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_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117 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)"};
118 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"};
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
164 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"};
166 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"};
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 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)"};
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181 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)"};
183 extern cvar_t v_glslgamma;
185 extern qboolean v_flipped_state;
187 static struct r_bloomstate_s
192 int bloomwidth, bloomheight;
194 int screentexturewidth, screentextureheight;
195 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197 int bloomtexturewidth, bloomtextureheight;
198 rtexture_t *texture_bloom;
200 // arrays for rendering the screen passes
201 float screentexcoord2f[8];
202 float bloomtexcoord2f[8];
203 float offsettexcoord2f[8];
205 r_viewport_t viewport;
209 r_waterstate_t r_waterstate;
211 /// shadow volume bsp struct with automatically growing nodes buffer
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
243 typedef struct r_qwskincache_s
245 char name[MAX_QPATH];
246 skinframe_t *skinframe;
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 for (i = 0;i < verts;i++)
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 for (i = 0;i < verts;i++)
289 // FIXME: move this to client?
292 if (gamemode == GAME_NEHAHRA)
294 Cvar_Set("gl_fogenable", "0");
295 Cvar_Set("gl_fogdensity", "0.2");
296 Cvar_Set("gl_fogred", "0.3");
297 Cvar_Set("gl_foggreen", "0.3");
298 Cvar_Set("gl_fogblue", "0.3");
300 r_refdef.fog_density = 0;
301 r_refdef.fog_red = 0;
302 r_refdef.fog_green = 0;
303 r_refdef.fog_blue = 0;
304 r_refdef.fog_alpha = 1;
305 r_refdef.fog_start = 0;
306 r_refdef.fog_end = 16384;
307 r_refdef.fog_height = 1<<30;
308 r_refdef.fog_fadedepth = 128;
309 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 static void R_BuildBlankTextures(void)
314 unsigned char data[4];
315 data[2] = 128; // normal X
316 data[1] = 128; // normal Y
317 data[0] = 255; // normal Z
318 data[3] = 128; // height
319 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
334 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
337 static void R_BuildNoTexture(void)
340 unsigned char pix[16][16][4];
341 // this makes a light grey/dark grey checkerboard texture
342 for (y = 0;y < 16;y++)
344 for (x = 0;x < 16;x++)
346 if ((y < 8) ^ (x < 8))
362 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
365 static void R_BuildWhiteCube(void)
367 unsigned char data[6*1*1*4];
368 memset(data, 255, sizeof(data));
369 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 static void R_BuildNormalizationCube(void)
376 vec_t s, t, intensity;
379 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380 for (side = 0;side < 6;side++)
382 for (y = 0;y < NORMSIZE;y++)
384 for (x = 0;x < NORMSIZE;x++)
386 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
422 intensity = 127.0f / sqrt(DotProduct(v, v));
423 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426 data[((side*64+y)*64+x)*4+3] = 255;
430 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
434 static void R_BuildFogTexture(void)
438 unsigned char data1[FOGWIDTH][4];
439 //unsigned char data2[FOGWIDTH][4];
442 r_refdef.fogmasktable_start = r_refdef.fog_start;
443 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444 r_refdef.fogmasktable_range = r_refdef.fogrange;
445 r_refdef.fogmasktable_density = r_refdef.fog_density;
447 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450 d = (x * r - r_refdef.fogmasktable_start);
451 if(developer_extra.integer)
452 Con_DPrintf("%f ", d);
454 if (r_fog_exp2.integer)
455 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458 if(developer_extra.integer)
459 Con_DPrintf(" : %f ", alpha);
460 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461 if(developer_extra.integer)
462 Con_DPrintf(" = %f\n", alpha);
463 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466 for (x = 0;x < FOGWIDTH;x++)
468 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
473 //data2[x][0] = 255 - b;
474 //data2[x][1] = 255 - b;
475 //data2[x][2] = 255 - b;
478 if (r_texture_fogattenuation)
480 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
485 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);
486 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
490 static void R_BuildFogHeightTexture(void)
492 unsigned char *inpixels;
500 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501 if (r_refdef.fogheighttexturename[0])
502 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
505 r_refdef.fog_height_tablesize = 0;
506 if (r_texture_fogheighttexture)
507 R_FreeTexture(r_texture_fogheighttexture);
508 r_texture_fogheighttexture = NULL;
509 if (r_refdef.fog_height_table2d)
510 Mem_Free(r_refdef.fog_height_table2d);
511 r_refdef.fog_height_table2d = NULL;
512 if (r_refdef.fog_height_table1d)
513 Mem_Free(r_refdef.fog_height_table1d);
514 r_refdef.fog_height_table1d = NULL;
518 r_refdef.fog_height_tablesize = size;
519 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523 // LordHavoc: now the magic - what is that table2d for? it is a cooked
524 // average fog color table accounting for every fog layer between a point
525 // and the camera. (Note: attenuation is handled separately!)
526 for (y = 0;y < size;y++)
528 for (x = 0;x < size;x++)
534 for (j = x;j <= y;j++)
536 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
542 for (j = x;j >= y;j--)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
558 //=======================================================================================================================================================
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "# extension GL_EXT_gpu_shader4 : enable\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "# extension GL_ARB_texture_gather : enable\n"
586 "# ifdef GL_AMD_texture_texture4\n"
587 "# extension GL_AMD_texture_texture4 : enable\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
620 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
637 "#ifdef FRAGMENT_SHADER\n"
640 " gl_FragColor = gl_Color;\n"
643 "#else // !MODE_SHOWDEPTH\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
666 "uniform sampler2D Texture_Second;\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "// uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
686 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#ifdef USEVIEWTINT\n"
691 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// 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"
697 " if (UserVec1.x > 100.0) {\n"
698 " // vec2 ts = textureSize(Texture_First, 0);\n"
699 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 " vec2 px = PixelSize;\n"
701 " vec4 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y));\n"
702 " vec4 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0));\n"
703 " vec4 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y));\n"
704 " vec4 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y));\n"
705 " vec4 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0));\n"
706 " vec4 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y));\n"
707 " vec4 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y));\n"
708 " vec4 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y));\n"
709 " vec4 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y));\n"
710 " vec4 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y));\n"
711 " vec4 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y));\n"
712 " vec4 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y));\n"
714 " float px1 = -1.0 * (0.30*x1.r + 0.59*x1.g + 0.11*x1.b);\n"
715 " float px2 = -2.0 * (0.30*x2.r + 0.59*x2.g + 0.11*x2.b);\n"
716 " float px3 = -1.0 * (0.30*x3.r + 0.59*x3.g + 0.11*x3.b);\n"
717 " float px4 = 1.0 * (0.30*x4.r + 0.59*x4.g + 0.11*x4.b);\n"
718 " float px5 = 2.0 * (0.30*x5.r + 0.59*x5.g + 0.11*x5.b);\n"
719 " float px6 = 1.0 * (0.30*x6.r + 0.59*x6.g + 0.11*x6.b);\n"
720 " float py1 = -1.0 * (0.30*y1.r + 0.59*y1.g + 0.11*y1.b);\n"
721 " float py2 = -2.0 * (0.30*y2.r + 0.59*y2.g + 0.11*y2.b);\n"
722 " float py3 = -1.0 * (0.30*y3.r + 0.59*y3.g + 0.11*y3.b);\n"
723 " float py4 = 1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
724 " float py5 = 2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
725 " float py6 = 1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
726 " gl_FragColor = 0.25 * vec4(vec3(abs(px1 + px2 + px3 + px4 + px5 + px6)), 1) + 0.25 * vec4(vec3(abs(py1 + py2 + py3 + py4 + py5 + py6)), 1);\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
732 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
733 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
737 "#ifdef USESATURATION\n"
738 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
744 "#ifdef USEGAMMARAMPS\n"
745 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
751 "#else // !MODE_POSTPROCESS\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
763 "#ifdef VERTEX_SHADER\n"
766 " gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
770 "#ifdef USESPECULAR\n"
771 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
773 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
787 " gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
792 "#ifdef USESPECULAR\n"
793 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 " gl_FragColor *= tex2;\n"
798 " gl_FragColor += tex2;\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
806 "#else // !MODE_GENERIC\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
816 " gl_FrontColor = gl_Color;\n"
817 " TexCoord = gl_MultiTexCoord0.xy;\n"
818 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
829 " vec2 tc = TexCoord;\n"
830 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 " tc += BloomBlur_Parameters.xy;\n"
832 " for (i = 1;i < SAMPLES;i++)\n"
834 " color += texture2D(Texture_First, tc).rgb;\n"
835 " tc += BloomBlur_Parameters.xy;\n"
837 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
849 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 " ModelViewProjectionPosition = gl_Position;\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
870 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 " // FIXME temporary hack to detect the case that the reflection\n"
875 " // gets blackened at edges due to leaving the area that contains actual\n"
877 " // Remove this 'ack once we have a better way to stop this thing from\n"
879 " float 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 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
887 "#else // !MODE_REFRACTION\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
902 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 " ModelViewProjectionPosition = gl_Position;\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
927 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 " // FIXME temporary hack to detect the case that the reflection\n"
933 " // gets blackened at edges due to leaving the area that contains actual\n"
935 " // Remove this 'ack once we have a better way to stop this thing from\n"
937 " float 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 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
951 "#else // !MODE_WATER\n"
956 "// common definitions between vertex shader and fragment shader:\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1002 "uniform vec4 FogPlane;\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1012 "// 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"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1021 "uniform sampler2D Texture_Glow;\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1070 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 " fogfrac = fogheightpixel.a;\n"
1076 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1081 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1083 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 " // 14 sample relief mapping: linear search and then binary search\n"
1094 " // this basically steps forward a small amount repeatedly until it finds\n"
1095 " // itself inside solid, then jitters forward and back using decreasing\n"
1096 " // amounts to find the impact\n"
1097 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 " vec3 RT = vec3(TexCoord, 1);\n"
1101 " OffsetVector *= 0.1;\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);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1115 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1118 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 " // this basically moves forward the full distance, and then backs up based\n"
1120 " // on height of samples\n"
1121 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 " TexCoord += OffsetVector;\n"
1125 " OffsetVector *= 0.333;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 " return TexCoord;\n"
1132 "#endif // USEOFFSETMAPPING\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1178 "# ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1181 " vec3 adir = abs(dir);\n"
1182 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1189 " vec3 adir = abs(dir);\n"
1190 " float ma = adir.z;\n"
1191 " vec4 proj = vec4(dir, 2.5);\n"
1192 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 " 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"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1204 " vec3 adir = abs(dir);\n"
1205 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1212 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1214 "# ifdef USESHADOWSAMPLER\n"
1216 "# ifdef USESHADOWMAPPCF\n"
1217 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 " 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"
1220 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# if USESHADOWMAPPCF > 1\n"
1227 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 " 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"
1230 " 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"
1231 " 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"
1232 " 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"
1233 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1236 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 " vec2 offset = fract(shadowmaptc.xy);\n"
1238 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1240 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1241 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1245 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1249 "# ifdef USESHADOWMAPORTHO\n"
1250 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1260 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1263 "# ifdef USESHADOWSAMPLER\n"
1264 "# ifdef USESHADOWMAPPCF\n"
1265 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1266 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 " 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"
1269 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1272 "# ifdef USESHADOWMAPPCF\n"
1273 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "# ifdef GL_ARB_texture_gather\n"
1275 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1277 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1279 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "# if USESHADOWMAPPCF > 1\n"
1281 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1285 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1286 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1287 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1288 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1289 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1290 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 " locols.yz += group2.ab;\n"
1293 " hicols.yz += group8.rg;\n"
1294 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 " mix(locols, hicols, offset.y);\n"
1297 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 " f = dot(cols, vec4(1.0/25.0));\n"
1301 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1304 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1305 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1310 "# ifdef GL_EXT_gpu_shader4\n"
1311 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1313 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1315 "# if USESHADOWMAPPCF > 1\n"
1316 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 " center *= ShadowMap_TextureScale;\n"
1318 " 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"
1319 " 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"
1320 " 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"
1321 " 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"
1322 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1325 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1328 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1329 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1334 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1337 "# ifdef USESHADOWMAPORTHO\n"
1338 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1348 " // apply depth texture cubemap as light filter\n"
1349 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1351 "# ifdef USESHADOWSAMPLER\n"
1352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1354 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1374 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 " gl_FrontColor = gl_Color;\n"
1377 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1380 " // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1388 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 " // apply offsetmapping\n"
1400 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1404 "#ifdef USEALPHAKILL\n"
1405 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1420 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1424 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1437 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#endif // VERTEX_SHADER\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1455 " // calculate viewspace pixel position\n"
1456 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1458 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 " // decode viewspace pixel normal\n"
1461 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 " // surfacenormal = pixel normal in viewspace\n"
1464 " // LightVector = pixel to light in viewspace\n"
1465 " // CubeVector = position in lightspace\n"
1466 " // eyevector = pixel to view in viewspace\n"
1467 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 " // calculate diffuse shading\n"
1471 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1474 "#ifdef USESPECULAR\n"
1475 " // calculate directional shading\n"
1476 " vec3 eyevector = position * -1.0;\n"
1477 "# ifdef USEEXACTSPECULARMATH\n"
1478 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1480 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 " fade *= ShadowMapCompare(CubeVector);\n"
1489 "#ifdef USEDIFFUSE\n"
1490 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1492 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1494 "#ifdef USESPECULAR\n"
1495 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1497 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1500 "# ifdef USECUBEFILTER\n"
1501 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 " gl_FragData[0].rgb *= cubecolor;\n"
1503 " gl_FragData[1].rgb *= cubecolor;\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 " gl_FrontColor = gl_Color;\n"
1528 " // copy the surface texcoord\n"
1529 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1533 "#ifdef USELIGHTMAP\n"
1534 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 " // transform vertex position into light attenuation/cubemap space\n"
1539 " // (-1 to +1 across the light box)\n"
1540 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1542 "# ifdef USEDIFFUSE\n"
1543 " // transform unnormalized light direction into tangent space\n"
1544 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 " // normalize it per pixel)\n"
1546 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1559 " // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 " VectorS = gl_MultiTexCoord1.xyz;\n"
1574 " VectorT = gl_MultiTexCoord2.xyz;\n"
1575 " VectorR = gl_MultiTexCoord3.xyz;\n"
1578 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1585 "#ifdef USEREFLECTION\n"
1586 " ModelViewProjectionPosition = gl_Position;\n"
1589 "#endif // VERTEX_SHADER\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1605 "uniform myhalf3 Color_Glow;\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 " // apply offsetmapping\n"
1629 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1633 " // combine the diffuse textures (base, pants, shirt)\n"
1634 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 " if (color.a < 0.5)\n"
1639 " color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1649 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1652 " // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1656 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1659 " // get the material colors\n"
1660 " myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1665 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 " // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1689 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1692 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1697 " color.rgb *= LightColor;\n"
1698 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1702 "# ifdef USECUBEFILTER\n"
1703 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1712 "#ifdef USEDIFFUSE\n"
1713 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1719 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 " // convert modelspace light vector to tangentspace\n"
1723 " myhalf3 lightnormal;\n"
1724 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1740 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 " color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1762 "# ifdef USEDIFFUSE\n"
1763 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "# ifdef USESPECULAR\n"
1765 "# ifdef USEEXACTSPECULARMATH\n"
1766 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1768 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1771 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1773 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1776 " color.rgb = diffusetex * Color_Ambient;\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1794 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1799 " color.rgb = FogVertex(color.rgb);\n"
1802 " // 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"
1803 "#ifdef USEREFLECTION\n"
1804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 " // FIXME temporary hack to detect the case that the reflection\n"
1809 " // gets blackened at edges due to leaving the area that contains actual\n"
1811 " // Remove this 'ack once we have a better way to stop this thing from\n"
1813 " float 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 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1821 " gl_FragColor = vec4(color);\n"
1823 "#endif // FRAGMENT_SHADER\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1837 =========================================================================================================================================================
1841 =========================================================================================================================================================
1845 =========================================================================================================================================================
1849 =========================================================================================================================================================
1853 =========================================================================================================================================================
1857 =========================================================================================================================================================
1861 =========================================================================================================================================================
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1897 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1915 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = gl_FrontColor;\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1937 "#ifdef VERTEX_SHADER\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1949 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1952 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1964 "uniform sampler2D Texture_Second,\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1984 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1986 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1988 "#ifdef USEVIEWTINT\n"
1989 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// 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"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1999 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2000 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2003 "#ifdef USESATURATION\n"
2004 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2017 "#else // !MODE_POSTPROCESS\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2037 " gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2041 "#ifdef USESPECULAR\n"
2042 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2044 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2061 "out float4 gl_FragColor : COLOR\n"
2064 " gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2069 "#ifdef USESPECULAR\n"
2070 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 " gl_FragColor *= tex2;\n"
2075 " gl_FragColor += tex2;\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2083 "#else // !MODE_GENERIC\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2099 " TexCoord = gl_MultiTexCoord0.xy;\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2115 " float2 tc = TexCoord;\n"
2116 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2118 " for (i = 1;i < SAMPLES;i++)\n"
2120 " color += tex2D(Texture_First, tc).rgb;\n"
2121 " tc += BloomBlur_Parameters.xy;\n"
2123 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2142 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 " ModelViewProjectionPosition = gl_Position;\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2164 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 " // FIXME temporary hack to detect the case that the reflection\n"
2169 " // gets blackened at edges due to leaving the area that contains actual\n"
2171 " // Remove this 'ack once we have a better way to stop this thing from\n"
2173 " float 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 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2181 "#else // !MODE_REFRACTION\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2202 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 " ModelViewProjectionPosition = gl_Position;\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2231 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float 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 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// 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"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\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);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 " 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"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2359 " float3 adir = abs(dir);\n"
2360 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2374 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2377 "# ifdef USESHADOWSAMPLER\n"
2379 "# ifdef USESHADOWMAPPCF\n"
2380 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 " 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"
2383 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2388 "# ifdef USESHADOWMAPPCF\n"
2389 "# if USESHADOWMAPPCF > 1\n"
2390 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 " 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"
2393 " 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"
2394 " 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"
2395 " 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"
2396 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2399 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 " float2 offset = frac(shadowmaptc.xy);\n"
2401 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2403 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2404 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2408 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2412 "# ifdef USESHADOWMAPORTHO\n"
2413 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2430 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2434 "# ifdef USESHADOWSAMPLER\n"
2435 "# ifdef USESHADOWMAPPCF\n"
2436 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2437 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 " 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"
2440 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2443 "# ifdef USESHADOWMAPPCF\n"
2444 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "# ifdef GL_ARB_texture_gather\n"
2446 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2448 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2450 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 " center *= ShadowMap_TextureScale;\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2460 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2461 "# if USESHADOWMAPPCF > 1\n"
2462 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 " center *= ShadowMap_TextureScale;\n"
2464 " 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"
2465 " 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"
2466 " 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"
2467 " 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"
2468 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2471 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2474 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2475 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2480 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2483 "# ifdef USESHADOWMAPORTHO\n"
2484 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2494 " // apply depth texture cubemap as light filter\n"
2495 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2497 "# ifdef USESHADOWSAMPLER\n"
2498 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2500 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2543 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 " gl_FrontColor = gl_Color;\n"
2546 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2549 " // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2557 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2562 "#endif // VERTEX_SHADER\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2588 " float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 " // apply offsetmapping\n"
2591 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2595 "#ifdef USEALPHAKILL\n"
2596 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2611 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2615 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2699 " // calculate viewspace pixel position\n"
2700 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 " float3 position;\n"
2703 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 " // decode viewspace pixel normal\n"
2706 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 " // surfacenormal = pixel normal in viewspace\n"
2709 " // LightVector = pixel to light in viewspace\n"
2710 " // CubeVector = position in lightspace\n"
2711 " // eyevector = pixel to view in viewspace\n"
2712 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 " // calculate diffuse shading\n"
2716 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2719 "#ifdef USESPECULAR\n"
2720 " // calculate directional shading\n"
2721 " float3 eyevector = position * -1.0;\n"
2722 "# ifdef USEEXACTSPECULARMATH\n"
2723 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2725 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 " fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2748 "#ifdef USEDIFFUSE\n"
2749 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2751 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2753 "#ifdef USESPECULAR\n"
2754 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2756 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2759 "# ifdef USECUBEFILTER\n"
