametime = (cl.time - decalsystem->lastupdatetime);
12241 decalsystem->lastupdatetime = cl.time;
12242 decal = decalsystem->decals;
12243 numdecals = decalsystem->numdecals;
12245 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12247 if (decal->color4ub[0][3])
12249 decal->lived += frametime;
12250 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12252 memset(decal, 0, sizeof(*decal));
12253 if (decalsystem->freedecal > i)
12254 decalsystem->freedecal = i;
12258 decal = decalsystem->decals;
12259 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12262 // collapse the array by shuffling the tail decals into the gaps
12265 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12266 decalsystem->freedecal++;
12267 if (decalsystem->freedecal == numdecals)
12269 decal[decalsystem->freedecal] = decal[--numdecals];
12272 decalsystem->numdecals = numdecals;
12274 if (numdecals <= 0)
12276 // if there are no decals left, reset decalsystem
12277 R_DecalSystem_Reset(decalsystem);
12281 extern skinframe_t *decalskinframe;
12282 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12285 decalsystem_t *decalsystem = &ent->decalsystem;
12294 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12297 numdecals = decalsystem->numdecals;
12301 if (r_showsurfaces.integer)
12304 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12306 R_DecalSystem_Reset(decalsystem);
12310 // if the model is static it doesn't matter what value we give for
12311 // wantnormals and wanttangents, so this logic uses only rules applicable
12312 // to a model, knowing that they are meaningless otherwise
12313 if (ent == r_refdef.scene.worldentity)
12314 RSurf_ActiveWorldEntity();
12316 RSurf_ActiveModelEntity(ent, false, false, false);
12318 decalsystem->lastupdatetime = cl.time;
12319 decal = decalsystem->decals;
12321 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12323 // update vertex positions for animated models
12324 v3f = decalsystem->vertex3f;
12325 c4f = decalsystem->color4f;
12326 t2f = decalsystem->texcoord2f;
12327 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12329 if (!decal->color4ub[0][3])
12332 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12335 // update color values for fading decals
12336 if (decal->lived >= cl_decals_time.value)
12338 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12339 alpha *= (1.0f/255.0f);
12342 alpha = 1.0f/255.0f;
12344 c4f[ 0] = decal->color4ub[0][0] * alpha;
12345 c4f[ 1] = decal->color4ub[0][1] * alpha;
12346 c4f[ 2] = decal->color4ub[0][2] * alpha;
12348 c4f[ 4] = decal->color4ub[1][0] * alpha;
12349 c4f[ 5] = decal->color4ub[1][1] * alpha;
12350 c4f[ 6] = decal->color4ub[1][2] * alpha;
12352 c4f[ 8] = decal->color4ub[2][0] * alpha;
12353 c4f[ 9] = decal->color4ub[2][1] * alpha;
12354 c4f[10] = decal->color4ub[2][2] * alpha;
12357 t2f[0] = decal->texcoord2f[0][0];
12358 t2f[1] = decal->texcoord2f[0][1];
12359 t2f[2] = decal->texcoord2f[1][0];
12360 t2f[3] = decal->texcoord2f[1][1];
12361 t2f[4] = decal->texcoord2f[2][0];
12362 t2f[5] = decal->texcoord2f[2][1];
12364 // update vertex positions for animated models
12365 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12367 e = rsurface.modelelement3i + 3*decal->triangleindex;
12368 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12369 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12370 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12374 VectorCopy(decal->vertex3f[0], v3f);
12375 VectorCopy(decal->vertex3f[1], v3f + 3);
12376 VectorCopy(decal->vertex3f[2], v3f + 6);
12379 if (r_refdef.fogenabled)
12381 alpha = RSurf_FogVertex(v3f);
12382 VectorScale(c4f, alpha, c4f);
12383 alpha = RSurf_FogVertex(v3f + 3);
12384 VectorScale(c4f + 4, alpha, c4f + 4);
12385 alpha = RSurf_FogVertex(v3f + 6);
12386 VectorScale(c4f + 8, alpha, c4f + 8);
12397 r_refdef.stats.drawndecals += numtris;
12399 // now render the decals all at once
12400 // (this assumes they all use one particle font texture!)