2760 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 " gl_FragData0.rgb *= cubecolor;\n"
2762 " gl_FragData1.rgb *= cubecolor;\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2771 "#ifdef VERTEX_SHADER\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2835 "out float4 gl_Position : POSITION\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 " gl_FrontColor = gl_Color;\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2951 "uniform sampler2D Texture_Glow,\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3015 "uniform half3 Color_Glow,\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3077 "out float4 gl_FragColor : COLOR\n"
3080 " float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 " // apply offsetmapping\n"
3086 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3090 " // combine the diffuse textures (base, pants, shirt)\n"
3091 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 " if (color.a < 0.5)\n"
3096 " color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3106 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3109 " // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3113 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3116 " // get the material colors\n"
3117 " half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3122 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 " // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 " half3 lightnormal = half3(normalize(LightVector));\n"
3140 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3146 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3149 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3152 " color.rgb = diffusetex * Color_Ambient;\n"
3154 " color.rgb *= LightColor;\n"
3155 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3174 "# ifdef USECUBEFILTER\n"
3175 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#ifdef USEDIFFUSE\n"
3185 " half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 " // convert modelspace light vector to tangentspace\n"
3195 " half3 lightnormal;\n"
3196 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 " color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3234 "# ifdef USEDIFFUSE\n"
3235 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "# ifdef USESPECULAR\n"
3237 "# ifdef USEEXACTSPECULARMATH\n"
3238 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3240 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3243 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3245 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3248 " color.rgb = diffusetex * Color_Ambient;\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3273 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3278 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3281 " // 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"
3282 "#ifdef USEREFLECTION\n"
3283 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 " // FIXME temporary hack to detect the case that the reflection\n"
3288 " // gets blackened at edges due to leaving the area that contains actual\n"
3290 " // Remove this 'ack once we have a better way to stop this thing from\n"
3292 " float 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 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3300 " gl_FragColor = float4(color);\n"
3302 "#endif // FRAGMENT_SHADER\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3318 //=======================================================================================================================================================
3320 typedef struct shaderpermutationinfo_s
3322 const char *pretext;
3325 shaderpermutationinfo_t;
3327 typedef struct shadermodeinfo_s
3329 const char *vertexfilename;
3330 const char *geometryfilename;
3331 const char *fragmentfilename;
3332 const char *pretext;
3337 typedef enum shaderpermutation_e
3339 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3371 shaderpermutation_t;
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3376 {"#define USEDIFFUSE\n", " diffuse"},
3377 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378 {"#define USEVIEWTINT\n", " viewtint"},
3379 {"#define USECOLORMAPPING\n", " colormapping"},
3380 {"#define USESATURATION\n", " saturation"},
3381 {"#define USEFOGINSIDE\n", " foginside"},
3382 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384 {"#define USEGAMMARAMPS\n", " gammaramps"},
3385 {"#define USECUBEFILTER\n", " cubefilter"},
3386 {"#define USEGLOW\n", " glow"},
3387 {"#define USEBLOOM\n", " bloom"},
3388 {"#define USESPECULAR\n", " specular"},
3389 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391 {"#define USEREFLECTION\n", " reflection"},
3392 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403 {"#define USEALPHAKILL\n", " alphakill"},
3404 {"#define USEREFLECTCUBE\n", " reflectcube"},
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3410 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3473 /// hash lookup data
3474 struct r_glsl_permutation_s *hashnext;
3476 unsigned int permutation;
3478 /// indicates if we have tried compiling this permutation already
3480 /// 0 if compilation failed
3482 /// locations of detected uniforms in program object, or -1 if not found
3483 int loc_Texture_First;
3484 int loc_Texture_Second;
3485 int loc_Texture_GammaRamps;
3486 int loc_Texture_Normal;
3487 int loc_Texture_Color;
3488 int loc_Texture_Gloss;
3489 int loc_Texture_Glow;
3490 int loc_Texture_SecondaryNormal;
3491 int loc_Texture_SecondaryColor;
3492 int loc_Texture_SecondaryGloss;
3493 int loc_Texture_SecondaryGlow;
3494 int loc_Texture_Pants;
3495 int loc_Texture_Shirt;
3496 int loc_Texture_FogHeightTexture;
3497 int loc_Texture_FogMask;
3498 int loc_Texture_Lightmap;
3499 int loc_Texture_Deluxemap;
3500 int loc_Texture_Attenuation;
3501 int loc_Texture_Cube;
3502 int loc_Texture_Refraction;
3503 int loc_Texture_Reflection;
3504 int loc_Texture_ShadowMapRect;
3505 int loc_Texture_ShadowMapCube;
3506 int loc_Texture_ShadowMap2D;
3507 int loc_Texture_CubeProjection;
3508 int loc_Texture_ScreenDepth;
3509 int loc_Texture_ScreenNormalMap;
3510 int loc_Texture_ScreenDiffuse;
3511 int loc_Texture_ScreenSpecular;
3512 int loc_Texture_ReflectMask;
3513 int loc_Texture_ReflectCube;
3515 int loc_BloomBlur_Parameters;
3517 int loc_Color_Ambient;
3518 int loc_Color_Diffuse;
3519 int loc_Color_Specular;
3521 int loc_Color_Pants;
3522 int loc_Color_Shirt;
3523 int loc_DeferredColor_Ambient;
3524 int loc_DeferredColor_Diffuse;
3525 int loc_DeferredColor_Specular;
3526 int loc_DeferredMod_Diffuse;
3527 int loc_DeferredMod_Specular;
3528 int loc_DistortScaleRefractReflect;
3529 int loc_EyePosition;
3531 int loc_FogHeightFade;
3533 int loc_FogPlaneViewDist;
3534 int loc_FogRangeRecip;
3537 int loc_LightPosition;
3538 int loc_OffsetMapping_Scale;
3540 int loc_ReflectColor;
3541 int loc_ReflectFactor;
3542 int loc_ReflectOffset;
3543 int loc_RefractColor;
3545 int loc_ScreenCenterRefractReflect;
3546 int loc_ScreenScaleRefractReflect;
3547 int loc_ScreenToDepth;
3548 int loc_ShadowMap_Parameters;
3549 int loc_ShadowMap_TextureScale;
3550 int loc_SpecularPower;
3555 int loc_ViewTintColor;
3556 int loc_ViewToLight;
3557 int loc_ModelToLight;
3559 int loc_BackgroundTexMatrix;
3560 int loc_ModelViewProjectionMatrix;
3561 int loc_ModelViewMatrix;
3562 int loc_PixelToScreenTexCoord;
3563 int loc_ModelToReflectCube;
3564 int loc_ShadowMapMatrix;
3566 r_glsl_permutation_t;
3568 #define SHADERPERMUTATION_HASHSIZE 256
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3579 //unsigned int hashdepth = 0;
3580 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581 r_glsl_permutation_t *p;
3582 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3584 if (p->mode == mode && p->permutation == permutation)
3586 //if (hashdepth > 10)
3587 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3592 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3594 p->permutation = permutation;
3595 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596 r_glsl_permutationhash[mode][hashindex] = p;
3597 //if (hashdepth > 10)
3598 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 if (!filename || !filename[0])
3607 if (!strcmp(filename, "glsl/default.glsl"))
3609 if (!glslshaderstring)
3611 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612 if (glslshaderstring)
3613 Con_DPrintf("Loading shaders from file %s...\n", filename);
3615 glslshaderstring = (char *)builtinshaderstring;
3617 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619 return shaderstring;
3621 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624 if (printfromdisknotice)
3625 Con_DPrintf("from disk %s... ", filename);
3626 return shaderstring;
3628 return shaderstring;
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635 int vertstrings_count = 0;
3636 int geomstrings_count = 0;
3637 int fragstrings_count = 0;
3638 char *vertexstring, *geometrystring, *fragmentstring;
3639 const char *vertstrings_list[32+3];
3640 const char *geomstrings_list[32+3];
3641 const char *fragstrings_list[32+3];
3642 char permutationname[256];
3649 permutationname[0] = 0;
3650 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3654 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3656 // the first pretext is which type of shader to compile as
3657 // (later these will all be bound together as a program object)
3658 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3662 // the second pretext is the mode (for example a light source)
3663 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3668 // now add all the permutation pretexts
3669 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3671 if (permutation & (1<<i))
3673 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680 // keep line numbers correct
3681 vertstrings_list[vertstrings_count++] = "\n";
3682 geomstrings_list[geomstrings_count++] = "\n";
3683 fragstrings_list[fragstrings_count++] = "\n";
3687 // now append the shader text itself
3688 vertstrings_list[vertstrings_count++] = vertexstring;
3689 geomstrings_list[geomstrings_count++] = geometrystring;
3690 fragstrings_list[fragstrings_count++] = fragmentstring;
3692 // if any sources were NULL, clear the respective list
3694 vertstrings_count = 0;
3695 if (!geometrystring)
3696 geomstrings_count = 0;
3697 if (!fragmentstring)
3698 fragstrings_count = 0;
3700 // compile the shader program
3701 if (vertstrings_count + geomstrings_count + fragstrings_count)
3702 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707 // look up all the uniform variable names we care about, so we don't
3708 // have to look them up every time we set them
3710 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3711 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3712 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3715 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3742 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3744 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3747 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3748 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3749 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3757 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3758 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3760 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3763 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3764 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3767 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3768 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3771 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3772 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3778 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3779 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3780 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3781 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3782 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3784 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3785 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3786 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3792 // initialize the samplers to refer to the texture units we use
3793 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3794 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3795 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3796 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3797 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3798 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3799 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3800 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3804 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3805 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3806 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3808 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3809 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3810 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3811 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3812 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3813 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3814 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3816 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3819 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3821 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3823 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3825 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3828 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3832 Mem_Free(vertexstring);
3834 Mem_Free(geometrystring);
3836 Mem_Free(fragmentstring);
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842 if (r_glsl_permutation != perm)
3844 r_glsl_permutation = perm;
3845 if (!r_glsl_permutation->program)
3847 if (!r_glsl_permutation->compiled)
3848 R_GLSL_CompilePermutation(perm, mode, permutation);
3849 if (!r_glsl_permutation->program)
3851 // remove features until we find a valid permutation
3853 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855 // reduce i more quickly whenever it would not remove any bits
3856 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857 if (!(permutation & j))
3860 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861 if (!r_glsl_permutation->compiled)
3862 R_GLSL_CompilePermutation(perm, mode, permutation);
3863 if (r_glsl_permutation->program)
3866 if (i >= SHADERPERMUTATION_COUNT)
3868 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870 qglUseProgramObjectARB(0);CHECKGLERROR
3871 return; // no bit left to clear, entire mode is broken
3876 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3888 /// hash lookup data
3889 struct r_cg_permutation_s *hashnext;
3891 unsigned int permutation;
3893 /// indicates if we have tried compiling this permutation already
3895 /// 0 if compilation failed
3898 /// locations of detected parameters in programs, or NULL if not found
3899 CGparameter vp_EyePosition;
3900 CGparameter vp_FogPlane;
3901 CGparameter vp_LightDir;
3902 CGparameter vp_LightPosition;
3903 CGparameter vp_ModelToLight;
3904 CGparameter vp_TexMatrix;
3905 CGparameter vp_BackgroundTexMatrix;
3906 CGparameter vp_ModelViewProjectionMatrix;
3907 CGparameter vp_ModelViewMatrix;
3908 CGparameter vp_ShadowMapMatrix;
3910 CGparameter fp_Texture_First;
3911 CGparameter fp_Texture_Second;
3912 CGparameter fp_Texture_GammaRamps;
3913 CGparameter fp_Texture_Normal;
3914 CGparameter fp_Texture_Color;
3915 CGparameter fp_Texture_Gloss;
3916 CGparameter fp_Texture_Glow;
3917 CGparameter fp_Texture_SecondaryNormal;
3918 CGparameter fp_Texture_SecondaryColor;
3919 CGparameter fp_Texture_SecondaryGloss;
3920 CGparameter fp_Texture_SecondaryGlow;
3921 CGparameter fp_Texture_Pants;
3922 CGparameter fp_Texture_Shirt;
3923 CGparameter fp_Texture_FogHeightTexture;
3924 CGparameter fp_Texture_FogMask;
3925 CGparameter fp_Texture_Lightmap;
3926 CGparameter fp_Texture_Deluxemap;
3927 CGparameter fp_Texture_Attenuation;
3928 CGparameter fp_Texture_Cube;
3929 CGparameter fp_Texture_Refraction;
3930 CGparameter fp_Texture_Reflection;
3931 CGparameter fp_Texture_ShadowMapRect;
3932 CGparameter fp_Texture_ShadowMapCube;
3933 CGparameter fp_Texture_ShadowMap2D;
3934 CGparameter fp_Texture_CubeProjection;
3935 CGparameter fp_Texture_ScreenDepth;
3936 CGparameter fp_Texture_ScreenNormalMap;
3937 CGparameter fp_Texture_ScreenDiffuse;
3938 CGparameter fp_Texture_ScreenSpecular;
3939 CGparameter fp_Texture_ReflectMask;
3940 CGparameter fp_Texture_ReflectCube;
3941 CGparameter fp_Alpha;
3942 CGparameter fp_BloomBlur_Parameters;
3943 CGparameter fp_ClientTime;
3944 CGparameter fp_Color_Ambient;
3945 CGparameter fp_Color_Diffuse;
3946 CGparameter fp_Color_Specular;
3947 CGparameter fp_Color_Glow;
3948 CGparameter fp_Color_Pants;
3949 CGparameter fp_Color_Shirt;
3950 CGparameter fp_DeferredColor_Ambient;
3951 CGparameter fp_DeferredColor_Diffuse;
3952 CGparameter fp_DeferredColor_Specular;
3953 CGparameter fp_DeferredMod_Diffuse;
3954 CGparameter fp_DeferredMod_Specular;
3955 CGparameter fp_DistortScaleRefractReflect;
3956 CGparameter fp_EyePosition;
3957 CGparameter fp_FogColor;
3958 CGparameter fp_FogHeightFade;
3959 CGparameter fp_FogPlane;
3960 CGparameter fp_FogPlaneViewDist;
3961 CGparameter fp_FogRangeRecip;
3962 CGparameter fp_LightColor;
3963 CGparameter fp_LightDir;
3964 CGparameter fp_LightPosition;
3965 CGparameter fp_OffsetMapping_Scale;
3966 CGparameter fp_PixelSize;
3967 CGparameter fp_ReflectColor;
3968 CGparameter fp_ReflectFactor;
3969 CGparameter fp_ReflectOffset;
3970 CGparameter fp_RefractColor;
3971 CGparameter fp_Saturation;
3972 CGparameter fp_ScreenCenterRefractReflect;
3973 CGparameter fp_ScreenScaleRefractReflect;
3974 CGparameter fp_ScreenToDepth;
3975 CGparameter fp_ShadowMap_Parameters;
3976 CGparameter fp_ShadowMap_TextureScale;
3977 CGparameter fp_SpecularPower;
3978 CGparameter fp_UserVec1;
3979 CGparameter fp_UserVec2;
3980 CGparameter fp_UserVec3;
3981 CGparameter fp_UserVec4;
3982 CGparameter fp_ViewTintColor;
3983 CGparameter fp_ViewToLight;
3984 CGparameter fp_PixelToScreenTexCoord;
3985 CGparameter fp_ModelToReflectCube;
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3996 #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));}}
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 //unsigned int hashdepth = 0;
4001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002 r_cg_permutation_t *p;
4003 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005 if (p->mode == mode && p->permutation == permutation)
4007 //if (hashdepth > 10)
4008 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4013 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015 p->permutation = permutation;
4016 p->hashnext = r_cg_permutationhash[mode][hashindex];
4017 r_cg_permutationhash[mode][hashindex] = p;
4018 //if (hashdepth > 10)
4019 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4026 if (!filename || !filename[0])
4028 if (!strcmp(filename, "cg/default.cg"))
4030 if (!cgshaderstring)
4032 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036 cgshaderstring = (char *)builtincgshaderstring;
4038 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040 return shaderstring;
4042 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4045 if (printfromdisknotice)
4046 Con_DPrintf("from disk %s... ", filename);
4047 return shaderstring;
4049 return shaderstring;
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 // TODO: load or create .fp and .vp shader files
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4060 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061 int vertstrings_count = 0, vertstring_length = 0;
4062 int geomstrings_count = 0, geomstring_length = 0;
4063 int fragstrings_count = 0, fragstring_length = 0;
4065 char *vertexstring, *geometrystring, *fragmentstring;
4066 char *vertstring, *geomstring, *fragstring;
4067 const char *vertstrings_list[32+3];
4068 const char *geomstrings_list[32+3];
4069 const char *fragstrings_list[32+3];
4070 char permutationname[256];
4071 char cachename[256];
4072 CGprofile vertexProfile;
4073 CGprofile fragmentProfile;
4081 permutationname[0] = 0;
4083 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4084 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4087 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088 strlcat(cachename, "cg/", sizeof(cachename));
4090 // the first pretext is which type of shader to compile as
4091 // (later these will all be bound together as a program object)
4092 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4096 // the second pretext is the mode (for example a light source)
4097 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101 strlcat(cachename, modeinfo->name, sizeof(cachename));
4103 // now add all the permutation pretexts
4104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4106 if (permutation & (1<<i))
4108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4116 // keep line numbers correct
4117 vertstrings_list[vertstrings_count++] = "\n";
4118 geomstrings_list[geomstrings_count++] = "\n";
4119 fragstrings_list[fragstrings_count++] = "\n";
4123 // replace spaces in the cachename with _ characters
4124 for (i = 0;cachename[i];i++)
4125 if (cachename[i] == ' ')
4128 // now append the shader text itself
4129 vertstrings_list[vertstrings_count++] = vertexstring;
4130 geomstrings_list[geomstrings_count++] = geometrystring;
4131 fragstrings_list[fragstrings_count++] = fragmentstring;
4133 // if any sources were NULL, clear the respective list
4135 vertstrings_count = 0;
4136 if (!geometrystring)
4137 geomstrings_count = 0;
4138 if (!fragmentstring)
4139 fragstrings_count = 0;
4141 vertstring_length = 0;
4142 for (i = 0;i < vertstrings_count;i++)
4143 vertstring_length += strlen(vertstrings_list[i]);
4144 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4148 geomstring_length = 0;
4149 for (i = 0;i < geomstrings_count;i++)
4150 geomstring_length += strlen(geomstrings_list[i]);
4151 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4155 fragstring_length = 0;
4156 for (i = 0;i < fragstrings_count;i++)
4157 fragstring_length += strlen(fragstrings_list[i]);
4158 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164 //vertexProfile = CG_PROFILE_ARBVP1;
4165 //fragmentProfile = CG_PROFILE_ARBFP1;
4166 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4173 // try to load the cached shader, or generate one
4174 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4176 // if caching failed, do a dynamic compile for now
4178 if (vertstring[0] && !p->vprogram)
4179 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4181 if (fragstring[0] && !p->fprogram)
4182 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4185 // look up all the uniform variable names we care about, so we don't
4186 // have to look them up every time we set them
4190 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4193 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4194 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4195 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4196 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4207 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4210 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4241 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4243 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4256 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4257 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4259 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4262 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4263 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4264 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4266 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4270 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4271 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4278 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4279 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4280 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4281 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4288 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4291 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4295 Mem_Free(vertstring);
4297 Mem_Free(geomstring);
4299 Mem_Free(fragstring);
4301 Mem_Free(vertexstring);
4303 Mem_Free(geometrystring);
4305 Mem_Free(fragmentstring);
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4310 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4313 if (r_cg_permutation != perm)
4315 r_cg_permutation = perm;
4316 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4318 if (!r_cg_permutation->compiled)
4319 R_CG_CompilePermutation(perm, mode, permutation);
4320 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4322 // remove features until we find a valid permutation
4324 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4326 // reduce i more quickly whenever it would not remove any bits
4327 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328 if (!(permutation & j))
4331 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332 if (!r_cg_permutation->compiled)
4333 R_CG_CompilePermutation(perm, mode, permutation);
4334 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4337 if (i >= SHADERPERMUTATION_COUNT)
4339 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341 return; // no bit left to clear, entire mode is broken
4347 if (r_cg_permutation->vprogram)
4349 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358 if (r_cg_permutation->fprogram)
4360 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4378 cgGLSetTextureParameter(param, R_GetTexture(tex));
4379 cgGLEnableTextureParameter(param);
4383 void R_GLSL_Restart_f(void)
4385 unsigned int i, limit;
4386 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387 Mem_Free(glslshaderstring);
4388 glslshaderstring = NULL;
4389 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390 Mem_Free(cgshaderstring);
4391 cgshaderstring = NULL;
4392 switch(vid.renderpath)
4394 case RENDERPATH_GL20:
4396 r_glsl_permutation_t *p;
4397 r_glsl_permutation = NULL;
4398 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399 for (i = 0;i < limit;i++)
4401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4403 GL_Backend_FreeProgram(p->program);
4404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4410 case RENDERPATH_CGGL:
4413 r_cg_permutation_t *p;
4414 r_cg_permutation = NULL;
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420 for (i = 0;i < limit;i++)
4422 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4425 cgDestroyProgram(p->vprogram);
4427 cgDestroyProgram(p->fprogram);
4428 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4431 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4435 case RENDERPATH_GL13:
4436 case RENDERPATH_GL11:
4441 void R_GLSL_DumpShader_f(void)
4446 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4449 FS_Print(file, "/* The engine may define the following macros:\n");
4450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451 for (i = 0;i < SHADERMODE_COUNT;i++)
4452 FS_Print(file, glslshadermodeinfo[i].pretext);
4453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454 FS_Print(file, shaderpermutationinfo[i].pretext);
4455 FS_Print(file, "*/\n");
4456 FS_Print(file, builtinshaderstring);
4458 Con_Printf("glsl/default.glsl written\n");
4461 Con_Printf("failed to write to glsl/default.glsl\n");
4464 file = FS_OpenRealFile("cg/default.cg", "w", false);
4467 FS_Print(file, "/* The engine may define the following macros:\n");
4468 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469 for (i = 0;i < SHADERMODE_COUNT;i++)
4470 FS_Print(file, cgshadermodeinfo[i].pretext);
4471 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472 FS_Print(file, shaderpermutationinfo[i].pretext);
4473 FS_Print(file, "*/\n");
4474 FS_Print(file, builtincgshaderstring);
4476 Con_Printf("cg/default.cg written\n");
4479 Con_Printf("failed to write to cg/default.cg\n");
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4486 texturemode = GL_MODULATE;
4487 switch (vid.renderpath)
4489 case RENDERPATH_GL20:
4490 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))));
4491 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4494 case RENDERPATH_CGGL:
4497 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))));
4498 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4502 case RENDERPATH_GL13:
4503 R_Mesh_TexBind(0, first );
4504 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505 R_Mesh_TexBind(1, second);
4507 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4509 case RENDERPATH_GL11:
4510 R_Mesh_TexBind(0, first );
4515 void R_SetupShader_DepthOrShadow(void)
4517 switch (vid.renderpath)
4519 case RENDERPATH_GL20:
4520 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4522 case RENDERPATH_CGGL:
4524 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4527 case RENDERPATH_GL13:
4528 R_Mesh_TexBind(0, 0);
4529 R_Mesh_TexBind(1, 0);
4531 case RENDERPATH_GL11:
4532 R_Mesh_TexBind(0, 0);
4537 void R_SetupShader_ShowDepth(void)
4539 switch (vid.renderpath)
4541 case RENDERPATH_GL20:
4542 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4544 case RENDERPATH_CGGL:
4546 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4549 case RENDERPATH_GL13:
4551 case RENDERPATH_GL11:
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4584 // select a permutation of the lighting shader appropriate to this
4585 // combination of texture, entity, light source, and fogging, only use the
4586 // minimum features necessary to avoid wasting rendering time in the
4587 // fragment shader on features that are not being used
4588 unsigned int permutation = 0;
4589 unsigned int mode = 0;
4591 if (rsurfacepass == RSURFPASS_BACKGROUND)
4593 // distorted background
4594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4595 mode = SHADERMODE_WATER;
4596 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4597 mode = SHADERMODE_REFRACTION;
4600 mode = SHADERMODE_GENERIC;
4601 permutation |= SHADERPERMUTATION_DIFFUSE;
4603 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4604 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4608 R_Mesh_ColorPointer(NULL, 0, 0);
4609 GL_AlphaTest(false);
4610 GL_BlendFunc(GL_ONE, GL_ZERO);
4612 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4614 if (r_glsl_offsetmapping.integer)
4616 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4617 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4618 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4619 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4622 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623 if (r_glsl_offsetmapping_reliefmapping.integer)
4624 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4630 permutation |= SHADERPERMUTATION_ALPHAKILL;
4631 // normalmap (deferred prepass), may use alpha test on diffuse
4632 mode = SHADERMODE_DEFERREDGEOMETRY;
4633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4634 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4635 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4636 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4638 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4639 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4640 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4641 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4643 R_Mesh_ColorPointer(NULL, 0, 0);
4644 GL_AlphaTest(false);
4645 GL_BlendFunc(GL_ONE, GL_ZERO);
4647 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4649 if (r_glsl_offsetmapping.integer)
4651 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4652 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4653 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4654 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4655 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4657 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4658 if (r_glsl_offsetmapping_reliefmapping.integer)
4659 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4662 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4663 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4665 mode = SHADERMODE_LIGHTSOURCE;
4666 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4667 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4668 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4669 permutation |= SHADERPERMUTATION_CUBEFILTER;
4670 if (diffusescale > 0)
4671 permutation |= SHADERPERMUTATION_DIFFUSE;
4672 if (specularscale > 0)
4674 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4675 if (r_shadow_glossexact.integer)
4676 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4678 if (r_refdef.fogenabled)
4679 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4680 if (rsurface.texture->colormapping)
4681 permutation |= SHADERPERMUTATION_COLORMAPPING;
4682 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4684 if (r_shadow_usingshadowmaprect)
4685 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4686 if (r_shadow_usingshadowmap2d)
4687 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4688 if (r_shadow_usingshadowmapcube)
4689 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4690 else if(r_shadow_shadowmapvsdct)
4691 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4693 if (r_shadow_shadowmapsampler)
4694 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4695 if (r_shadow_shadowmappcf > 1)
4696 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4697 else if (r_shadow_shadowmappcf)
4698 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4700 if (rsurface.texture->reflectmasktexture)
4701 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4702 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4703 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4705 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4706 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4707 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4711 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4712 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4713 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4715 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4716 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4717 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4719 R_Mesh_ColorPointer(NULL, 0, 0);
4720 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4721 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4723 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4725 if (r_glsl_offsetmapping.integer)
4727 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4728 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4729 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4730 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4731 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4733 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4734 if (r_glsl_offsetmapping_reliefmapping.integer)
4735 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4738 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4739 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4740 // unshaded geometry (fullbright or ambient model lighting)
4741 mode = SHADERMODE_FLATCOLOR;
4742 ambientscale = diffusescale = specularscale = 0;
4743 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4744 permutation |= SHADERPERMUTATION_GLOW;
4745 if (r_refdef.fogenabled)
4746 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4747 if (rsurface.texture->colormapping)
4748 permutation |= SHADERPERMUTATION_COLORMAPPING;
4749 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4751 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4752 if (r_shadow_usingshadowmaprect)
4753 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4754 if (r_shadow_usingshadowmap2d)
4755 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4757 if (r_shadow_shadowmapsampler)
4758 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4759 if (r_shadow_shadowmappcf > 1)
4760 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4761 else if (r_shadow_shadowmappcf)
4762 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4764 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4765 permutation |= SHADERPERMUTATION_REFLECTION;
4766 if (rsurface.texture->reflectmasktexture)
4767 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4768 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4769 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4771 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4773 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4777 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4778 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4779 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4781 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4782 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4783 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4785 R_Mesh_ColorPointer(NULL, 0, 0);
4786 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4787 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4789 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4791 if (r_glsl_offsetmapping.integer)
4793 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4794 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4795 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4796 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4797 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4799 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4800 if (r_glsl_offsetmapping_reliefmapping.integer)
4801 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4804 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4805 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4806 // directional model lighting
4807 mode = SHADERMODE_LIGHTDIRECTION;
4808 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4809 permutation |= SHADERPERMUTATION_GLOW;
4810 permutation |= SHADERPERMUTATION_DIFFUSE;
4811 if (specularscale > 0)
4813 permutation |= SHADERPERMUTATION_SPECULAR;
4814 if (r_shadow_glossexact.integer)
4815 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4817 if (r_refdef.fogenabled)
4818 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4819 if (rsurface.texture->colormapping)
4820 permutation |= SHADERPERMUTATION_COLORMAPPING;
4821 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4823 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4824 if (r_shadow_usingshadowmaprect)
4825 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4826 if (r_shadow_usingshadowmap2d)
4827 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4829 if (r_shadow_shadowmapsampler)
4830 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4831 if (r_shadow_shadowmappcf > 1)
4832 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4833 else if (r_shadow_shadowmappcf)
4834 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4836 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4837 permutation |= SHADERPERMUTATION_REFLECTION;
4838 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4839 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4840 if (rsurface.texture->reflectmasktexture)
4841 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4842 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4843 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4845 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4846 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4847 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4851 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4852 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4853 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4855 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4856 R_Mesh_ColorPointer(NULL, 0, 0);
4857 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4858 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4860 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4862 if (r_glsl_offsetmapping.integer)
4864 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4865 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4866 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4867 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4868 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4870 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4871 if (r_glsl_offsetmapping_reliefmapping.integer)
4872 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4875 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4876 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4877 // ambient model lighting
4878 mode = SHADERMODE_LIGHTDIRECTION;
4879 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4880 permutation |= SHADERPERMUTATION_GLOW;
4881 if (r_refdef.fogenabled)
4882 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4883 if (rsurface.texture->colormapping)
4884 permutation |= SHADERPERMUTATION_COLORMAPPING;
4885 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4887 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4888 if (r_shadow_usingshadowmaprect)
4889 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4890 if (r_shadow_usingshadowmap2d)
4891 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4893 if (r_shadow_shadowmapsampler)
4894 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4895 if (r_shadow_shadowmappcf > 1)
4896 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4897 else if (r_shadow_shadowmappcf)
4898 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4900 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4901 permutation |= SHADERPERMUTATION_REFLECTION;
4902 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4903 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4904 if (rsurface.texture->reflectmasktexture)
4905 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4906 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4907 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4909 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4911 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4915 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4917 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4919 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4920 R_Mesh_ColorPointer(NULL, 0, 0);
4921 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4922 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926 if (r_glsl_offsetmapping.integer)
4928 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4929 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4930 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4931 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4932 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4934 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4935 if (r_glsl_offsetmapping_reliefmapping.integer)
4936 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4939 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4940 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4942 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4943 permutation |= SHADERPERMUTATION_GLOW;
4944 if (r_refdef.fogenabled)
4945 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4946 if (rsurface.texture->colormapping)
4947 permutation |= SHADERPERMUTATION_COLORMAPPING;
4948 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4950 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4951 if (r_shadow_usingshadowmaprect)
4952 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4953 if (r_shadow_usingshadowmap2d)
4954 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4956 if (r_shadow_shadowmapsampler)
4957 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4958 if (r_shadow_shadowmappcf > 1)
4959 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4960 else if (r_shadow_shadowmappcf)
4961 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4963 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4964 permutation |= SHADERPERMUTATION_REFLECTION;
4965 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4966 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4967 if (rsurface.texture->reflectmasktexture)
4968 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4969 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4971 // deluxemapping (light direction texture)
4972 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4973 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4975 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4976 permutation |= SHADERPERMUTATION_DIFFUSE;
4977 if (specularscale > 0)
4979 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4980 if (r_shadow_glossexact.integer)
4981 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4983 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4984 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4985 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4987 R_Mesh_ColorPointer(NULL, 0, 0);
4989 else if (r_glsl_deluxemapping.integer >= 2)
4991 // fake deluxemapping (uniform light direction in tangentspace)
4992 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4993 permutation |= SHADERPERMUTATION_DIFFUSE;
4994 if (specularscale > 0)
4996 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4997 if (r_shadow_glossexact.integer)
4998 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5000 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5001 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5002 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5004 R_Mesh_ColorPointer(NULL, 0, 0);
5006 else if (rsurface.uselightmaptexture)
5008 // ordinary lightmapping (q1bsp, q3bsp)
5009 mode = SHADERMODE_LIGHTMAP;
5010 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5011 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5012 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5014 R_Mesh_ColorPointer(NULL, 0, 0);
5018 // ordinary vertex coloring (q3bsp)
5019 mode = SHADERMODE_VERTEXCOLOR;
5020 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5021 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5023 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5024 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5026 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5027 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5028 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5032 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5033 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5034 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5036 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5037 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5039 switch(vid.renderpath)
5041 case RENDERPATH_GL20:
5042 R_SetupShader_SetPermutationGLSL(mode, permutation);
5043 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5044 if (mode == SHADERMODE_LIGHTSOURCE)
5046 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5047 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5048 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5049 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);
5050 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);
5051 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);
5053 // additive passes are only darkened by fog, not tinted
5054 if (r_glsl_permutation->loc_FogColor >= 0)
5055 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5056 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5060 if (mode == SHADERMODE_FLATCOLOR)
5062 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5064 else if (mode == SHADERMODE_LIGHTDIRECTION)
5066 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]);
5067 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]);
5068 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);
5069 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);
5070 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);
5071 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]);
5072 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]);
5076 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]);
5077 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]);
5078 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);
5079 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);
5080 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);
5082 // additive passes are only darkened by fog, not tinted
5083 if (r_glsl_permutation->loc_FogColor >= 0)
5085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5086 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5088 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5090 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);
5091 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]);
5092 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]);
5093 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5094 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5095 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5096 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5097 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5099 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5100 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5101 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5102 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]);
5103 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]);
5105 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5106 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5107 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5108 if (r_glsl_permutation->loc_Color_Pants >= 0)
5110 if (rsurface.texture->pantstexture)
5111 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5113 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5115 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5117 if (rsurface.texture->shirttexture)
5118 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5120 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5122 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]);
5123 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5124 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5125 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5126 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5127 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]);
5128 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5130 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5131 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5132 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5133 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5134 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5135 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5136 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5137 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5138 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5139 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5140 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5141 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5142 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5143 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5144 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5145 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5146 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5147 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5148 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5149 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5150 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5151 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5152 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5153 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5154 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5155 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5156 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5158 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5159 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5160 if (rsurface.rtlight)
5162 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5163 if (r_shadow_usingshadowmapcube)
5164 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5165 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5170 case RENDERPATH_CGGL:
5172 R_SetupShader_SetPermutationCG(mode, permutation);
5173 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5174 if (mode == SHADERMODE_LIGHTSOURCE)
5176 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5177 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5181 if (mode == SHADERMODE_LIGHTDIRECTION)
5183 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
5186 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5187 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5188 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5189 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5190 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
5193 if (mode == SHADERMODE_LIGHTSOURCE)
5195 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5196 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5197 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
5198 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
5199 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
5201 // additive passes are only darkened by fog, not tinted
5202 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5203 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5207 if (mode == SHADERMODE_FLATCOLOR)
5209 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5211 else if (mode == SHADERMODE_LIGHTDIRECTION)
5213 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
5214 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
5215 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
5216 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
5217 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
5218 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
5219 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
5223 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
5224 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
5225 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
5226 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
5227 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
5229 // additive passes are only darkened by fog, not tinted
5230 if (r_cg_permutation->fp_FogColor)
5232 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5233 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5235 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5238 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
5239 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
5240 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
5241 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5242 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5243 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5244 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5245 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5247 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
5248 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
5249 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5250 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5251 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5252 if (r_cg_permutation->fp_Color_Pants)
5254 if (rsurface.texture->pantstexture)
5255 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5257 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5260 if (r_cg_permutation->fp_Color_Shirt)
5262 if (rsurface.texture->shirttexture)
5263 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5265 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5268 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
5269 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5270 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5271 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5272 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5273 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
5274 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5276 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5277 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5278 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5280 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5287 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5290 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
5291 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5292 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5293 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5294 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5295 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5296 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5301 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5302 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5304 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5305 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5306 if (rsurface.rtlight)
5308 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5309 if (r_shadow_usingshadowmapcube)
5310 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5311 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5318 case RENDERPATH_GL13:
5319 case RENDERPATH_GL11:
5324 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5326 // select a permutation of the lighting shader appropriate to this
5327 // combination of texture, entity, light source, and fogging, only use the
5328 // minimum features necessary to avoid wasting rendering time in the
5329 // fragment shader on features that are not being used
5330 unsigned int permutation = 0;
5331 unsigned int mode = 0;
5332 const float *lightcolorbase = rtlight->currentcolor;
5333 float ambientscale = rtlight->ambientscale;
5334 float diffusescale = rtlight->diffusescale;
5335 float specularscale = rtlight->specularscale;
5336 // this is the location of the light in view space
5337 vec3_t viewlightorigin;
5338 // this transforms from view space (camera) to light space (cubemap)
5339 matrix4x4_t viewtolight;
5340 matrix4x4_t lighttoview;
5341 float viewtolight16f[16];
5342 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5344 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5345 if (rtlight->currentcubemap != r_texture_whitecube)
5346 permutation |= SHADERPERMUTATION_CUBEFILTER;
5347 if (diffusescale > 0)
5348 permutation |= SHADERPERMUTATION_DIFFUSE;
5349 if (specularscale > 0)
5351 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5352 if (r_shadow_glossexact.integer)
5353 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5355 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5357 if (r_shadow_usingshadowmaprect)
5358 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5359 if (r_shadow_usingshadowmap2d)
5360 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5361 if (r_shadow_usingshadowmapcube)
5362 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5363 else if(r_shadow_shadowmapvsdct)
5364 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5366 if (r_shadow_shadowmapsampler)
5367 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5368 if (r_shadow_shadowmappcf > 1)
5369 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5370 else if (r_shadow_shadowmappcf)
5371 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5373 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5374 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5375 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5376 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5377 switch(vid.renderpath)
5379 case RENDERPATH_GL20:
5380 R_SetupShader_SetPermutationGLSL(mode, permutation);
5381 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5382 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5383 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);
5384 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);
5385 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);
5386 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]);
5387 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]);
5388 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));
5389 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]);
5390 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5392 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5393 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5394 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5395 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5396 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5397 if (r_shadow_usingshadowmapcube)
5398 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5399 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5400 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5402 case RENDERPATH_CGGL:
5404 R_SetupShader_SetPermutationCG(mode, permutation);
5405 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5406 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5407 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
5408 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
5409 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
5410 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
5411 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
5412 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
5413 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
5414 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5417 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5419 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5420 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5421 if (r_shadow_usingshadowmapcube)
5422 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5423 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5424 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5427 case RENDERPATH_GL13:
5428 case RENDERPATH_GL11:
5433 #define SKINFRAME_HASH 1024
5437 int loadsequence; // incremented each level change
5438 memexpandablearray_t array;
5439 skinframe_t *hash[SKINFRAME_HASH];
5442 r_skinframe_t r_skinframe;
5444 void R_SkinFrame_PrepareForPurge(void)
5446 r_skinframe.loadsequence++;
5447 // wrap it without hitting zero
5448 if (r_skinframe.loadsequence >= 200)
5449 r_skinframe.loadsequence = 1;
5452 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5456 // mark the skinframe as used for the purging code
5457 skinframe->loadsequence = r_skinframe.loadsequence;
5460 void R_SkinFrame_Purge(void)
5464 for (i = 0;i < SKINFRAME_HASH;i++)
5466 for (s = r_skinframe.hash[i];s;s = s->next)
5468 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5470 if (s->merged == s->base)
5472 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5473 R_PurgeTexture(s->stain );s->stain = NULL;
5474 R_PurgeTexture(s->merged);s->merged = NULL;
5475 R_PurgeTexture(s->base );s->base = NULL;
5476 R_PurgeTexture(s->pants );s->pants = NULL;
5477 R_PurgeTexture(s->shirt );s->shirt = NULL;
5478 R_PurgeTexture(s->nmap );s->nmap = NULL;
5479 R_PurgeTexture(s->gloss );s->gloss = NULL;
5480 R_PurgeTexture(s->glow );s->glow = NULL;
5481 R_PurgeTexture(s->fog );s->fog = NULL;
5482 R_PurgeTexture(s->reflect);s->reflect = NULL;
5483 s->loadsequence = 0;
5489 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5491 char basename[MAX_QPATH];
5493 Image_StripImageExtension(name, basename, sizeof(basename));
5495 if( last == NULL ) {
5497 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5498 item = r_skinframe.hash[hashindex];
5503 // linearly search through the hash bucket
5504 for( ; item ; item = item->next ) {
5505 if( !strcmp( item->basename, basename ) ) {
5512 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5516 char basename[MAX_QPATH];
5518 Image_StripImageExtension(name, basename, sizeof(basename));
5520 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5521 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5522 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5526 rtexture_t *dyntexture;
5527 // check whether its a dynamic texture
5528 dyntexture = CL_GetDynTexture( basename );
5529 if (!add && !dyntexture)
5531 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5532 memset(item, 0, sizeof(*item));
5533 strlcpy(item->basename, basename, sizeof(item->basename));
5534 item->base = dyntexture; // either NULL or dyntexture handle
5535 item->textureflags = textureflags;
5536 item->comparewidth = comparewidth;
5537 item->compareheight = compareheight;
5538 item->comparecrc = comparecrc;
5539 item->next = r_skinframe.hash[hashindex];
5540 r_skinframe.hash[hashindex] = item;
5542 else if( item->base == NULL )
5544 rtexture_t *dyntexture;
5545 // check whether its a dynamic texture
5546 // 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]
5547 dyntexture = CL_GetDynTexture( basename );
5548 item->base = dyntexture; // either NULL or dyntexture handle
5551 R_SkinFrame_MarkUsed(item);
5555 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5557 unsigned long long avgcolor[5], wsum; \
5565 for(pix = 0; pix < cnt; ++pix) \
5568 for(comp = 0; comp < 3; ++comp) \
5570 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5573 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5575 for(comp = 0; comp < 3; ++comp) \
5576 avgcolor[comp] += getpixel * w; \