12401 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);
12402 R_Mesh_ResetTextureState();
12403 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12404 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12405 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12406 GL_DepthMask(false);
12407 GL_DepthRange(0, 1);
12408 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12409 GL_DepthTest(true);
12410 GL_CullFace(GL_NONE);
12411 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12412 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12413 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12417 static void R_DrawModelDecals(void)
12421 // fade faster when there are too many decals
12422 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12423 for (i = 0;i < r_refdef.scene.numentities;i++)
12424 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12426 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12427 for (i = 0;i < r_refdef.scene.numentities;i++)
12428 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12429 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12431 R_DecalSystem_ApplySplatEntitiesQueue();
12433 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12434 for (i = 0;i < r_refdef.scene.numentities;i++)
12435 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12437 r_refdef.stats.totaldecals += numdecals;
12439 if (r_showsurfaces.integer)
12442 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12444 for (i = 0;i < r_refdef.scene.numentities;i++)
12446 if (!r_refdef.viewcache.entityvisible[i])
12448 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12449 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12453 extern cvar_t mod_collision_bih;
12454 void R_DrawDebugModel(void)
12456 entity_render_t *ent = rsurface.entity;
12457 int i, j, k, l, flagsmask;
12458 const msurface_t *surface;
12459 dp_model_t *model = ent->model;
12462 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12464 R_Mesh_ColorPointer(NULL, 0, 0);
12465 R_Mesh_ResetTextureState();
12466 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12467 GL_DepthRange(0, 1);
12468 GL_DepthTest(!r_showdisabledepthtest.integer);
12469 GL_DepthMask(false);
12470 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12472 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12476 qboolean cullbox = ent == r_refdef.scene.worldentity;
12477 const q3mbrush_t *brush;
12478 const bih_t *bih = &model->collision_bih;
12479 const bih_leaf_t *bihleaf;
12480 float vertex3f[3][3];
12481 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12483 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12485 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12487 switch (bihleaf->type)
12490 brush = model->brush.data_brushes + bihleaf->itemindex;
12491 if (brush->colbrushf && brush->colbrushf->numtriangles)
12493 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12494 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);
12495 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12498 case BIH_COLLISIONTRIANGLE:
12499 triangleindex = bihleaf->itemindex;
12500 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12501 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12502 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12503 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12504 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);
12505 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12507 case BIH_RENDERTRIANGLE:
12508 triangleindex = bihleaf->itemindex;
12509 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12510 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12511 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12512 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12513 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);
12514 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12520 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12522 if (r_showtris.integer || r_shownormals.integer)
12524 if (r_showdisabledepthtest.integer)
12526 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12527 GL_DepthMask(false);
12531 GL_BlendFunc(GL_ONE, GL_ZERO);
12532 GL_DepthMask(true);
12534 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12536 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12538 rsurface.texture = R_GetCurrentTexture(surface->texture);
12539 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12541 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12542 if (r_showtris.value > 0)
12544 if (!rsurface.texture->currentlayers->depthmask)
12545 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12546 else if (ent == r_refdef.scene.worldentity)
12547 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12549 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12550 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12551 R_Mesh_ColorPointer(NULL, 0, 0);
12552 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12553 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12554 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12555 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12556 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12559 if (r_shownormals.value < 0)
12561 qglBegin(GL_LINES);
12562 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12564 VectorCopy(rsurface.vertex3f + l * 3, v);
12565 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12566 qglVertex3f(v[0], v[1], v[2]);
12567 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12568 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12569 qglVertex3f(v[0], v[1], v[2]);
12574 if (r_shownormals.value > 0)
12576 qglBegin(GL_LINES);
12577 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12579 VectorCopy(rsurface.vertex3f + l * 3, v);
12580 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12581 qglVertex3f(v[0], v[1], v[2]);
12582 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12583 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12584 qglVertex3f(v[0], v[1], v[2]);
12588 qglBegin(GL_LINES);
12589 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12591 VectorCopy(rsurface.vertex3f + l * 3, v);
12592 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12593 qglVertex3f(v[0], v[1], v[2]);
12594 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12595 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12596 qglVertex3f(v[0], v[1], v[2]);
12600 qglBegin(GL_LINES);
12601 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12603 VectorCopy(rsurface.vertex3f + l * 3, v);
12604 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12605 qglVertex3f(v[0], v[1], v[2]);
12606 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12607 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12608 qglVertex3f(v[0], v[1], v[2]);
12615 rsurface.texture = NULL;
12619 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12620 int r_maxsurfacelist = 0;
12621 const msurface_t **r_surfacelist = NULL;
12622 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12624 int i, j, endj, flagsmask;