5579 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5580 avgcolor[4] += getpixel; \
5582 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5584 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5585 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5586 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5587 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5590 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5593 unsigned char *pixels;
5594 unsigned char *bumppixels;
5595 unsigned char *basepixels = NULL;
5596 int basepixels_width = 0;
5597 int basepixels_height = 0;
5598 skinframe_t *skinframe;
5599 rtexture_t *ddsbase = NULL;
5600 qboolean ddshasalpha = false;
5601 float ddsavgcolor[4];
5602 char basename[MAX_QPATH];
5604 if (cls.state == ca_dedicated)
5607 // return an existing skinframe if already loaded
5608 // if loading of the first image fails, don't make a new skinframe as it
5609 // would cause all future lookups of this to be missing
5610 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5611 if (skinframe && skinframe->base)
5614 Image_StripImageExtension(name, basename, sizeof(basename));
5616 // check for DDS texture file first
5617 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5619 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5620 if (basepixels == NULL)
5624 if (developer_loading.integer)
5625 Con_Printf("loading skin \"%s\"\n", name);
5627 // we've got some pixels to store, so really allocate this new texture now
5629 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5630 skinframe->stain = NULL;
5631 skinframe->merged = NULL;
5632 skinframe->base = NULL;
5633 skinframe->pants = NULL;
5634 skinframe->shirt = NULL;
5635 skinframe->nmap = NULL;
5636 skinframe->gloss = NULL;
5637 skinframe->glow = NULL;
5638 skinframe->fog = NULL;
5639 skinframe->reflect = NULL;
5640 skinframe->hasalpha = false;
5644 skinframe->base = ddsbase;
5645 skinframe->hasalpha = ddshasalpha;
5646 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5647 if (r_loadfog && skinframe->hasalpha)
5648 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5649 //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]);
5653 basepixels_width = image_width;
5654 basepixels_height = image_height;
5655 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);
5656 if (textureflags & TEXF_ALPHA)
5658 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5660 if (basepixels[j] < 255)
5662 skinframe->hasalpha = true;
5666 if (r_loadfog && skinframe->hasalpha)
5668 // has transparent pixels
5669 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5670 for (j = 0;j < image_width * image_height * 4;j += 4)
5675 pixels[j+3] = basepixels[j+3];
5677 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);
5681 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5682 //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]);
5683 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5684 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5685 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5686 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5691 if (r_loadnormalmap)
5692 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5693 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5695 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5696 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5697 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5698 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5701 // _norm is the name used by tenebrae and has been adopted as standard
5702 if (r_loadnormalmap && skinframe->nmap == NULL)
5704 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5706 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);
5710 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5712 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5713 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5714 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);
5716 Mem_Free(bumppixels);
5718 else if (r_shadow_bumpscale_basetexture.value > 0)
5720 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5721 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5722 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);
5725 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5726 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5729 // _luma is supported only for tenebrae compatibility
5730 // _glow is the preferred name
5731 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))))
5733 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);
5734 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5735 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5736 Mem_Free(pixels);pixels = NULL;
5739 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5741 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);
5742 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5743 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5748 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5750 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);
5751 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5752 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5757 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5759 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);
5760 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5761 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5766 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5768 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);
5769 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5770 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5776 Mem_Free(basepixels);
5781 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5782 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5785 unsigned char *temp1, *temp2;
5786 skinframe_t *skinframe;
5788 if (cls.state == ca_dedicated)
5791 // if already loaded just return it, otherwise make a new skinframe
5792 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5793 if (skinframe && skinframe->base)
5796 skinframe->stain = NULL;
5797 skinframe->merged = NULL;
5798 skinframe->base = NULL;
5799 skinframe->pants = NULL;
5800 skinframe->shirt = NULL;
5801 skinframe->nmap = NULL;
5802 skinframe->gloss = NULL;
5803 skinframe->glow = NULL;
5804 skinframe->fog = NULL;
5805 skinframe->reflect = NULL;
5806 skinframe->hasalpha = false;
5808 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5812 if (developer_loading.integer)
5813 Con_Printf("loading 32bit skin \"%s\"\n", name);
5815 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5817 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5818 temp2 = temp1 + width * height * 4;
5819 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5820 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5823 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5824 if (textureflags & TEXF_ALPHA)
5826 for (i = 3;i < width * height * 4;i += 4)
5828 if (skindata[i] < 255)
5830 skinframe->hasalpha = true;
5834 if (r_loadfog && skinframe->hasalpha)
5836 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5837 memcpy(fogpixels, skindata, width * height * 4);
5838 for (i = 0;i < width * height * 4;i += 4)
5839 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5840 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5841 Mem_Free(fogpixels);
5845 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5846 //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]);
5851 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5855 skinframe_t *skinframe;
5857 if (cls.state == ca_dedicated)
5860 // if already loaded just return it, otherwise make a new skinframe
5861 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5862 if (skinframe && skinframe->base)
5865 skinframe->stain = NULL;
5866 skinframe->merged = NULL;
5867 skinframe->base = NULL;
5868 skinframe->pants = NULL;
5869 skinframe->shirt = NULL;
5870 skinframe->nmap = NULL;
5871 skinframe->gloss = NULL;
5872 skinframe->glow = NULL;
5873 skinframe->fog = NULL;
5874 skinframe->reflect = NULL;
5875 skinframe->hasalpha = false;
5877 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5881 if (developer_loading.integer)
5882 Con_Printf("loading quake skin \"%s\"\n", name);
5884 // 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)
5885 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5886 memcpy(skinframe->qpixels, skindata, width*height);
5887 skinframe->qwidth = width;
5888 skinframe->qheight = height;
5891 for (i = 0;i < width * height;i++)
5892 featuresmask |= palette_featureflags[skindata[i]];
5894 skinframe->hasalpha = false;
5895 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5896 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5897 skinframe->qgeneratemerged = true;
5898 skinframe->qgeneratebase = skinframe->qhascolormapping;
5899 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5901 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5902 //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]);
5907 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5911 unsigned char *skindata;
5913 if (!skinframe->qpixels)
5916 if (!skinframe->qhascolormapping)
5917 colormapped = false;
5921 if (!skinframe->qgeneratebase)
5926 if (!skinframe->qgeneratemerged)
5930 width = skinframe->qwidth;
5931 height = skinframe->qheight;
5932 skindata = skinframe->qpixels;
5934 if (skinframe->qgeneratenmap)
5936 unsigned char *temp1, *temp2;
5937 skinframe->qgeneratenmap = false;
5938 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5939 temp2 = temp1 + width * height * 4;
5940 // use either a custom palette or the quake palette
5941 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5942 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5943 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5947 if (skinframe->qgenerateglow)
5949 skinframe->qgenerateglow = false;
5950 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5955 skinframe->qgeneratebase = false;
5956 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);
5957 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5958 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5962 skinframe->qgeneratemerged = false;
5963 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5966 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5968 Mem_Free(skinframe->qpixels);
5969 skinframe->qpixels = NULL;
5973 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)
5976 skinframe_t *skinframe;
5978 if (cls.state == ca_dedicated)
5981 // if already loaded just return it, otherwise make a new skinframe
5982 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5983 if (skinframe && skinframe->base)
5986 skinframe->stain = NULL;
5987 skinframe->merged = NULL;
5988 skinframe->base = NULL;
5989 skinframe->pants = NULL;
5990 skinframe->shirt = NULL;
5991 skinframe->nmap = NULL;
5992 skinframe->gloss = NULL;
5993 skinframe->glow = NULL;
5994 skinframe->fog = NULL;
5995 skinframe->reflect = NULL;
5996 skinframe->hasalpha = false;
5998 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6002 if (developer_loading.integer)
6003 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6005 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6006 if (textureflags & TEXF_ALPHA)
6008 for (i = 0;i < width * height;i++)
6010 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6012 skinframe->hasalpha = true;
6016 if (r_loadfog && skinframe->hasalpha)
6017 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6020 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6021 //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]);
6026 skinframe_t *R_SkinFrame_LoadMissing(void)
6028 skinframe_t *skinframe;
6030 if (cls.state == ca_dedicated)
6033 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6034 skinframe->stain = NULL;
6035 skinframe->merged = NULL;
6036 skinframe->base = NULL;
6037 skinframe->pants = NULL;
6038 skinframe->shirt = NULL;
6039 skinframe->nmap = NULL;
6040 skinframe->gloss = NULL;
6041 skinframe->glow = NULL;
6042 skinframe->fog = NULL;
6043 skinframe->reflect = NULL;
6044 skinframe->hasalpha = false;
6046 skinframe->avgcolor[0] = rand() / RAND_MAX;
6047 skinframe->avgcolor[1] = rand() / RAND_MAX;
6048 skinframe->avgcolor[2] = rand() / RAND_MAX;
6049 skinframe->avgcolor[3] = 1;
6054 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6055 typedef struct suffixinfo_s
6058 qboolean flipx, flipy, flipdiagonal;
6061 static suffixinfo_t suffix[3][6] =
6064 {"px", false, false, false},
6065 {"nx", false, false, false},
6066 {"py", false, false, false},
6067 {"ny", false, false, false},
6068 {"pz", false, false, false},
6069 {"nz", false, false, false}
6072 {"posx", false, false, false},
6073 {"negx", false, false, false},
6074 {"posy", false, false, false},
6075 {"negy", false, false, false},
6076 {"posz", false, false, false},
6077 {"negz", false, false, false}
6080 {"rt", true, false, true},
6081 {"lf", false, true, true},
6082 {"ft", true, true, false},
6083 {"bk", false, false, false},
6084 {"up", true, false, true},
6085 {"dn", true, false, true}
6089 static int componentorder[4] = {0, 1, 2, 3};
6091 rtexture_t *R_LoadCubemap(const char *basename)
6093 int i, j, cubemapsize;
6094 unsigned char *cubemappixels, *image_buffer;
6095 rtexture_t *cubemaptexture;
6097 // must start 0 so the first loadimagepixels has no requested width/height
6099 cubemappixels = NULL;
6100 cubemaptexture = NULL;
6101 // keep trying different suffix groups (posx, px, rt) until one loads
6102 for (j = 0;j < 3 && !cubemappixels;j++)
6104 // load the 6 images in the suffix group
6105 for (i = 0;i < 6;i++)
6107 // generate an image name based on the base and and suffix
6108 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6110 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6112 // an image loaded, make sure width and height are equal
6113 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6115 // if this is the first image to load successfully, allocate the cubemap memory
6116 if (!cubemappixels && image_width >= 1)
6118 cubemapsize = image_width;
6119 // note this clears to black, so unavailable sides are black
6120 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6122 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6124 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);
6127 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6129 Mem_Free(image_buffer);
6133 // if a cubemap loaded, upload it
6136 if (developer_loading.integer)
6137 Con_Printf("loading cubemap \"%s\"\n", basename);
6139 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6140 Mem_Free(cubemappixels);
6144 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6145 if (developer_loading.integer)
6147 Con_Printf("(tried tried images ");
6148 for (j = 0;j < 3;j++)
6149 for (i = 0;i < 6;i++)
6150 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6151 Con_Print(" and was unable to find any of them).\n");
6154 return cubemaptexture;
6157 rtexture_t *R_GetCubemap(const char *basename)
6160 for (i = 0;i < r_texture_numcubemaps;i++)
6161 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6162 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6163 if (i >= MAX_CUBEMAPS)
6164 return r_texture_whitecube;
6165 r_texture_numcubemaps++;
6166 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6167 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6168 return r_texture_cubemaps[i].texture;
6171 void R_FreeCubemaps(void)
6174 for (i = 0;i < r_texture_numcubemaps;i++)
6176 if (developer_loading.integer)
6177 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6178 if (r_texture_cubemaps[i].texture)
6179 R_FreeTexture(r_texture_cubemaps[i].texture);
6181 r_texture_numcubemaps = 0;
6184 void R_Main_FreeViewCache(void)
6186 if (r_refdef.viewcache.entityvisible)
6187 Mem_Free(r_refdef.viewcache.entityvisible);
6188 if (r_refdef.viewcache.world_pvsbits)
6189 Mem_Free(r_refdef.viewcache.world_pvsbits);
6190 if (r_refdef.viewcache.world_leafvisible)
6191 Mem_Free(r_refdef.viewcache.world_leafvisible);
6192 if (r_refdef.viewcache.world_surfacevisible)
6193 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6194 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6197 void R_Main_ResizeViewCache(void)
6199 int numentities = r_refdef.scene.numentities;
6200 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6201 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6202 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6203 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6204 if (r_refdef.viewcache.maxentities < numentities)
6206 r_refdef.viewcache.maxentities = numentities;
6207 if (r_refdef.viewcache.entityvisible)
6208 Mem_Free(r_refdef.viewcache.entityvisible);
6209 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6211 if (r_refdef.viewcache.world_numclusters != numclusters)
6213 r_refdef.viewcache.world_numclusters = numclusters;
6214 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6215 if (r_refdef.viewcache.world_pvsbits)
6216 Mem_Free(r_refdef.viewcache.world_pvsbits);
6217 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6219 if (r_refdef.viewcache.world_numleafs != numleafs)
6221 r_refdef.viewcache.world_numleafs = numleafs;
6222 if (r_refdef.viewcache.world_leafvisible)
6223 Mem_Free(r_refdef.viewcache.world_leafvisible);
6224 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6226 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6228 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6229 if (r_refdef.viewcache.world_surfacevisible)
6230 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6231 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6235 extern rtexture_t *loadingscreentexture;
6236 void gl_main_start(void)
6238 loadingscreentexture = NULL;
6239 r_texture_blanknormalmap = NULL;
6240 r_texture_white = NULL;
6241 r_texture_grey128 = NULL;
6242 r_texture_black = NULL;
6243 r_texture_whitecube = NULL;
6244 r_texture_normalizationcube = NULL;
6245 r_texture_fogattenuation = NULL;
6246 r_texture_fogheighttexture = NULL;
6247 r_texture_gammaramps = NULL;
6248 r_texture_numcubemaps = 0;
6250 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6251 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6253 switch(vid.renderpath)
6255 case RENDERPATH_GL20:
6256 case RENDERPATH_CGGL:
6257 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6258 Cvar_SetValueQuick(&gl_combine, 1);
6259 Cvar_SetValueQuick(&r_glsl, 1);
6260 r_loadnormalmap = true;
6264 case RENDERPATH_GL13:
6265 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6266 Cvar_SetValueQuick(&gl_combine, 1);
6267 Cvar_SetValueQuick(&r_glsl, 0);
6268 r_loadnormalmap = false;
6269 r_loadgloss = false;
6272 case RENDERPATH_GL11:
6273 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6274 Cvar_SetValueQuick(&gl_combine, 0);
6275 Cvar_SetValueQuick(&r_glsl, 0);
6276 r_loadnormalmap = false;
6277 r_loadgloss = false;
6283 R_FrameData_Reset();
6287 memset(r_queries, 0, sizeof(r_queries));
6289 r_qwskincache = NULL;
6290 r_qwskincache_size = 0;
6292 // set up r_skinframe loading system for textures
6293 memset(&r_skinframe, 0, sizeof(r_skinframe));
6294 r_skinframe.loadsequence = 1;
6295 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6297 r_main_texturepool = R_AllocTexturePool();
6298 R_BuildBlankTextures();
6300 if (vid.support.arb_texture_cube_map)
6303 R_BuildNormalizationCube();
6305 r_texture_fogattenuation = NULL;
6306 r_texture_fogheighttexture = NULL;
6307 r_texture_gammaramps = NULL;
6308 //r_texture_fogintensity = NULL;
6309 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6310 memset(&r_waterstate, 0, sizeof(r_waterstate));
6311 r_glsl_permutation = NULL;
6312 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6313 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6314 glslshaderstring = NULL;
6316 r_cg_permutation = NULL;
6317 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6318 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6319 cgshaderstring = NULL;
6321 memset(&r_svbsp, 0, sizeof (r_svbsp));
6323 r_refdef.fogmasktable_density = 0;
6326 void gl_main_shutdown(void)
6329 R_FrameData_Reset();
6331 R_Main_FreeViewCache();
6334 qglDeleteQueriesARB(r_maxqueries, r_queries);
6338 memset(r_queries, 0, sizeof(r_queries));
6340 r_qwskincache = NULL;
6341 r_qwskincache_size = 0;
6343 // clear out the r_skinframe state
6344 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6345 memset(&r_skinframe, 0, sizeof(r_skinframe));
6348 Mem_Free(r_svbsp.nodes);
6349 memset(&r_svbsp, 0, sizeof (r_svbsp));
6350 R_FreeTexturePool(&r_main_texturepool);
6351 loadingscreentexture = NULL;
6352 r_texture_blanknormalmap = NULL;
6353 r_texture_white = NULL;
6354 r_texture_grey128 = NULL;
6355 r_texture_black = NULL;
6356 r_texture_whitecube = NULL;
6357 r_texture_normalizationcube = NULL;
6358 r_texture_fogattenuation = NULL;
6359 r_texture_fogheighttexture = NULL;
6360 r_texture_gammaramps = NULL;
6361 r_texture_numcubemaps = 0;
6362 //r_texture_fogintensity = NULL;
6363 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6364 memset(&r_waterstate, 0, sizeof(r_waterstate));
6365 r_glsl_permutation = NULL;
6366 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6367 glslshaderstring = NULL;
6369 r_cg_permutation = NULL;
6370 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6371 cgshaderstring = NULL;
6376 extern void CL_ParseEntityLump(char *entitystring);
6377 void gl_main_newmap(void)
6379 // FIXME: move this code to client
6381 char *entities, entname[MAX_QPATH];
6383 Mem_Free(r_qwskincache);
6384 r_qwskincache = NULL;
6385 r_qwskincache_size = 0;
6388 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6389 l = (int)strlen(entname) - 4;
6390 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6392 memcpy(entname + l, ".ent", 5);
6393 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6395 CL_ParseEntityLump(entities);
6400 if (cl.worldmodel->brush.entities)
6401 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6403 R_Main_FreeViewCache();
6405 R_FrameData_Reset();
6408 void GL_Main_Init(void)
6410 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6412 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6413 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6414 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6415 if (gamemode == GAME_NEHAHRA)
6417 Cvar_RegisterVariable (&gl_fogenable);
6418 Cvar_RegisterVariable (&gl_fogdensity);
6419 Cvar_RegisterVariable (&gl_fogred);
6420 Cvar_RegisterVariable (&gl_foggreen);
6421 Cvar_RegisterVariable (&gl_fogblue);
6422 Cvar_RegisterVariable (&gl_fogstart);
6423 Cvar_RegisterVariable (&gl_fogend);
6424 Cvar_RegisterVariable (&gl_skyclip);
6426 Cvar_RegisterVariable(&r_motionblur);
6427 Cvar_RegisterVariable(&r_motionblur_maxblur);
6428 Cvar_RegisterVariable(&r_motionblur_bmin);
6429 Cvar_RegisterVariable(&r_motionblur_vmin);
6430 Cvar_RegisterVariable(&r_motionblur_vmax);
6431 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6432 Cvar_RegisterVariable(&r_motionblur_randomize);
6433 Cvar_RegisterVariable(&r_damageblur);
6434 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6435 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6436 Cvar_RegisterVariable(&r_equalize_entities_by);
6437 Cvar_RegisterVariable(&r_equalize_entities_to);
6438 Cvar_RegisterVariable(&r_depthfirst);
6439 Cvar_RegisterVariable(&r_useinfinitefarclip);
6440 Cvar_RegisterVariable(&r_farclip_base);
6441 Cvar_RegisterVariable(&r_farclip_world);
6442 Cvar_RegisterVariable(&r_nearclip);
6443 Cvar_RegisterVariable(&r_showbboxes);
6444 Cvar_RegisterVariable(&r_showsurfaces);
6445 Cvar_RegisterVariable(&r_showtris);
6446 Cvar_RegisterVariable(&r_shownormals);
6447 Cvar_RegisterVariable(&r_showlighting);
6448 Cvar_RegisterVariable(&r_showshadowvolumes);
6449 Cvar_RegisterVariable(&r_showcollisionbrushes);
6450 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6451 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6452 Cvar_RegisterVariable(&r_showdisabledepthtest);
6453 Cvar_RegisterVariable(&r_drawportals);
6454 Cvar_RegisterVariable(&r_drawentities);
6455 Cvar_RegisterVariable(&r_cullentities_trace);
6456 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6457 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6458 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6459 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6460 Cvar_RegisterVariable(&r_drawviewmodel);
6461 Cvar_RegisterVariable(&r_drawexteriormodel);
6462 Cvar_RegisterVariable(&r_speeds);
6463 Cvar_RegisterVariable(&r_fullbrights);
6464 Cvar_RegisterVariable(&r_wateralpha);
6465 Cvar_RegisterVariable(&r_dynamic);
6466 Cvar_RegisterVariable(&r_fullbright);
6467 Cvar_RegisterVariable(&r_shadows);
6468 Cvar_RegisterVariable(&r_shadows_darken);
6469 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6470 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6471 Cvar_RegisterVariable(&r_shadows_throwdistance);
6472 Cvar_RegisterVariable(&r_shadows_throwdirection);
6473 Cvar_RegisterVariable(&r_shadows_focus);
6474 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6475 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6476 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6477 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6478 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6479 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6480 Cvar_RegisterVariable(&r_fog_exp2);
6481 Cvar_RegisterVariable(&r_drawfog);
6482 Cvar_RegisterVariable(&r_transparentdepthmasking);
6483 Cvar_RegisterVariable(&r_texture_dds_load);
6484 Cvar_RegisterVariable(&r_texture_dds_save);
6485 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6486 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6487 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6488 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6489 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6490 Cvar_RegisterVariable(&r_textureunits);
6491 Cvar_RegisterVariable(&gl_combine);
6492 Cvar_RegisterVariable(&r_glsl);
6493 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6494 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6495 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6496 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6497 Cvar_RegisterVariable(&r_glsl_postprocess);
6498 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6499 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6500 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6501 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6502 Cvar_RegisterVariable(&r_water);
6503 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6504 Cvar_RegisterVariable(&r_water_clippingplanebias);
6505 Cvar_RegisterVariable(&r_water_refractdistort);
6506 Cvar_RegisterVariable(&r_water_reflectdistort);
6507 Cvar_RegisterVariable(&r_lerpsprites);
6508 Cvar_RegisterVariable(&r_lerpmodels);
6509 Cvar_RegisterVariable(&r_lerplightstyles);
6510 Cvar_RegisterVariable(&r_waterscroll);
6511 Cvar_RegisterVariable(&r_bloom);
6512 Cvar_RegisterVariable(&r_bloom_colorscale);
6513 Cvar_RegisterVariable(&r_bloom_brighten);
6514 Cvar_RegisterVariable(&r_bloom_blur);
6515 Cvar_RegisterVariable(&r_bloom_resolution);
6516 Cvar_RegisterVariable(&r_bloom_colorexponent);
6517 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6518 Cvar_RegisterVariable(&r_hdr);
6519 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6520 Cvar_RegisterVariable(&r_hdr_glowintensity);
6521 Cvar_RegisterVariable(&r_hdr_range);
6522 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6523 Cvar_RegisterVariable(&developer_texturelogging);
6524 Cvar_RegisterVariable(&gl_lightmaps);
6525 Cvar_RegisterVariable(&r_test);
6526 Cvar_RegisterVariable(&r_batchmode);
6527 Cvar_RegisterVariable(&r_glsl_saturation);
6528 Cvar_RegisterVariable(&r_framedatasize);
6529 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6530 Cvar_SetValue("r_fullbrights", 0);
6531 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6533 Cvar_RegisterVariable(&r_track_sprites);
6534 Cvar_RegisterVariable(&r_track_sprites_flags);
6535 Cvar_RegisterVariable(&r_track_sprites_scalew);
6536 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6537 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6538 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6541 extern void R_Textures_Init(void);
6542 extern void GL_Draw_Init(void);
6543 extern void GL_Main_Init(void);
6544 extern void R_Shadow_Init(void);
6545 extern void R_Sky_Init(void);
6546 extern void GL_Surf_Init(void);
6547 extern void R_Particles_Init(void);
6548 extern void R_Explosion_Init(void);
6549 extern void gl_backend_init(void);
6550 extern void Sbar_Init(void);
6551 extern void R_LightningBeams_Init(void);
6552 extern void Mod_RenderInit(void);
6553 extern void Font_Init(void);
6555 void Render_Init(void)
6568 R_LightningBeams_Init();
6577 extern char *ENGINE_EXTENSIONS;
6580 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6581 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6582 gl_version = (const char *)qglGetString(GL_VERSION);
6583 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6587 if (!gl_platformextensions)
6588 gl_platformextensions = "";
6590 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6591 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6592 Con_Printf("GL_VERSION: %s\n", gl_version);
6593 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6594 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6596 VID_CheckExtensions();
6598 // LordHavoc: report supported extensions
6599 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6601 // clear to black (loading plaque will be seen over this)
6603 qglClearColor(0,0,0,1);CHECKGLERROR
6604 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6607 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6611 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6613 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6616 p = r_refdef.view.frustum + i;
6621 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6625 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6629 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6633 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6637 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6641 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6645 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6649 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6657 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6661 for (i = 0;i < numplanes;i++)
6668 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6672 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6676 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6680 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6684 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6688 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6692 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6696 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6704 //==================================================================================
6706 // LordHavoc: this stores temporary data used within the same frame
6708 qboolean r_framedata_failed;
6709 static size_t r_framedata_size;
6710 static size_t r_framedata_current;
6711 static void *r_framedata_base;
6713 void R_FrameData_Reset(void)
6715 if (r_framedata_base)
6716 Mem_Free(r_framedata_base);
6717 r_framedata_base = NULL;
6718 r_framedata_size = 0;
6719 r_framedata_current = 0;
6720 r_framedata_failed = false;
6723 void R_FrameData_NewFrame(void)
6726 if (r_framedata_failed)
6727 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6728 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6729 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6730 if (r_framedata_size != wantedsize)
6732 r_framedata_size = wantedsize;
6733 if (r_framedata_base)
6734 Mem_Free(r_framedata_base);
6735 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6737 r_framedata_current = 0;
6738 r_framedata_failed = false;
6741 void *R_FrameData_Alloc(size_t size)
6745 // align to 16 byte boundary
6746 size = (size + 15) & ~15;
6747 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6748 r_framedata_current += size;
6751 if (r_framedata_current > r_framedata_size)
6752 r_framedata_failed = true;
6754 // return NULL on everything after a failure
6755 if (r_framedata_failed)
6761 void *R_FrameData_Store(size_t size, void *data)
6763 void *d = R_FrameData_Alloc(size);
6765 memcpy(d, data, size);
6769 //==================================================================================
6771 // LordHavoc: animcache originally written by Echon, rewritten since then
6774 * Animation cache prevents re-generating mesh data for an animated model
6775 * multiple times in one frame for lighting, shadowing, reflections, etc.
6778 void R_AnimCache_Free(void)
6782 void R_AnimCache_ClearCache(void)
6785 entity_render_t *ent;
6787 for (i = 0;i < r_refdef.scene.numentities;i++)
6789 ent = r_refdef.scene.entities[i];
6790 ent->animcache_vertex3f = NULL;
6791 ent->animcache_normal3f = NULL;
6792 ent->animcache_svector3f = NULL;
6793 ent->animcache_tvector3f = NULL;
6797 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6799 dp_model_t *model = ent->model;
6801 // see if it's already cached this frame
6802 if (ent->animcache_vertex3f)
6804 // add normals/tangents if needed
6805 if (wantnormals || wanttangents)
6807 if (ent->animcache_normal3f)
6808 wantnormals = false;
6809 if (ent->animcache_svector3f)
6810 wanttangents = false;
6811 if (wantnormals || wanttangents)
6813 numvertices = model->surfmesh.num_vertices;
6815 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6818 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6819 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6821 if (!r_framedata_failed)
6822 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6828 // see if this ent is worth caching
6829 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6831 // get some memory for this entity and generate mesh data
6832 numvertices = model->surfmesh.num_vertices;
6833 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6835 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6838 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6839 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6841 if (!r_framedata_failed)
6842 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6844 return !r_framedata_failed;
6847 void R_AnimCache_CacheVisibleEntities(void)
6850 qboolean wantnormals = !r_showsurfaces.integer;
6851 qboolean wanttangents = !r_showsurfaces.integer;
6853 switch(vid.renderpath)
6855 case RENDERPATH_GL20:
6856 case RENDERPATH_CGGL:
6858 case RENDERPATH_GL13:
6859 case RENDERPATH_GL11:
6860 wanttangents = false;
6864 // TODO: thread this
6865 // NOTE: R_PrepareRTLights() also caches entities
6867 for (i = 0;i < r_refdef.scene.numentities;i++)
6868 if (r_refdef.viewcache.entityvisible[i])
6869 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6872 //==================================================================================
6874 static void R_View_UpdateEntityLighting (void)
6877 entity_render_t *ent;
6878 vec3_t tempdiffusenormal, avg;
6879 vec_t f, fa, fd, fdd;
6880 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6882 for (i = 0;i < r_refdef.scene.numentities;i++)
6884 ent = r_refdef.scene.entities[i];
6886 // skip unseen models
6887 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6891 if (ent->model && ent->model->brush.num_leafs)
6893 // TODO: use modellight for r_ambient settings on world?
6894 VectorSet(ent->modellight_ambient, 0, 0, 0);
6895 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6896 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6900 // fetch the lighting from the worldmodel data
6901 VectorClear(ent->modellight_ambient);
6902 VectorClear(ent->modellight_diffuse);
6903 VectorClear(tempdiffusenormal);
6904 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6907 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6908 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6909 if(ent->flags & RENDER_EQUALIZE)
6911 // first fix up ambient lighting...
6912 if(r_equalize_entities_minambient.value > 0)
6914 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6917 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6918 if(fa < r_equalize_entities_minambient.value * fd)
6921 // fa'/fd' = minambient
6922 // fa'+0.25*fd' = fa+0.25*fd
6924 // fa' = fd' * minambient
6925 // fd'*(0.25+minambient) = fa+0.25*fd
6927 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6928 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6930 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6931 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
6932 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6933 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6938 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6940 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6941 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6944 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6945 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6946 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6952 VectorSet(ent->modellight_ambient, 1, 1, 1);
6954 // move the light direction into modelspace coordinates for lighting code
6955 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6956 if(VectorLength2(ent->modellight_lightdir) == 0)
6957 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6958 VectorNormalize(ent->modellight_lightdir);
6962 #define MAX_LINEOFSIGHTTRACES 64
6964 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6967 vec3_t boxmins, boxmaxs;
6970 dp_model_t *model = r_refdef.scene.worldmodel;
6972 if (!model || !model->brush.TraceLineOfSight)
6975 // expand the box a little
6976 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6977 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6978 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6979 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6980 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6981 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6983 // return true if eye is inside enlarged box
6984 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6988 VectorCopy(eye, start);
6989 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6990 if (model->brush.TraceLineOfSight(model, start, end))
6993 // try various random positions
6994 for (i = 0;i < numsamples;i++)
6996 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6997 if (model->brush.TraceLineOfSight(model, start, end))
7005 static void R_View_UpdateEntityVisible (void)
7010 entity_render_t *ent;
7012 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7013 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7014 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7015 : RENDER_EXTERIORMODEL;
7016 if (!r_drawviewmodel.integer)
7017 renderimask |= RENDER_VIEWMODEL;
7018 if (!r_drawexteriormodel.integer)
7019 renderimask |= RENDER_EXTERIORMODEL;
7020 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7022 // worldmodel can check visibility
7023 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7024 for (i = 0;i < r_refdef.scene.numentities;i++)
7026 ent = r_refdef.scene.entities[i];
7027 if (!(ent->flags & renderimask))
7028 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)))
7029 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))
7030 r_refdef.viewcache.entityvisible[i] = true;
7032 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7033 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7035 for (i = 0;i < r_refdef.scene.numentities;i++)
7037 ent = r_refdef.scene.entities[i];
7038 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7040 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7042 continue; // temp entities do pvs only
7043 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7044 ent->last_trace_visibility = realtime;
7045 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7046 r_refdef.viewcache.entityvisible[i] = 0;
7053 // no worldmodel or it can't check visibility
7054 for (i = 0;i < r_refdef.scene.numentities;i++)
7056 ent = r_refdef.scene.entities[i];
7057 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));
7062 /// only used if skyrendermasked, and normally returns false
7063 int R_DrawBrushModelsSky (void)
7066 entity_render_t *ent;
7069 for (i = 0;i < r_refdef.scene.numentities;i++)
7071 if (!r_refdef.viewcache.entityvisible[i])
7073 ent = r_refdef.scene.entities[i];
7074 if (!ent->model || !ent->model->DrawSky)
7076 ent->model->DrawSky(ent);
7082 static void R_DrawNoModel(entity_render_t *ent);
7083 static void R_DrawModels(void)
7086 entity_render_t *ent;
7088 for (i = 0;i < r_refdef.scene.numentities;i++)
7090 if (!r_refdef.viewcache.entityvisible[i])
7092 ent = r_refdef.scene.entities[i];
7093 r_refdef.stats.entities++;
7094 if (ent->model && ent->model->Draw != NULL)
7095 ent->model->Draw(ent);
7101 static void R_DrawModelsDepth(void)
7104 entity_render_t *ent;
7106 for (i = 0;i < r_refdef.scene.numentities;i++)
7108 if (!r_refdef.viewcache.entityvisible[i])
7110 ent = r_refdef.scene.entities[i];
7111 if (ent->model && ent->model->DrawDepth != NULL)
7112 ent->model->DrawDepth(ent);
7116 static void R_DrawModelsDebug(void)
7119 entity_render_t *ent;
7121 for (i = 0;i < r_refdef.scene.numentities;i++)
7123 if (!r_refdef.viewcache.entityvisible[i])
7125 ent = r_refdef.scene.entities[i];
7126 if (ent->model && ent->model->DrawDebug != NULL)
7127 ent->model->DrawDebug(ent);
7131 static void R_DrawModelsAddWaterPlanes(void)
7134 entity_render_t *ent;
7136 for (i = 0;i < r_refdef.scene.numentities;i++)
7138 if (!r_refdef.viewcache.entityvisible[i])
7140 ent = r_refdef.scene.entities[i];
7141 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7142 ent->model->DrawAddWaterPlanes(ent);
7146 static void R_View_SetFrustum(void)
7149 double slopex, slopey;
7150 vec3_t forward, left, up, origin;
7152 // we can't trust r_refdef.view.forward and friends in reflected scenes
7153 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7156 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7157 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7158 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7159 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7160 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7161 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7162 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7163 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7164 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7165 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7166 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7167 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7171 zNear = r_refdef.nearclip;
7172 nudge = 1.0 - 1.0 / (1<<23);
7173 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7174 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7175 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7176 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7177 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7178 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7179 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7180 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7186 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7187 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7188 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7189 r_refdef.view.frustum[0].dist = m[15] - m[12];
7191 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7192 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7193 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7194 r_refdef.view.frustum[1].dist = m[15] + m[12];
7196 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7197 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7198 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7199 r_refdef.view.frustum[2].dist = m[15] - m[13];
7201 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7202 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7203 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7204 r_refdef.view.frustum[3].dist = m[15] + m[13];
7206 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7207 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7208 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7209 r_refdef.view.frustum[4].dist = m[15] - m[14];
7211 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7212 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7213 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7214 r_refdef.view.frustum[5].dist = m[15] + m[14];
7217 if (r_refdef.view.useperspective)
7219 slopex = 1.0 / r_refdef.view.frustum_x;
7220 slopey = 1.0 / r_refdef.view.frustum_y;
7221 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7222 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7223 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7224 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7225 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7227 // Leaving those out was a mistake, those were in the old code, and they
7228 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7229 // I couldn't reproduce it after adding those normalizations. --blub
7230 VectorNormalize(r_refdef.view.frustum[0].normal);
7231 VectorNormalize(r_refdef.view.frustum[1].normal);
7232 VectorNormalize(r_refdef.view.frustum[2].normal);
7233 VectorNormalize(r_refdef.view.frustum[3].normal);
7235 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7236 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]);
7237 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]);
7238 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]);
7239 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]);
7241 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7242 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7243 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7244 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7245 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7249 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7250 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7251 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7252 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7253 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7254 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7255 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7256 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7257 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7258 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7260 r_refdef.view.numfrustumplanes = 5;
7262 if (r_refdef.view.useclipplane)
7264 r_refdef.view.numfrustumplanes = 6;
7265 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7268 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7269 PlaneClassify(r_refdef.view.frustum + i);
7271 // LordHavoc: note to all quake engine coders, Quake had a special case
7272 // for 90 degrees which assumed a square view (wrong), so I removed it,
7273 // Quake2 has it disabled as well.
7275 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7276 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7277 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7278 //PlaneClassify(&frustum[0]);
7280 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7281 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7282 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7283 //PlaneClassify(&frustum[1]);
7285 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7286 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7287 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7288 //PlaneClassify(&frustum[2]);
7290 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7291 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7292 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7293 //PlaneClassify(&frustum[3]);
7296 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7297 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7298 //PlaneClassify(&frustum[4]);
7301 void R_View_Update(void)
7303 R_Main_ResizeViewCache();
7304 R_View_SetFrustum();
7305 R_View_WorldVisibility(r_refdef.view.useclipplane);
7306 R_View_UpdateEntityVisible();
7307 R_View_UpdateEntityLighting();
7310 void R_SetupView(qboolean allowwaterclippingplane)
7312 const float *customclipplane = NULL;
7314 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7316 // LordHavoc: couldn't figure out how to make this approach the
7317 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7318 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7319 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7320 dist = r_refdef.view.clipplane.dist;
7321 plane[0] = r_refdef.view.clipplane.normal[0];
7322 plane[1] = r_refdef.view.clipplane.normal[1];
7323 plane[2] = r_refdef.view.clipplane.normal[2];
7325 customclipplane = plane;
7328 if (!r_refdef.view.useperspective)
7329 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);
7330 else if (vid.stencil && r_useinfinitefarclip.integer)
7331 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);
7333 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);
7334 R_SetViewport(&r_refdef.view.viewport);
7337 void R_EntityMatrix(const matrix4x4_t *matrix)
7339 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7341 gl_modelmatrixchanged = false;
7342 gl_modelmatrix = *matrix;
7343 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7344 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7345 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7346 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7348 switch(vid.renderpath)
7350 case RENDERPATH_GL20:
7351 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7352 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7353 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7355 case RENDERPATH_CGGL:
7358 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7359 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7360 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7363 case RENDERPATH_GL13:
7364 case RENDERPATH_GL11:
7365 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7371 void R_ResetViewRendering2D(void)
7373 r_viewport_t viewport;
7376 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7377 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);
7378 R_SetViewport(&viewport);
7379 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7380 GL_Color(1, 1, 1, 1);
7381 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7382 GL_BlendFunc(GL_ONE, GL_ZERO);
7383 GL_AlphaTest(false);
7384 GL_ScissorTest(false);
7385 GL_DepthMask(false);
7386 GL_DepthRange(0, 1);
7387 GL_DepthTest(false);
7388 R_EntityMatrix(&identitymatrix);
7389 R_Mesh_ResetTextureState();
7390 GL_PolygonOffset(0, 0);
7391 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7392 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7393 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7394 qglStencilMask(~0);CHECKGLERROR
7395 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7396 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7397 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7400 void R_ResetViewRendering3D(void)
7405 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7406 GL_Color(1, 1, 1, 1);
7407 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7408 GL_BlendFunc(GL_ONE, GL_ZERO);
7409 GL_AlphaTest(false);
7410 GL_ScissorTest(true);
7412 GL_DepthRange(0, 1);
7414 R_EntityMatrix(&identitymatrix);
7415 R_Mesh_ResetTextureState();
7416 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7417 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7418 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7419 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7420 qglStencilMask(~0);CHECKGLERROR
7421 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7422 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7423 GL_CullFace(r_refdef.view.cullface_back);
7428 R_RenderView_UpdateViewVectors
7431 static void R_RenderView_UpdateViewVectors(void)
7433 // break apart the view matrix into vectors for various purposes
7434 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7435 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7436 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7437 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7438 // make an inverted copy of the view matrix for tracking sprites
7439 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7442 void R_RenderScene(void);
7443 void R_RenderWaterPlanes(void);
7445 static void R_Water_StartFrame(void)
7448 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7449 r_waterstate_waterplane_t *p;
7451 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7454 switch(vid.renderpath)
7456 case RENDERPATH_GL20:
7457 case RENDERPATH_CGGL:
7459 case RENDERPATH_GL13:
7460 case RENDERPATH_GL11:
7464 // set waterwidth and waterheight to the water resolution that will be
7465 // used (often less than the screen resolution for faster rendering)
7466 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7467 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7469 // calculate desired texture sizes
7470 // can't use water if the card does not support the texture size
7471 if (!r_water.integer || r_showsurfaces.integer)
7472 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7473 else if (vid.support.arb_texture_non_power_of_two)
7475 texturewidth = waterwidth;
7476 textureheight = waterheight;
7477 camerawidth = waterwidth;
7478 cameraheight = waterheight;
7482 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7483 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7484 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7485 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7488 // allocate textures as needed
7489 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7491 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7492 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7494 if (p->texture_refraction)
7495 R_FreeTexture(p->texture_refraction);
7496 p->texture_refraction = NULL;
7497 if (p->texture_reflection)
7498 R_FreeTexture(p->texture_reflection);
7499 p->texture_reflection = NULL;
7500 if (p->texture_camera)
7501 R_FreeTexture(p->texture_camera);
7502 p->texture_camera = NULL;
7504 memset(&r_waterstate, 0, sizeof(r_waterstate));
7505 r_waterstate.texturewidth = texturewidth;
7506 r_waterstate.textureheight = textureheight;
7507 r_waterstate.camerawidth = camerawidth;
7508 r_waterstate.cameraheight = cameraheight;
7511 if (r_waterstate.texturewidth)
7513 r_waterstate.enabled = true;
7515 // when doing a reduced render (HDR) we want to use a smaller area
7516 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7517 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7519 // set up variables that will be used in shader setup
7520 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7521 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7522 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7523 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7526 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7527 r_waterstate.numwaterplanes = 0;
7530 void R_Water_AddWaterPlane(msurface_t *surface)
7532 int triangleindex, planeindex;
7539 r_waterstate_waterplane_t *p;
7540 texture_t *t = R_GetCurrentTexture(surface->texture);
7541 cam_ent = t->camera_entity;
7542 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7545 // just use the first triangle with a valid normal for any decisions
7546 VectorClear(normal);
7547 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7549 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7550 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7551 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7552 TriangleNormal(vert[0], vert[1], vert[2], normal);
7553 if (VectorLength2(normal) >= 0.001)
7557 VectorCopy(normal, plane.normal);
7558 VectorNormalize(plane.normal);
7559 plane.dist = DotProduct(vert[0], plane.normal);
7560 PlaneClassify(&plane);
7561 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7563 // skip backfaces (except if nocullface is set)
7564 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7566 VectorNegate(plane.normal, plane.normal);
7568 PlaneClassify(&plane);
7572 // find a matching plane if there is one
7573 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7574 if(p->camera_entity == t->camera_entity)
7575 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7577 if (planeindex >= r_waterstate.maxwaterplanes)
7578 return; // nothing we can do, out of planes
7580 // if this triangle does not fit any known plane rendered this frame, add one
7581 if (planeindex >= r_waterstate.numwaterplanes)
7583 // store the new plane
7584 r_waterstate.numwaterplanes++;
7586 // clear materialflags and pvs
7587 p->materialflags = 0;
7588 p->pvsvalid = false;
7589 p->camera_entity = t->camera_entity;
7591 // merge this surface's materialflags into the waterplane
7592 p->materialflags |= t->currentmaterialflags;
7593 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7595 // merge this surface's PVS into the waterplane
7596 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7597 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7598 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7600 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7606 static void R_Water_ProcessPlanes(void)
7608 r_refdef_view_t originalview;
7609 r_refdef_view_t myview;
7611 r_waterstate_waterplane_t *p;
7614 originalview = r_refdef.view;
7616 // make sure enough textures are allocated
7617 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7619 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7621 if (!p->texture_refraction)
7622 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);
7623 if (!p->texture_refraction)
7626 else if (p->materialflags & MATERIALFLAG_CAMERA)
7628 if (!p->texture_camera)
7629 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);
7630 if (!p->texture_camera)
7634 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7636 if (!p->texture_reflection)
7637 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);
7638 if (!p->texture_reflection)
7644 r_refdef.view = originalview;
7645 r_refdef.view.showdebug = false;
7646 r_refdef.view.width = r_waterstate.waterwidth;
7647 r_refdef.view.height = r_waterstate.waterheight;
7648 r_refdef.view.useclipplane = true;
7649 myview = r_refdef.view;
7650 r_waterstate.renderingscene = true;
7651 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7653 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7655 r_refdef.view = myview;
7656 // render reflected scene and copy into texture
7657 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7658 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7659 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7660 r_refdef.view.clipplane = p->plane;
7661 // reverse the cullface settings for this render
7662 r_refdef.view.cullface_front = GL_FRONT;
7663 r_refdef.view.cullface_back = GL_BACK;
7664 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7666 r_refdef.view.usecustompvs = true;
7668 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7670 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7673 R_ResetViewRendering3D();
7674 R_ClearScreen(r_refdef.fogenabled);
7678 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);
7681 // render the normal view scene and copy into texture
7682 // (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)
7683 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7685 r_waterstate.renderingrefraction = true;
7686 r_refdef.view = myview;
7688 r_refdef.view.clipplane = p->plane;