12625 dp_model_t *model = r_refdef.scene.worldmodel;
12626 msurface_t *surfaces;
12627 unsigned char *update;
12628 int numsurfacelist = 0;
12632 if (r_maxsurfacelist < model->num_surfaces)
12634 r_maxsurfacelist = model->num_surfaces;
12636 Mem_Free((msurface_t**)r_surfacelist);
12637 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12640 RSurf_ActiveWorldEntity();
12642 surfaces = model->data_surfaces;
12643 update = model->brushq1.lightmapupdateflags;
12645 // update light styles on this submodel
12646 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12648 model_brush_lightstyleinfo_t *style;
12649 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12651 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12653 int *list = style->surfacelist;
12654 style->value = r_refdef.scene.lightstylevalue[style->style];
12655 for (j = 0;j < style->numsurfaces;j++)
12656 update[list[j]] = true;
12661 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12665 R_DrawDebugModel();
12666 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12670 rsurface.uselightmaptexture = false;
12671 rsurface.texture = NULL;
12672 rsurface.rtlight = NULL;
12673 numsurfacelist = 0;
12674 // add visible surfaces to draw list
12675 for (i = 0;i < model->nummodelsurfaces;i++)
12677 j = model->sortedmodelsurfaces[i];
12678 if (r_refdef.viewcache.world_surfacevisible[j])
12679 r_surfacelist[numsurfacelist++] = surfaces + j;
12681 // update lightmaps if needed
12682 if (model->brushq1.firstrender)
12684 model->brushq1.firstrender = false;
12685 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12687 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12691 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12692 if (r_refdef.viewcache.world_surfacevisible[j])
12694 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12696 // don't do anything if there were no surfaces
12697 if (!numsurfacelist)
12699 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12702 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12703 GL_AlphaTest(false);
12705 // add to stats if desired
12706 if (r_speeds.integer && !skysurfaces && !depthonly)
12708 r_refdef.stats.world_surfaces += numsurfacelist;
12709 for (j = 0;j < numsurfacelist;j++)
12710 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12713 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12716 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12718 int i, j, endj, flagsmask;
12719 dp_model_t *model = ent->model;
12720 msurface_t *surfaces;
12721 unsigned char *update;
12722 int numsurfacelist = 0;
12726 if (r_maxsurfacelist < model->num_surfaces)
12728 r_maxsurfacelist = model->num_surfaces;
12730 Mem_Free((msurface_t **)r_surfacelist);
12731 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12734 // if the model is static it doesn't matter what value we give for
12735 // wantnormals and wanttangents, so this logic uses only rules applicable
12736 // to a model, knowing that they are meaningless otherwise
12737 if (ent == r_refdef.scene.worldentity)
12738 RSurf_ActiveWorldEntity();
12739 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12740 RSurf_ActiveModelEntity(ent, false, false, false);
12742 RSurf_ActiveModelEntity(ent, true, true, true);
12743 else if (depthonly)
12745 switch (vid.renderpath)
12747 case RENDERPATH_GL20:
12748 case RENDERPATH_CGGL:
12749 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12751 case RENDERPATH_GL13:
12752 case RENDERPATH_GL11:
12753 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12759 switch (vid.renderpath)
12761 case RENDERPATH_GL20:
12762 case RENDERPATH_CGGL:
12763 RSurf_ActiveModelEntity(ent, true, true, false);
12765 case RENDERPATH_GL13:
12766 case RENDERPATH_GL11:
12767 RSurf_ActiveModelEntity(ent, true, false, false);
12772 surfaces = model->data_surfaces;
12773 update = model->brushq1.lightmapupdateflags;
12775 // update light styles
12776 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12778 model_brush_lightstyleinfo_t *style;
12779 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12781 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12783 int *list = style->surfacelist;
12784 style->value = r_refdef.scene.lightstylevalue[style->style];
12785 for (j = 0;j < style->numsurfaces;j++)
12786 update[list[j]] = true;
12791 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12795 R_DrawDebugModel();
12796 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12800 rsurface.uselightmaptexture = false;
12801 rsurface.texture = NULL;
12802 rsurface.rtlight = NULL;
12803 numsurfacelist = 0;
12804 // add visible surfaces to draw list
12805 for (i = 0;i < model->nummodelsurfaces;i++)
12806 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12807 // don't do anything if there were no surfaces
12808 if (!numsurfacelist)
12810 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12813 // update lightmaps if needed
12817 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12822 R_BuildLightMap(ent, surfaces + j);
12827 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12829 R_BuildLightMap(ent, surfaces + j);
12830 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12831 GL_AlphaTest(false);
12833 // add to stats if desired
12834 if (r_speeds.integer && !skysurfaces && !depthonly)
12836 r_refdef.stats.entities_surfaces += numsurfacelist;
12837 for (j = 0;j < numsurfacelist;j++)
12838 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12841 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12844 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12846 static texture_t texture;
12847 static msurface_t surface;
12848 const msurface_t *surfacelist = &surface;
12850 // fake enough texture and surface state to render this geometry
12852 texture.update_lastrenderframe = -1; // regenerate this texture
12853 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12854 texture.currentskinframe = skinframe;
12855 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12856 texture.offsetmapping = OFFSETMAPPING_OFF;
12857 texture.offsetscale = 1;
12858 texture.specularscalemod = 1;
12859 texture.specularpowermod = 1;
12861 surface.texture = &texture;
12862 surface.num_triangles = numtriangles;
12863 surface.num_firsttriangle = firsttriangle;
12864 surface.num_vertices = numvertices;
12865 surface.num_firstvertex = firstvertex;
12868 rsurface.texture = R_GetCurrentTexture(surface.texture);
12869 rsurface.uselightmaptexture = false;
12870 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12873 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)
12875 static msurface_t surface;
12876 const msurface_t *surfacelist = &surface;
12878 // fake enough texture and surface state to render this geometry
12880 surface.texture = texture;
12881 surface.num_triangles = numtriangles;
12882 surface.num_firsttriangle = firsttriangle;
12883 surface.num_vertices = numvertices;
12884 surface.num_firstvertex = firstvertex;
12887 rsurface.texture = R_GetCurrentTexture(surface.texture);
12888 rsurface.uselightmaptexture = false;
12889 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);