7689 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7690 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7692 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7694 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7695 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7696 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7697 R_RenderView_UpdateViewVectors();
7698 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);
7701 PlaneClassify(&r_refdef.view.clipplane);
7703 R_ResetViewRendering3D();
7704 R_ClearScreen(r_refdef.fogenabled);
7708 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);
7709 r_waterstate.renderingrefraction = false;
7711 else if (p->materialflags & MATERIALFLAG_CAMERA)
7713 r_refdef.view = myview;
7715 r_refdef.view.clipplane = p->plane;
7716 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7717 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7719 r_refdef.view.width = r_waterstate.camerawidth;
7720 r_refdef.view.height = r_waterstate.cameraheight;
7721 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7722 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7724 if(p->camera_entity)
7726 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7727 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7730 // reverse the cullface settings for this render
7731 r_refdef.view.cullface_front = GL_FRONT;
7732 r_refdef.view.cullface_back = GL_BACK;
7733 // also reverse the view matrix
7734 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7735 R_RenderView_UpdateViewVectors();
7736 if(p->camera_entity)
7737 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);
7739 // camera needs no clipplane
7740 r_refdef.view.useclipplane = false;
7742 PlaneClassify(&r_refdef.view.clipplane);
7744 R_ResetViewRendering3D();
7745 R_ClearScreen(r_refdef.fogenabled);
7749 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);
7750 r_waterstate.renderingrefraction = false;
7754 r_waterstate.renderingscene = false;
7755 r_refdef.view = originalview;
7756 R_ResetViewRendering3D();
7757 R_ClearScreen(r_refdef.fogenabled);
7761 r_refdef.view = originalview;
7762 r_waterstate.renderingscene = false;
7763 Cvar_SetValueQuick(&r_water, 0);
7764 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7768 void R_Bloom_StartFrame(void)
7770 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7772 switch(vid.renderpath)
7774 case RENDERPATH_GL20:
7775 case RENDERPATH_CGGL:
7777 case RENDERPATH_GL13:
7778 case RENDERPATH_GL11:
7782 // set bloomwidth and bloomheight to the bloom resolution that will be
7783 // used (often less than the screen resolution for faster rendering)
7784 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7785 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7786 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7787 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7788 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7790 // calculate desired texture sizes
7791 if (vid.support.arb_texture_non_power_of_two)
7793 screentexturewidth = r_refdef.view.width;
7794 screentextureheight = r_refdef.view.height;
7795 bloomtexturewidth = r_bloomstate.bloomwidth;
7796 bloomtextureheight = r_bloomstate.bloomheight;
7800 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7801 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7802 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7803 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7806 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))
7808 Cvar_SetValueQuick(&r_hdr, 0);
7809 Cvar_SetValueQuick(&r_bloom, 0);
7810 Cvar_SetValueQuick(&r_motionblur, 0);
7811 Cvar_SetValueQuick(&r_damageblur, 0);
7814 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)))
7815 screentexturewidth = screentextureheight = 0;
7816 if (!r_hdr.integer && !r_bloom.integer)
7817 bloomtexturewidth = bloomtextureheight = 0;
7819 // allocate textures as needed
7820 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7822 if (r_bloomstate.texture_screen)
7823 R_FreeTexture(r_bloomstate.texture_screen);
7824 r_bloomstate.texture_screen = NULL;
7825 r_bloomstate.screentexturewidth = screentexturewidth;
7826 r_bloomstate.screentextureheight = screentextureheight;
7827 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7828 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7830 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7832 if (r_bloomstate.texture_bloom)
7833 R_FreeTexture(r_bloomstate.texture_bloom);
7834 r_bloomstate.texture_bloom = NULL;
7835 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7836 r_bloomstate.bloomtextureheight = bloomtextureheight;
7837 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7838 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7841 // when doing a reduced render (HDR) we want to use a smaller area
7842 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7843 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7844 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7845 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7846 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7848 // set up a texcoord array for the full resolution screen image
7849 // (we have to keep this around to copy back during final render)
7850 r_bloomstate.screentexcoord2f[0] = 0;
7851 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7852 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7853 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7854 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7855 r_bloomstate.screentexcoord2f[5] = 0;
7856 r_bloomstate.screentexcoord2f[6] = 0;
7857 r_bloomstate.screentexcoord2f[7] = 0;
7859 // set up a texcoord array for the reduced resolution bloom image
7860 // (which will be additive blended over the screen image)
7861 r_bloomstate.bloomtexcoord2f[0] = 0;
7862 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7863 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7864 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7865 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7866 r_bloomstate.bloomtexcoord2f[5] = 0;
7867 r_bloomstate.bloomtexcoord2f[6] = 0;
7868 r_bloomstate.bloomtexcoord2f[7] = 0;
7870 if (r_hdr.integer || r_bloom.integer)
7872 r_bloomstate.enabled = true;
7873 r_bloomstate.hdr = r_hdr.integer != 0;
7876 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);
7879 void R_Bloom_CopyBloomTexture(float colorscale)
7881 r_refdef.stats.bloom++;
7883 // scale down screen texture to the bloom texture size
7885 R_SetViewport(&r_bloomstate.viewport);
7886 GL_BlendFunc(GL_ONE, GL_ZERO);
7887 GL_Color(colorscale, colorscale, colorscale, 1);
7888 // TODO: optimize with multitexture or GLSL
7889 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7890 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7891 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7892 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7894 // we now have a bloom image in the framebuffer
7895 // copy it into the bloom image texture for later processing
7896 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);
7897 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7900 void R_Bloom_CopyHDRTexture(void)
7902 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);
7903 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7906 void R_Bloom_MakeTexture(void)
7909 float xoffset, yoffset, r, brighten;
7911 r_refdef.stats.bloom++;
7913 R_ResetViewRendering2D();
7914 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7915 R_Mesh_ColorPointer(NULL, 0, 0);
7917 // we have a bloom image in the framebuffer
7919 R_SetViewport(&r_bloomstate.viewport);
7921 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7924 r = bound(0, r_bloom_colorexponent.value / x, 1);
7925 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7926 GL_Color(r, r, r, 1);
7927 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7928 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7929 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7930 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7932 // copy the vertically blurred bloom view to a texture
7933 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);
7934 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7937 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7938 brighten = r_bloom_brighten.value;
7940 brighten *= r_hdr_range.value;
7941 brighten = sqrt(brighten);
7943 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7944 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7945 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7947 for (dir = 0;dir < 2;dir++)
7949 // blend on at multiple vertical offsets to achieve a vertical blur
7950 // TODO: do offset blends using GLSL
7951 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7952 GL_BlendFunc(GL_ONE, GL_ZERO);
7953 for (x = -range;x <= range;x++)
7955 if (!dir){xoffset = 0;yoffset = x;}
7956 else {xoffset = x;yoffset = 0;}
7957 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7958 yoffset /= (float)r_bloomstate.bloomtextureheight;
7959 // compute a texcoord array with the specified x and y offset
7960 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7961 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7962 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7963 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7964 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7965 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7966 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7967 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7968 // this r value looks like a 'dot' particle, fading sharply to
7969 // black at the edges
7970 // (probably not realistic but looks good enough)
7971 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7972 //r = brighten/(range*2+1);
7973 r = brighten / (range * 2 + 1);
7975 r *= (1 - x*x/(float)(range*range));
7976 GL_Color(r, r, r, 1);
7977 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7978 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7979 GL_BlendFunc(GL_ONE, GL_ONE);
7982 // copy the vertically blurred bloom view to a texture
7983 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);
7984 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7987 // apply subtract last
7988 // (just like it would be in a GLSL shader)
7989 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7991 GL_BlendFunc(GL_ONE, GL_ZERO);
7992 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7993 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7994 GL_Color(1, 1, 1, 1);
7995 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7996 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7998 GL_BlendFunc(GL_ONE, GL_ONE);
7999 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8000 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8001 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8002 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8003 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8004 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8005 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8007 // copy the darkened bloom view to a texture
8008 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);
8009 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8013 void R_HDR_RenderBloomTexture(void)
8015 int oldwidth, oldheight;
8016 float oldcolorscale;
8018 oldcolorscale = r_refdef.view.colorscale;
8019 oldwidth = r_refdef.view.width;
8020 oldheight = r_refdef.view.height;
8021 r_refdef.view.width = r_bloomstate.bloomwidth;
8022 r_refdef.view.height = r_bloomstate.bloomheight;
8024 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8025 // TODO: add exposure compensation features
8026 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8028 r_refdef.view.showdebug = false;
8029 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8031 R_ResetViewRendering3D();
8033 R_ClearScreen(r_refdef.fogenabled);
8034 if (r_timereport_active)
8035 R_TimeReport("HDRclear");
8038 if (r_timereport_active)
8039 R_TimeReport("visibility");
8041 // only do secondary renders with HDR if r_hdr is 2 or higher
8042 r_waterstate.numwaterplanes = 0;
8043 if (r_waterstate.enabled && r_hdr.integer >= 2)
8044 R_RenderWaterPlanes();
8046 r_refdef.view.showdebug = true;
8048 r_waterstate.numwaterplanes = 0;
8050 R_ResetViewRendering2D();
8052 R_Bloom_CopyHDRTexture();
8053 R_Bloom_MakeTexture();
8055 // restore the view settings
8056 r_refdef.view.width = oldwidth;
8057 r_refdef.view.height = oldheight;
8058 r_refdef.view.colorscale = oldcolorscale;
8060 R_ResetViewRendering3D();
8062 R_ClearScreen(r_refdef.fogenabled);
8063 if (r_timereport_active)
8064 R_TimeReport("viewclear");
8067 static void R_BlendView(void)
8069 unsigned int permutation;
8070 float uservecs[4][4];
8072 switch (vid.renderpath)
8074 case RENDERPATH_GL20:
8075 case RENDERPATH_CGGL:
8077 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8078 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8079 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8080 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8081 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8083 if (r_bloomstate.texture_screen)
8085 // make sure the buffer is available
8086 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8088 R_ResetViewRendering2D();
8089 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8090 R_Mesh_ColorPointer(NULL, 0, 0);
8092 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8094 // declare variables
8096 static float avgspeed;
8098 speed = VectorLength(cl.movement_velocity);
8100 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8101 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8103 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8104 speed = bound(0, speed, 1);
8105 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8107 // calculate values into a standard alpha
8108 cl.motionbluralpha = 1 - exp(-
8110 (r_motionblur.value * speed / 80)
8112 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8115 max(0.0001, cl.time - cl.oldtime) // fps independent
8118 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8119 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8121 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8123 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8124 GL_Color(1, 1, 1, cl.motionbluralpha);
8125 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8126 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8127 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8128 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8132 // copy view into the screen texture
8133 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);
8134 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8136 else if (!r_bloomstate.texture_bloom)
8138 // we may still have to do view tint...
8139 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8141 // apply a color tint to the whole view
8142 R_ResetViewRendering2D();
8143 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8144 R_Mesh_ColorPointer(NULL, 0, 0);
8145 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8146 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8147 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8148 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8150 break; // no screen processing, no bloom, skip it
8153 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8155 // render simple bloom effect
8156 // copy the screen and shrink it and darken it for the bloom process
8157 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8158 // make the bloom texture
8159 R_Bloom_MakeTexture();
8162 #if _MSC_VER >= 1400
8163 #define sscanf sscanf_s
8165 memset(uservecs, 0, sizeof(uservecs));
8166 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8167 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8168 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8169 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8171 R_ResetViewRendering2D();
8172 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8173 R_Mesh_ColorPointer(NULL, 0, 0);
8174 GL_Color(1, 1, 1, 1);
8175 GL_BlendFunc(GL_ONE, GL_ZERO);
8176 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8177 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8179 switch(vid.renderpath)
8181 case RENDERPATH_GL20:
8182 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8183 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8184 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8185 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8186 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]);
8187 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8188 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]);
8189 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]);
8190 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]);
8191 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]);
8192 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8193 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8195 case RENDERPATH_CGGL:
8197 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8198 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8199 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8200 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8201 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
8202 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8203 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
8204 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
8205 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
8206 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
8207 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8208 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8214 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8215 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8217 case RENDERPATH_GL13:
8218 case RENDERPATH_GL11:
8219 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8221 // apply a color tint to the whole view
8222 R_ResetViewRendering2D();
8223 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8224 R_Mesh_ColorPointer(NULL, 0, 0);
8225 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8226 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8227 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8228 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8234 matrix4x4_t r_waterscrollmatrix;
8236 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8238 if (r_refdef.fog_density)
8240 r_refdef.fogcolor[0] = r_refdef.fog_red;
8241 r_refdef.fogcolor[1] = r_refdef.fog_green;
8242 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8244 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8245 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8246 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8247 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8251 VectorCopy(r_refdef.fogcolor, fogvec);
8252 // color.rgb *= ContrastBoost * SceneBrightness;
8253 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8254 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8255 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8256 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8261 void R_UpdateVariables(void)
8265 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8267 r_refdef.farclip = r_farclip_base.value;
8268 if (r_refdef.scene.worldmodel)
8269 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8270 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8272 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8273 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8274 r_refdef.polygonfactor = 0;
8275 r_refdef.polygonoffset = 0;
8276 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8277 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8279 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8280 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8281 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8282 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8283 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8284 if (r_showsurfaces.integer)
8286 r_refdef.scene.rtworld = false;
8287 r_refdef.scene.rtworldshadows = false;
8288 r_refdef.scene.rtdlight = false;
8289 r_refdef.scene.rtdlightshadows = false;
8290 r_refdef.lightmapintensity = 0;
8293 if (gamemode == GAME_NEHAHRA)
8295 if (gl_fogenable.integer)
8297 r_refdef.oldgl_fogenable = true;
8298 r_refdef.fog_density = gl_fogdensity.value;
8299 r_refdef.fog_red = gl_fogred.value;
8300 r_refdef.fog_green = gl_foggreen.value;
8301 r_refdef.fog_blue = gl_fogblue.value;
8302 r_refdef.fog_alpha = 1;
8303 r_refdef.fog_start = 0;
8304 r_refdef.fog_end = gl_skyclip.value;
8305 r_refdef.fog_height = 1<<30;
8306 r_refdef.fog_fadedepth = 128;
8308 else if (r_refdef.oldgl_fogenable)
8310 r_refdef.oldgl_fogenable = false;
8311 r_refdef.fog_density = 0;
8312 r_refdef.fog_red = 0;
8313 r_refdef.fog_green = 0;
8314 r_refdef.fog_blue = 0;
8315 r_refdef.fog_alpha = 0;
8316 r_refdef.fog_start = 0;
8317 r_refdef.fog_end = 0;
8318 r_refdef.fog_height = 1<<30;
8319 r_refdef.fog_fadedepth = 128;
8323 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8324 r_refdef.fog_start = max(0, r_refdef.fog_start);
8325 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8327 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8329 if (r_refdef.fog_density && r_drawfog.integer)
8331 r_refdef.fogenabled = true;
8332 // this is the point where the fog reaches 0.9986 alpha, which we
8333 // consider a good enough cutoff point for the texture
8334 // (0.9986 * 256 == 255.6)
8335 if (r_fog_exp2.integer)
8336 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8338 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8339 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8340 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8341 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8342 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8343 R_BuildFogHeightTexture();
8344 // fog color was already set
8345 // update the fog texture
8346 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)
8347 R_BuildFogTexture();
8348 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8349 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8352 r_refdef.fogenabled = false;
8354 switch(vid.renderpath)
8356 case RENDERPATH_GL20:
8357 case RENDERPATH_CGGL:
8358 if(v_glslgamma.integer && !vid_gammatables_trivial)
8360 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8362 // build GLSL gamma texture
8363 #define RAMPWIDTH 256
8364 unsigned short ramp[RAMPWIDTH * 3];
8365 unsigned char rampbgr[RAMPWIDTH][4];
8368 r_texture_gammaramps_serial = vid_gammatables_serial;
8370 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8371 for(i = 0; i < RAMPWIDTH; ++i)
8373 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8374 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8375 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8378 if (r_texture_gammaramps)
8380 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8384 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);
8390 // remove GLSL gamma texture
8393 case RENDERPATH_GL13:
8394 case RENDERPATH_GL11:
8399 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8400 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8406 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8407 if( scenetype != r_currentscenetype ) {
8408 // store the old scenetype
8409 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8410 r_currentscenetype = scenetype;
8411 // move in the new scene
8412 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8421 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8423 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8424 if( scenetype == r_currentscenetype ) {
8425 return &r_refdef.scene;
8427 return &r_scenes_store[ scenetype ];
8436 void R_RenderView(void)
8438 if (r_timereport_active)
8439 R_TimeReport("start");
8440 r_textureframe++; // used only by R_GetCurrentTexture
8441 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8443 if (!r_drawentities.integer)
8444 r_refdef.scene.numentities = 0;
8446 R_AnimCache_ClearCache();
8447 R_FrameData_NewFrame();
8449 if (r_refdef.view.isoverlay)
8451 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8452 GL_Clear( GL_DEPTH_BUFFER_BIT );
8453 R_TimeReport("depthclear");
8455 r_refdef.view.showdebug = false;
8457 r_waterstate.enabled = false;
8458 r_waterstate.numwaterplanes = 0;
8466 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8467 return; //Host_Error ("R_RenderView: NULL worldmodel");
8469 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8471 R_RenderView_UpdateViewVectors();
8473 R_Shadow_UpdateWorldLightSelection();
8475 R_Bloom_StartFrame();
8476 R_Water_StartFrame();
8479 if (r_timereport_active)
8480 R_TimeReport("viewsetup");
8482 R_ResetViewRendering3D();
8484 if (r_refdef.view.clear || r_refdef.fogenabled)
8486 R_ClearScreen(r_refdef.fogenabled);
8487 if (r_timereport_active)
8488 R_TimeReport("viewclear");
8490 r_refdef.view.clear = true;
8492 // this produces a bloom texture to be used in R_BlendView() later
8493 if (r_hdr.integer && r_bloomstate.bloomwidth)
8495 R_HDR_RenderBloomTexture();
8496 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8497 r_textureframe++; // used only by R_GetCurrentTexture
8500 r_refdef.view.showdebug = true;
8503 if (r_timereport_active)
8504 R_TimeReport("visibility");
8506 r_waterstate.numwaterplanes = 0;
8507 if (r_waterstate.enabled)
8508 R_RenderWaterPlanes();
8511 r_waterstate.numwaterplanes = 0;
8514 if (r_timereport_active)
8515 R_TimeReport("blendview");
8517 GL_Scissor(0, 0, vid.width, vid.height);
8518 GL_ScissorTest(false);
8522 void R_RenderWaterPlanes(void)
8524 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8526 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8527 if (r_timereport_active)
8528 R_TimeReport("waterworld");
8531 // don't let sound skip if going slow
8532 if (r_refdef.scene.extraupdate)
8535 R_DrawModelsAddWaterPlanes();
8536 if (r_timereport_active)
8537 R_TimeReport("watermodels");
8539 if (r_waterstate.numwaterplanes)
8541 R_Water_ProcessPlanes();
8542 if (r_timereport_active)
8543 R_TimeReport("waterscenes");
8547 extern void R_DrawLightningBeams (void);
8548 extern void VM_CL_AddPolygonsToMeshQueue (void);
8549 extern void R_DrawPortals (void);
8550 extern cvar_t cl_locs_show;
8551 static void R_DrawLocs(void);
8552 static void R_DrawEntityBBoxes(void);
8553 static void R_DrawModelDecals(void);
8554 extern void R_DrawModelShadows(void);
8555 extern void R_DrawModelShadowMaps(void);
8556 extern cvar_t cl_decals_newsystem;
8557 extern qboolean r_shadow_usingdeferredprepass;
8558 void R_RenderScene(void)
8560 qboolean shadowmapping = false;
8562 if (r_timereport_active)
8563 R_TimeReport("beginscene");
8565 r_refdef.stats.renders++;
8569 // don't let sound skip if going slow
8570 if (r_refdef.scene.extraupdate)
8573 R_MeshQueue_BeginScene();
8577 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);
8579 if (r_timereport_active)
8580 R_TimeReport("skystartframe");
8582 if (cl.csqc_vidvars.drawworld)
8584 // don't let sound skip if going slow
8585 if (r_refdef.scene.extraupdate)
8588 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8590 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8591 if (r_timereport_active)
8592 R_TimeReport("worldsky");
8595 if (R_DrawBrushModelsSky() && r_timereport_active)
8596 R_TimeReport("bmodelsky");
8598 if (skyrendermasked && skyrenderlater)
8600 // we have to force off the water clipping plane while rendering sky
8604 if (r_timereport_active)
8605 R_TimeReport("sky");
8609 R_AnimCache_CacheVisibleEntities();
8610 if (r_timereport_active)
8611 R_TimeReport("animation");
8613 R_Shadow_PrepareLights();
8614 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8615 R_Shadow_PrepareModelShadows();
8616 if (r_timereport_active)
8617 R_TimeReport("preparelights");
8619 if (R_Shadow_ShadowMappingEnabled())
8620 shadowmapping = true;
8622 if (r_shadow_usingdeferredprepass)
8623 R_Shadow_DrawPrepass();
8625 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8627 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8628 if (r_timereport_active)
8629 R_TimeReport("worlddepth");
8631 if (r_depthfirst.integer >= 2)
8633 R_DrawModelsDepth();
8634 if (r_timereport_active)
8635 R_TimeReport("modeldepth");
8638 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8640 R_DrawModelShadowMaps();
8641 R_ResetViewRendering3D();
8642 // don't let sound skip if going slow
8643 if (r_refdef.scene.extraupdate)
8647 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8649 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8650 if (r_timereport_active)
8651 R_TimeReport("world");
8654 // don't let sound skip if going slow
8655 if (r_refdef.scene.extraupdate)
8659 if (r_timereport_active)
8660 R_TimeReport("models");
8662 // don't let sound skip if going slow
8663 if (r_refdef.scene.extraupdate)
8666 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8668 R_DrawModelShadows();
8669 R_ResetViewRendering3D();
8670 // don't let sound skip if going slow
8671 if (r_refdef.scene.extraupdate)
8675 if (!r_shadow_usingdeferredprepass)
8677 R_Shadow_DrawLights();
8678 if (r_timereport_active)
8679 R_TimeReport("rtlights");
8682 // don't let sound skip if going slow
8683 if (r_refdef.scene.extraupdate)
8686 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8688 R_DrawModelShadows();
8689 R_ResetViewRendering3D();
8690 // don't let sound skip if going slow
8691 if (r_refdef.scene.extraupdate)
8695 if (cl.csqc_vidvars.drawworld)
8697 if (cl_decals_newsystem.integer)
8699 R_DrawModelDecals();
8700 if (r_timereport_active)
8701 R_TimeReport("modeldecals");
8706 if (r_timereport_active)
8707 R_TimeReport("decals");
8711 if (r_timereport_active)
8712 R_TimeReport("particles");
8715 if (r_timereport_active)
8716 R_TimeReport("explosions");
8718 R_DrawLightningBeams();
8719 if (r_timereport_active)
8720 R_TimeReport("lightning");
8723 VM_CL_AddPolygonsToMeshQueue();
8725 if (r_refdef.view.showdebug)
8727 if (cl_locs_show.integer)
8730 if (r_timereport_active)
8731 R_TimeReport("showlocs");
8734 if (r_drawportals.integer)
8737 if (r_timereport_active)
8738 R_TimeReport("portals");
8741 if (r_showbboxes.value > 0)
8743 R_DrawEntityBBoxes();
8744 if (r_timereport_active)
8745 R_TimeReport("bboxes");
8749 R_MeshQueue_RenderTransparent();
8750 if (r_timereport_active)
8751 R_TimeReport("drawtrans");
8753 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))
8755 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8756 if (r_timereport_active)
8757 R_TimeReport("worlddebug");
8758 R_DrawModelsDebug();
8759 if (r_timereport_active)
8760 R_TimeReport("modeldebug");
8763 if (cl.csqc_vidvars.drawworld)
8765 R_Shadow_DrawCoronas();
8766 if (r_timereport_active)
8767 R_TimeReport("coronas");
8770 // don't let sound skip if going slow
8771 if (r_refdef.scene.extraupdate)
8774 R_ResetViewRendering2D();
8777 static const unsigned short bboxelements[36] =
8787 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8790 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8792 RSurf_ActiveWorldEntity();
8794 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8795 GL_DepthMask(false);
8796 GL_DepthRange(0, 1);
8797 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8798 R_Mesh_ResetTextureState();
8800 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8801 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8802 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8803 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8804 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8805 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8806 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8807 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8808 R_FillColors(color4f, 8, cr, cg, cb, ca);
8809 if (r_refdef.fogenabled)
8811 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8813 f1 = RSurf_FogVertex(v);
8815 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8816 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8817 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8820 R_Mesh_VertexPointer(vertex3f, 0, 0);
8821 R_Mesh_ColorPointer(color4f, 0, 0);
8822 R_Mesh_ResetTextureState();
8823 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8824 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8827 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8831 prvm_edict_t *edict;
8832 prvm_prog_t *prog_save = prog;
8834 // this function draws bounding boxes of server entities
8838 GL_CullFace(GL_NONE);
8839 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8843 for (i = 0;i < numsurfaces;i++)
8845 edict = PRVM_EDICT_NUM(surfacelist[i]);
8846 switch ((int)edict->fields.server->solid)
8848 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8849 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8850 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8851 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8852 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8853 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8855 color[3] *= r_showbboxes.value;
8856 color[3] = bound(0, color[3], 1);
8857 GL_DepthTest(!r_showdisabledepthtest.integer);
8858 GL_CullFace(r_refdef.view.cullface_front);
8859 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8865 static void R_DrawEntityBBoxes(void)
8868 prvm_edict_t *edict;
8870 prvm_prog_t *prog_save = prog;
8872 // this function draws bounding boxes of server entities
8878 for (i = 0;i < prog->num_edicts;i++)
8880 edict = PRVM_EDICT_NUM(i);
8881 if (edict->priv.server->free)
8883 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8884 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8886 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8888 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8889 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8895 static const int nomodelelement3i[24] =
8907 static const unsigned short nomodelelement3s[24] =
8919 static const float nomodelvertex3f[6*3] =
8929 static const float nomodelcolor4f[6*4] =
8931 0.0f, 0.0f, 0.5f, 1.0f,
8932 0.0f, 0.0f, 0.5f, 1.0f,
8933 0.0f, 0.5f, 0.0f, 1.0f,
8934 0.0f, 0.5f, 0.0f, 1.0f,
8935 0.5f, 0.0f, 0.0f, 1.0f,
8936 0.5f, 0.0f, 0.0f, 1.0f
8939 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8945 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);
8947 // this is only called once per entity so numsurfaces is always 1, and
8948 // surfacelist is always {0}, so this code does not handle batches
8950 if (rsurface.ent_flags & RENDER_ADDITIVE)
8952 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8953 GL_DepthMask(false);
8955 else if (rsurface.colormod[3] < 1)
8957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8958 GL_DepthMask(false);
8962 GL_BlendFunc(GL_ONE, GL_ZERO);
8965 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8966 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8967 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8968 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8969 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8970 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8971 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8972 R_Mesh_ColorPointer(color4f, 0, 0);
8973 for (i = 0, c = color4f;i < 6;i++, c += 4)
8975 c[0] *= rsurface.colormod[0];
8976 c[1] *= rsurface.colormod[1];
8977 c[2] *= rsurface.colormod[2];
8978 c[3] *= rsurface.colormod[3];
8980 if (r_refdef.fogenabled)
8982 for (i = 0, c = color4f;i < 6;i++, c += 4)
8984 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8986 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8987 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8988 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8991 R_Mesh_ResetTextureState();
8992 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8995 void R_DrawNoModel(entity_render_t *ent)
8998 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8999 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9000 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9002 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9005 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9007 vec3_t right1, right2, diff, normal;
9009 VectorSubtract (org2, org1, normal);
9011 // calculate 'right' vector for start
9012 VectorSubtract (r_refdef.view.origin, org1, diff);
9013 CrossProduct (normal, diff, right1);
9014 VectorNormalize (right1);
9016 // calculate 'right' vector for end
9017 VectorSubtract (r_refdef.view.origin, org2, diff);
9018 CrossProduct (normal, diff, right2);
9019 VectorNormalize (right2);
9021 vert[ 0] = org1[0] + width * right1[0];
9022 vert[ 1] = org1[1] + width * right1[1];
9023 vert[ 2] = org1[2] + width * right1[2];
9024 vert[ 3] = org1[0] - width * right1[0];
9025 vert[ 4] = org1[1] - width * right1[1];
9026 vert[ 5] = org1[2] - width * right1[2];
9027 vert[ 6] = org2[0] - width * right2[0];
9028 vert[ 7] = org2[1] - width * right2[1];
9029 vert[ 8] = org2[2] - width * right2[2];
9030 vert[ 9] = org2[0] + width * right2[0];
9031 vert[10] = org2[1] + width * right2[1];
9032 vert[11] = org2[2] + width * right2[2];
9035 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)
9037 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9038 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9039 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9040 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9041 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9042 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9043 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9044 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9045 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9046 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9047 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9048 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9051 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9056 VectorSet(v, x, y, z);
9057 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9058 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9060 if (i == mesh->numvertices)
9062 if (mesh->numvertices < mesh->maxvertices)
9064 VectorCopy(v, vertex3f);
9065 mesh->numvertices++;
9067 return mesh->numvertices;
9073 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9077 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9078 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9079 e = mesh->element3i + mesh->numtriangles * 3;
9080 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9082 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9083 if (mesh->numtriangles < mesh->maxtriangles)
9088 mesh->numtriangles++;
9090 element[1] = element[2];
9094 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9098 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9099 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9100 e = mesh->element3i + mesh->numtriangles * 3;
9101 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9103 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9104 if (mesh->numtriangles < mesh->maxtriangles)
9109 mesh->numtriangles++;
9111 element[1] = element[2];
9115 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9116 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9118 int planenum, planenum2;
9121 mplane_t *plane, *plane2;
9123 double temppoints[2][256*3];
9124 // figure out how large a bounding box we need to properly compute this brush
9126 for (w = 0;w < numplanes;w++)
9127 maxdist = max(maxdist, fabs(planes[w].dist));
9128 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9129 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9130 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9134 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9135 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9137 if (planenum2 == planenum)
9139 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);
9142 if (tempnumpoints < 3)
9144 // generate elements forming a triangle fan for this polygon
9145 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9149 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)
9151 texturelayer_t *layer;
9152 layer = t->currentlayers + t->currentnumlayers++;
9154 layer->depthmask = depthmask;
9155 layer->blendfunc1 = blendfunc1;
9156 layer->blendfunc2 = blendfunc2;
9157 layer->texture = texture;
9158 layer->texmatrix = *matrix;
9159 layer->color[0] = r;
9160 layer->color[1] = g;
9161 layer->color[2] = b;
9162 layer->color[3] = a;
9165 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9168 index = parms[2] + r_refdef.scene.time * parms[3];
9169 index -= floor(index);
9173 case Q3WAVEFUNC_NONE:
9174 case Q3WAVEFUNC_NOISE:
9175 case Q3WAVEFUNC_COUNT:
9178 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9179 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9180 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9181 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9182 case Q3WAVEFUNC_TRIANGLE:
9184 f = index - floor(index);
9195 return (float)(parms[0] + parms[1] * f);
9198 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9203 matrix4x4_t matrix, temp;
9204 switch(tcmod->tcmod)
9208 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9209 matrix = r_waterscrollmatrix;
9211 matrix = identitymatrix;
9213 case Q3TCMOD_ENTITYTRANSLATE:
9214 // this is used in Q3 to allow the gamecode to control texcoord
9215 // scrolling on the entity, which is not supported in darkplaces yet.
9216 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9218 case Q3TCMOD_ROTATE:
9219 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9220 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9221 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9224 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9226 case Q3TCMOD_SCROLL:
9227 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9229 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9230 w = (int) tcmod->parms[0];
9231 h = (int) tcmod->parms[1];
9232 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9234 idx = (int) floor(f * w * h);
9235 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9237 case Q3TCMOD_STRETCH:
9238 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9239 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9241 case Q3TCMOD_TRANSFORM:
9242 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9243 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9244 VectorSet(tcmat + 6, 0 , 0 , 1);
9245 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9246 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9248 case Q3TCMOD_TURBULENT:
9249 // this is handled in the RSurf_PrepareVertices function
9250 matrix = identitymatrix;
9254 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9257 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9259 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9260 char name[MAX_QPATH];
9261 skinframe_t *skinframe;
9262 unsigned char pixels[296*194];
9263 strlcpy(cache->name, skinname, sizeof(cache->name));
9264 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9265 if (developer_loading.integer)
9266 Con_Printf("loading %s\n", name);
9267 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9268 if (!skinframe || !skinframe->base)
9271 fs_offset_t filesize;
9273 f = FS_LoadFile(name, tempmempool, true, &filesize);
9276 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9277 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9281 cache->skinframe = skinframe;
9284 texture_t *R_GetCurrentTexture(texture_t *t)
9287 const entity_render_t *ent = rsurface.entity;
9288 dp_model_t *model = ent->model;
9289 q3shaderinfo_layer_tcmod_t *tcmod;
9291 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9292 return t->currentframe;
9293 t->update_lastrenderframe = r_textureframe;
9294 t->update_lastrenderentity = (void *)ent;
9296 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9297 t->camera_entity = ent->entitynumber;
9299 t->camera_entity = 0;
9301 // switch to an alternate material if this is a q1bsp animated material
9303 texture_t *texture = t;
9304 int s = rsurface.ent_skinnum;
9305 if ((unsigned int)s >= (unsigned int)model->numskins)
9307 if (model->skinscenes)
9309 if (model->skinscenes[s].framecount > 1)
9310 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9312 s = model->skinscenes[s].firstframe;
9315 t = t + s * model->num_surfaces;
9318 // use an alternate animation if the entity's frame is not 0,
9319 // and only if the texture has an alternate animation
9320 if (rsurface.ent_alttextures && t->anim_total[1])
9321 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9323 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9325 texture->currentframe = t;
9328 // update currentskinframe to be a qw skin or animation frame
9329 if (rsurface.ent_qwskin >= 0)
9331 i = rsurface.ent_qwskin;
9332 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9334 r_qwskincache_size = cl.maxclients;
9336 Mem_Free(r_qwskincache);
9337 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9339 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9340 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9341 t->currentskinframe = r_qwskincache[i].skinframe;
9342 if (t->currentskinframe == NULL)
9343 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9345 else if (t->numskinframes >= 2)
9346 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9347 if (t->backgroundnumskinframes >= 2)
9348 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9350 t->currentmaterialflags = t->basematerialflags;
9351 t->currentalpha = rsurface.colormod[3];
9352 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9353 t->currentalpha *= r_wateralpha.value;
9354 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9355 t->currentalpha *= t->r_water_wateralpha;
9356 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9357 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9358 if (!(rsurface.ent_flags & RENDER_LIGHT))
9359 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9360 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9362 // pick a model lighting mode
9363 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9364 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9366 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9368 if (rsurface.ent_flags & RENDER_ADDITIVE)
9369 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9370 else if (t->currentalpha < 1)
9371 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9372 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9373 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9374 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9375 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9376 if (t->backgroundnumskinframes)
9377 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9378 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9380 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9381 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9384 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9385 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9386 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9388 // there is no tcmod
9389 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9391 t->currenttexmatrix = r_waterscrollmatrix;
9392 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9394 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9396 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9397 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9400 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9401 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9402 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9403 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9405 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9406 if (t->currentskinframe->qpixels)
9407 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9408 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9409 if (!t->basetexture)
9410 t->basetexture = r_texture_notexture;
9411 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9412 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9413 t->nmaptexture = t->currentskinframe->nmap;
9414 if (!t->nmaptexture)
9415 t->nmaptexture = r_texture_blanknormalmap;
9416 t->glosstexture = r_texture_black;
9417 t->glowtexture = t->currentskinframe->glow;
9418 t->fogtexture = t->currentskinframe->fog;
9419 t->reflectmasktexture = t->currentskinframe->reflect;
9420 if (t->backgroundnumskinframes)
9422 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9423 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9424 t->backgroundglosstexture = r_texture_black;
9425 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9426 if (!t->backgroundnmaptexture)
9427 t->backgroundnmaptexture = r_texture_blanknormalmap;
9431 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9432 t->backgroundnmaptexture = r_texture_blanknormalmap;
9433 t->backgroundglosstexture = r_texture_black;
9434 t->backgroundglowtexture = NULL;
9436 t->specularpower = r_shadow_glossexponent.value;
9437 // TODO: store reference values for these in the texture?
9438 t->specularscale = 0;
9439 if (r_shadow_gloss.integer > 0)
9441 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9443 if (r_shadow_glossintensity.value > 0)
9445 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9446 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9447 t->specularscale = r_shadow_glossintensity.value;
9450 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9452 t->glosstexture = r_texture_white;
9453 t->backgroundglosstexture = r_texture_white;
9454 t->specularscale = r_shadow_gloss2intensity.value;
9455 t->specularpower = r_shadow_gloss2exponent.value;
9458 t->specularscale *= t->specularscalemod;
9459 t->specularpower *= t->specularpowermod;
9461 // lightmaps mode looks bad with dlights using actual texturing, so turn
9462 // off the colormap and glossmap, but leave the normalmap on as it still
9463 // accurately represents the shading involved
9464 if (gl_lightmaps.integer)
9466 t->basetexture = r_texture_grey128;
9467 t->pantstexture = r_texture_black;
9468 t->shirttexture = r_texture_black;
9469 t->nmaptexture = r_texture_blanknormalmap;
9470 t->glosstexture = r_texture_black;
9471 t->glowtexture = NULL;
9472 t->fogtexture = NULL;
9473 t->reflectmasktexture = NULL;
9474 t->backgroundbasetexture = NULL;
9475 t->backgroundnmaptexture = r_texture_blanknormalmap;
9476 t->backgroundglosstexture = r_texture_black;
9477 t->backgroundglowtexture = NULL;
9478 t->specularscale = 0;
9479 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9482 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9483 VectorClear(t->dlightcolor);
9484 t->currentnumlayers = 0;
9485 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9487 int blendfunc1, blendfunc2;
9489 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9491 blendfunc1 = GL_SRC_ALPHA;
9492 blendfunc2 = GL_ONE;
9494 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9496 blendfunc1 = GL_SRC_ALPHA;
9497 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9499 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9501 blendfunc1 = t->customblendfunc[0];
9502 blendfunc2 = t->customblendfunc[1];
9506 blendfunc1 = GL_ONE;
9507 blendfunc2 = GL_ZERO;
9509 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9510 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9512 // fullbright is not affected by r_refdef.lightmapintensity
9513 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]);
9514 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9515 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]);
9516 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9517 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]);
9521 vec3_t ambientcolor;
9523 // set the color tint used for lights affecting this surface
9524 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9526 // q3bsp has no lightmap updates, so the lightstylevalue that
9527 // would normally be baked into the lightmap must be
9528 // applied to the color
9529 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9530 if (model->type == mod_brushq3)
9531 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9532 colorscale *= r_refdef.lightmapintensity;
9533 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9534 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9535 // basic lit geometry
9536 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]);
9537 // add pants/shirt if needed
9538 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9539 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]);
9540 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9541 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]);
9542 // now add ambient passes if needed
9543 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9545 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]);
9546 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9547 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]);
9548 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9549 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]);
9552 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9553 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]);
9554 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9556 // if this is opaque use alpha blend which will darken the earlier
9559 // if this is an alpha blended material, all the earlier passes
9560 // were darkened by fog already, so we only need to add the fog
9561 // color ontop through the fog mask texture
9563 // if this is an additive blended material, all the earlier passes
9564 // were darkened by fog already, and we should not add fog color
9565 // (because the background was not darkened, there is no fog color
9566 // that was lost behind it).
9567 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]);
9571 return t->currentframe;
9574 rsurfacestate_t rsurface;
9576 void R_Mesh_ResizeArrays(int newvertices)
9579 if (rsurface.array_size >= newvertices)
9581 if (rsurface.array_modelvertex3f)
9582 Mem_Free(rsurface.array_modelvertex3f);
9583 rsurface.array_size = (newvertices + 1023) & ~1023;
9584 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9585 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9586 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9587 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9588 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9589 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9590 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9591 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9592 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9593 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9594 rsurface.array_color4f = base + rsurface.array_size * 27;
9595 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9598 void RSurf_ActiveWorldEntity(void)
9600 dp_model_t *model = r_refdef.scene.worldmodel;
9601 //if (rsurface.entity == r_refdef.scene.worldentity)
9603 rsurface.entity = r_refdef.scene.worldentity;
9604 rsurface.skeleton = NULL;
9605 rsurface.ent_skinnum = 0;
9606 rsurface.ent_qwskin = -1;
9607 rsurface.ent_shadertime = 0;
9608 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9609 if (rsurface.array_size < model->surfmesh.num_vertices)
9610 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9611 rsurface.matrix = identitymatrix;
9612 rsurface.inversematrix = identitymatrix;
9613 rsurface.matrixscale = 1;
9614 rsurface.inversematrixscale = 1;
9615 R_EntityMatrix(&identitymatrix);
9616 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9617 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9618 rsurface.fograngerecip = r_refdef.fograngerecip;
9619 rsurface.fogheightfade = r_refdef.fogheightfade;
9620 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9621 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9622 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9623 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9624 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9625 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9626 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9627 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9628 rsurface.colormod[3] = 1;
9629 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);
9630 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9631 rsurface.frameblend[0].lerp = 1;
9632 rsurface.ent_alttextures = false;
9633 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9634 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9635 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9636 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9637 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9638 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9639 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9640 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9641 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9642 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9643 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9644 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9645 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9646 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9647 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9648 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9649 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9650 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9651 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9652 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9653 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9654 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9655 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9656 rsurface.modelelement3i = model->surfmesh.data_element3i;
9657 rsurface.modelelement3s = model->surfmesh.data_element3s;
9658 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9659 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9660 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9661 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9662 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9663 rsurface.modelsurfaces = model->data_surfaces;
9664 rsurface.generatedvertex = false;
9665 rsurface.vertex3f = rsurface.modelvertex3f;
9666 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9667 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9668 rsurface.svector3f = rsurface.modelsvector3f;
9669 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9670 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9671 rsurface.tvector3f = rsurface.modeltvector3f;
9672 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9673 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9674 rsurface.normal3f = rsurface.modelnormal3f;
9675 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9676 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9677 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9680 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9682 dp_model_t *model = ent->model;
9683 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9685 rsurface.entity = (entity_render_t *)ent;
9686 rsurface.skeleton = ent->skeleton;
9687 rsurface.ent_skinnum = ent->skinnum;
9688 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;
9689 rsurface.ent_shadertime = ent->shadertime;
9690 rsurface.ent_flags = ent->flags;
9691 if (rsurface.array_size < model->surfmesh.num_vertices)
9692 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9693 rsurface.matrix = ent->matrix;
9694 rsurface.inversematrix = ent->inversematrix;
9695 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9696 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9697 R_EntityMatrix(&rsurface.matrix);
9698 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9699 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9700 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9701 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9702 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9703 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9704 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9705 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9706 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9707 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9708 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9709 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9710 rsurface.colormod[3] = ent->alpha;
9711 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9712 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9713 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9714 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9715 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9716 if (ent->model->brush.submodel && !prepass)
9718 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9719 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9721 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9723 if (ent->animcache_vertex3f && !r_framedata_failed)
9725 rsurface.modelvertex3f = ent->animcache_vertex3f;
9726 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9727 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9728 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9730 else if (wanttangents)
9732 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9733 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9734 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9735 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9736 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9738 else if (wantnormals)
9740 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9741 rsurface.modelsvector3f = NULL;
9742 rsurface.modeltvector3f = NULL;
9743 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9744 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9748 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9749 rsurface.modelsvector3f = NULL;
9750 rsurface.modeltvector3f = NULL;
9751 rsurface.modelnormal3f = NULL;
9752 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9754 rsurface.modelvertex3f_bufferobject = 0;
9755 rsurface.modelvertex3f_bufferoffset = 0;
9756 rsurface.modelsvector3f_bufferobject = 0;
9757 rsurface.modelsvector3f_bufferoffset = 0;
9758 rsurface.modeltvector3f_bufferobject = 0;
9759 rsurface.modeltvector3f_bufferoffset = 0;
9760 rsurface.modelnormal3f_bufferobject = 0;
9761 rsurface.modelnormal3f_bufferoffset = 0;
9762 rsurface.generatedvertex = true;
9766 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9767 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9768 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9769 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9770 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9771 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9772 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9773 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9774 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9775 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9776 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9777 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9778 rsurface.generatedvertex = false;
9780 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9781 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9782 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9783 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9784 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9785 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9786 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9787 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9788 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9789 rsurface.modelelement3i = model->surfmesh.data_element3i;
9790 rsurface.modelelement3s = model->surfmesh.data_element3s;
9791 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9792 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9793 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9794 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9795 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9796 rsurface.modelsurfaces = model->data_surfaces;
9797 rsurface.vertex3f = rsurface.modelvertex3f;
9798 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9799 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9800 rsurface.svector3f = rsurface.modelsvector3f;
9801 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9802 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9803 rsurface.tvector3f = rsurface.modeltvector3f;
9804 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9805 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9806 rsurface.normal3f = rsurface.modelnormal3f;
9807 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9808 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9809 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9812 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)
9814 rsurface.entity = r_refdef.scene.worldentity;
9815 rsurface.skeleton = NULL;
9816 rsurface.ent_skinnum = 0;
9817 rsurface.ent_qwskin = -1;
9818 rsurface.ent_shadertime = shadertime;
9819 rsurface.ent_flags = entflags;
9820 rsurface.modelnum_vertices = numvertices;
9821 rsurface.modelnum_triangles = numtriangles;
9822 if (rsurface.array_size < rsurface.modelnum_vertices)
9823 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9824 rsurface.matrix = *matrix;
9825 rsurface.inversematrix = *inversematrix;
9826 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9827 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9828 R_EntityMatrix(&rsurface.matrix);
9829 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9830 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9831 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9832 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9833 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9834 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9835 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9836 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9837 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9838 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9839 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9840 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9841 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);
9842 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9843 rsurface.frameblend[0].lerp = 1;
9844 rsurface.ent_alttextures = false;
9845 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9846 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9849 rsurface.modelvertex3f = vertex3f;
9850 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9851 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9852 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9854 else if (wantnormals)
9856 rsurface.modelvertex3f = vertex3f;
9857 rsurface.modelsvector3f = NULL;
9858 rsurface.modeltvector3f = NULL;
9859 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9863 rsurface.modelvertex3f = vertex3f;
9864 rsurface.modelsvector3f = NULL;
9865 rsurface.modeltvector3f = NULL;
9866 rsurface.modelnormal3f = NULL;
9868 rsurface.modelvertex3f_bufferobject = 0;
9869 rsurface.modelvertex3f_bufferoffset = 0;
9870 rsurface.modelsvector3f_bufferobject = 0;
9871 rsurface.modelsvector3f_bufferoffset = 0;
9872 rsurface.modeltvector3f_bufferobject = 0;
9873 rsurface.modeltvector3f_bufferoffset = 0;
9874 rsurface.modelnormal3f_bufferobject = 0;
9875 rsurface.modelnormal3f_bufferoffset = 0;
9876 rsurface.generatedvertex = true;
9877 rsurface.modellightmapcolor4f = color4f;
9878 rsurface.modellightmapcolor4f_bufferobject = 0;
9879 rsurface.modellightmapcolor4f_bufferoffset = 0;
9880 rsurface.modeltexcoordtexture2f = texcoord2f;
9881 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9882 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9883 rsurface.modeltexcoordlightmap2f = NULL;
9884 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9885 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9886 rsurface.modelelement3i = element3i;
9887 rsurface.modelelement3s = element3s;
9888 rsurface.modelelement3i_bufferobject = 0;
9889 rsurface.modelelement3s_bufferobject = 0;
9890 rsurface.modellightmapoffsets = NULL;
9891 rsurface.modelsurfaces = NULL;
9892 rsurface.vertex3f = rsurface.modelvertex3f;
9893 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9894 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9895 rsurface.svector3f = rsurface.modelsvector3f;
9896 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9897 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9898 rsurface.tvector3f = rsurface.modeltvector3f;
9899 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9900 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9901 rsurface.normal3f = rsurface.modelnormal3f;
9902 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9903 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9904 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9906 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9908 if ((wantnormals || wanttangents) && !normal3f)
9909 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9910 if (wanttangents && !svector3f)
9911 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);
9915 float RSurf_FogPoint(const float *v)
9917 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9918 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9919 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9920 float FogHeightFade = r_refdef.fogheightfade;
9922 unsigned int fogmasktableindex;
9923 if (r_refdef.fogplaneviewabove)
9924 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9926 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9927 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9928 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9931 float RSurf_FogVertex(const float *v)
9933 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9934 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9935 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9936 float FogHeightFade = rsurface.fogheightfade;
9938 unsigned int fogmasktableindex;
9939 if (r_refdef.fogplaneviewabove)
9940 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9942 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9943 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9944 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9947 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9948 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9951 int texturesurfaceindex;
9956 const float *v1, *in_tc;
9958 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9960 q3shaderinfo_deform_t *deform;
9961 // 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
9962 if (rsurface.generatedvertex)
9964 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9965 generatenormals = true;
9966 for (i = 0;i < Q3MAXDEFORMS;i++)
9968 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9970 generatetangents = true;
9971 generatenormals = true;
9973 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9974 generatenormals = true;
9976 if (generatenormals && !rsurface.modelnormal3f)
9978 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9979 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9980 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9981 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9983 if (generatetangents && !rsurface.modelsvector3f)
9985 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9986 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9987 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9988 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9989 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9990 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9991 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);
9994 rsurface.vertex3f = rsurface.modelvertex3f;
9995 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9996 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9997 rsurface.svector3f = rsurface.modelsvector3f;
9998 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9999 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10000 rsurface.tvector3f = rsurface.modeltvector3f;
10001 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10002 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10003 rsurface.normal3f = rsurface.modelnormal3f;
10004 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10005 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10006 // if vertices are deformed (sprite flares and things in maps, possibly
10007 // water waves, bulges and other deformations), generate them into
10008 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10009 // (may be static model data or generated data for an animated model, or
10010 // the previous deform pass)
10011 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10013 switch (deform->deform)
10016 case Q3DEFORM_PROJECTIONSHADOW:
10017 case Q3DEFORM_TEXT0:
10018 case Q3DEFORM_TEXT1:
10019 case Q3DEFORM_TEXT2:
10020 case Q3DEFORM_TEXT3:
10021 case Q3DEFORM_TEXT4:
10022 case Q3DEFORM_TEXT5:
10023 case Q3DEFORM_TEXT6:
10024 case Q3DEFORM_TEXT7:
10025 case Q3DEFORM_NONE:
10027 case Q3DEFORM_AUTOSPRITE:
10028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10029 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10030 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10031 VectorNormalize(newforward);
10032 VectorNormalize(newright);
10033 VectorNormalize(newup);
10034 // make deformed versions of only the model vertices used by the specified surfaces
10035 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10037 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10038 // a single autosprite surface can contain multiple sprites...
10039 for (j = 0;j < surface->num_vertices - 3;j += 4)
10041 VectorClear(center);
10042 for (i = 0;i < 4;i++)
10043 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10044 VectorScale(center, 0.25f, center);
10045 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10046 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10047 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10048 for (i = 0;i < 4;i++)
10050 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10051 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10054 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);
10055 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);
10057 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10058 rsurface.vertex3f_bufferobject = 0;
10059 rsurface.vertex3f_bufferoffset = 0;
10060 rsurface.svector3f = rsurface.array_deformedsvector3f;
10061 rsurface.svector3f_bufferobject = 0;
10062 rsurface.svector3f_bufferoffset = 0;
10063 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10064 rsurface.tvector3f_bufferobject = 0;
10065 rsurface.tvector3f_bufferoffset = 0;
10066 rsurface.normal3f = rsurface.array_deformednormal3f;
10067 rsurface.normal3f_bufferobject = 0;
10068 rsurface.normal3f_bufferoffset = 0;
10070 case Q3DEFORM_AUTOSPRITE2:
10071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10073 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10074 VectorNormalize(newforward);
10075 VectorNormalize(newright);
10076 VectorNormalize(newup);
10077 // make deformed versions of only the model vertices used by the specified surfaces
10078 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10080 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10081 const float *v1, *v2;
10091 memset(shortest, 0, sizeof(shortest));
10092 // a single autosprite surface can contain multiple sprites...
10093 for (j = 0;j < surface->num_vertices - 3;j += 4)
10095 VectorClear(center);
10096 for (i = 0;i < 4;i++)
10097 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10098 VectorScale(center, 0.25f, center);
10099 // find the two shortest edges, then use them to define the
10100 // axis vectors for rotating around the central axis
10101 for (i = 0;i < 6;i++)
10103 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10104 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10106 Debug_PolygonBegin(NULL, 0);
10107 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10108 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);
10109 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10110 Debug_PolygonEnd();
10112 l = VectorDistance2(v1, v2);
10113 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10114 if (v1[2] != v2[2])
10115 l += (1.0f / 1024.0f);
10116 if (shortest[0].length2 > l || i == 0)
10118 shortest[1] = shortest[0];
10119 shortest[0].length2 = l;
10120 shortest[0].v1 = v1;
10121 shortest[0].v2 = v2;
10123 else if (shortest[1].length2 > l || i == 1)
10125 shortest[1].length2 = l;
10126 shortest[1].v1 = v1;
10127 shortest[1].v2 = v2;
10130 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10131 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10133 Debug_PolygonBegin(NULL, 0);
10134 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10135 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);
10136 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10137 Debug_PolygonEnd();
10139 // this calculates the right vector from the shortest edge
10140 // and the up vector from the edge midpoints
10141 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10142 VectorNormalize(right);
10143 VectorSubtract(end, start, up);
10144 VectorNormalize(up);
10145 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10146 VectorSubtract(rsurface.localvieworigin, center, forward);
10147 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10148 VectorNegate(forward, forward);
10149 VectorReflect(forward, 0, up, forward);
10150 VectorNormalize(forward);
10151 CrossProduct(up, forward, newright);
10152 VectorNormalize(newright);
10154 Debug_PolygonBegin(NULL, 0);
10155 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);
10156 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10157 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10158 Debug_PolygonEnd();
10161 Debug_PolygonBegin(NULL, 0);
10162 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10163 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10164 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10165 Debug_PolygonEnd();
10167 // rotate the quad around the up axis vector, this is made
10168 // especially easy by the fact we know the quad is flat,
10169 // so we only have to subtract the center position and
10170 // measure distance along the right vector, and then
10171 // multiply that by the newright vector and add back the
10173 // we also need to subtract the old position to undo the
10174 // displacement from the center, which we do with a
10175 // DotProduct, the subtraction/addition of center is also
10176 // optimized into DotProducts here
10177 l = DotProduct(right, center);
10178 for (i = 0;i < 4;i++)
10180 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10181 f = DotProduct(right, v1) - l;
10182 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10185 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);
10186 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);
10188 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10189 rsurface.vertex3f_bufferobject = 0;
10190 rsurface.vertex3f_bufferoffset = 0;
10191 rsurface.svector3f = rsurface.array_deformedsvector3f;
10192 rsurface.svector3f_bufferobject = 0;
10193 rsurface.svector3f_bufferoffset = 0;
10194 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10195 rsurface.tvector3f_bufferobject = 0;
10196 rsurface.tvector3f_bufferoffset = 0;
10197 rsurface.normal3f = rsurface.array_deformednormal3f;
10198 rsurface.normal3f_bufferobject = 0;
10199 rsurface.normal3f_bufferoffset = 0;
10201 case Q3DEFORM_NORMAL:
10202 // deform the normals to make reflections wavey
10203 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10205 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10206 for (j = 0;j < surface->num_vertices;j++)
10209 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10210 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10211 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10212 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10213 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10214 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10215 VectorNormalize(normal);
10217 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);
10219 rsurface.svector3f = rsurface.array_deformedsvector3f;
10220 rsurface.svector3f_bufferobject = 0;
10221 rsurface.svector3f_bufferoffset = 0;
10222 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10223 rsurface.tvector3f_bufferobject = 0;
10224 rsurface.tvector3f_bufferoffset = 0;
10225 rsurface.normal3f = rsurface.array_deformednormal3f;
10226 rsurface.normal3f_bufferobject = 0;
10227 rsurface.normal3f_bufferoffset = 0;
10229 case Q3DEFORM_WAVE:
10230 // deform vertex array to make wavey water and flags and such
10231 waveparms[0] = deform->waveparms[0];
10232 waveparms[1] = deform->waveparms[1];
10233 waveparms[2] = deform->waveparms[2];
10234 waveparms[3] = deform->waveparms[3];
10235 // this is how a divisor of vertex influence on deformation
10236 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10237 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10238 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10240 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10241 for (j = 0;j < surface->num_vertices;j++)
10243 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10244 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10245 // if the wavefunc depends on time, evaluate it per-vertex
10248 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10249 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10251 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10254 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10255 rsurface.vertex3f_bufferobject = 0;
10256 rsurface.vertex3f_bufferoffset = 0;
10258 case Q3DEFORM_BULGE:
10259 // deform vertex array to make the surface have moving bulges
10260 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10262 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10263 for (j = 0;j < surface->num_vertices;j++)
10265 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10266 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10269 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10270 rsurface.vertex3f_bufferobject = 0;
10271 rsurface.vertex3f_bufferoffset = 0;
10273 case Q3DEFORM_MOVE:
10274 // deform vertex array
10275 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10276 VectorScale(deform->parms, scale, waveparms);
10277 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10279 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10280 for (j = 0;j < surface->num_vertices;j++)
10281 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10283 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10284 rsurface.vertex3f_bufferobject = 0;
10285 rsurface.vertex3f_bufferoffset = 0;
10289 // generate texcoords based on the chosen texcoord source
10290 switch(rsurface.texture->tcgen.tcgen)
10293 case Q3TCGEN_TEXTURE:
10294 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10295 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10296 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10298 case Q3TCGEN_LIGHTMAP:
10299 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10300 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10301 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10303 case Q3TCGEN_VECTOR:
10304 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10306 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10307 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)
10309 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10310 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10313 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10314 rsurface.texcoordtexture2f_bufferobject = 0;
10315 rsurface.texcoordtexture2f_bufferoffset = 0;
10317 case Q3TCGEN_ENVIRONMENT:
10318 // make environment reflections using a spheremap
10319 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10321 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10322 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10323 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10324 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10325 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10327 // identical to Q3A's method, but executed in worldspace so
10328 // carried models can be shiny too
10330 float viewer[3], d, reflected[3], worldreflected[3];
10332 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10333 // VectorNormalize(viewer);
10335 d = DotProduct(normal, viewer);
10337 reflected[0] = normal[0]*2*d - viewer[0];
10338 reflected[1] = normal[1]*2*d - viewer[1];
10339 reflected[2] = normal[2]*2*d - viewer[2];
10340 // note: this is proportinal to viewer, so we can normalize later
10342 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10343 VectorNormalize(worldreflected);
10345 // note: this sphere map only uses world x and z!
10346 // so positive and negative y will LOOK THE SAME.
10347 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10348 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10351 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10352 rsurface.texcoordtexture2f_bufferobject = 0;
10353 rsurface.texcoordtexture2f_bufferoffset = 0;
10356 // the only tcmod that needs software vertex processing is turbulent, so
10357 // check for it here and apply the changes if needed
10358 // and we only support that as the first one
10359 // (handling a mixture of turbulent and other tcmods would be problematic
10360 // without punting it entirely to a software path)
10361 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10363 amplitude = rsurface.texture->tcmods[0].parms[1];
10364 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10365 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10367 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10368 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)
10370 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10371 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10374 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10375 rsurface.texcoordtexture2f_bufferobject = 0;
10376 rsurface.texcoordtexture2f_bufferoffset = 0;
10378 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10379 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10380 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10381 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10384 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10387 const msurface_t *surface = texturesurfacelist[0];
10388 const msurface_t *surface2;
10393 // TODO: lock all array ranges before render, rather than on each surface
10394 if (texturenumsurfaces == 1)
10395 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);
10396 else if (r_batchmode.integer == 2)
10398 #define MAXBATCHTRIANGLES 65536
10399 int batchtriangles = 0;
10400 static int batchelements[MAXBATCHTRIANGLES*3];
10401 for (i = 0;i < texturenumsurfaces;i = j)
10403 surface = texturesurfacelist[i];
10405 if (surface->num_triangles > MAXBATCHTRIANGLES)
10407 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);
10410 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10411 batchtriangles = surface->num_triangles;
10412 firstvertex = surface->num_firstvertex;
10413 endvertex = surface->num_firstvertex + surface->num_vertices;
10414 for (;j < texturenumsurfaces;j++)
10416 surface2 = texturesurfacelist[j];
10417 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10419 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10420 batchtriangles += surface2->num_triangles;
10421 firstvertex = min(firstvertex, surface2->num_firstvertex);
10422 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10424 surface2 = texturesurfacelist[j-1];
10425 numvertices = endvertex - firstvertex;
10426 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10429 else if (r_batchmode.integer == 1)
10431 for (i = 0;i < texturenumsurfaces;i = j)
10433 surface = texturesurfacelist[i];
10434 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10435 if (texturesurfacelist[j] != surface2)
10437 surface2 = texturesurfacelist[j-1];
10438 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10439 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10440 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10445 for (i = 0;i < texturenumsurfaces;i++)
10447 surface = texturesurfacelist[i];
10448 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);
10453 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10455 switch(vid.renderpath)
10457 case RENDERPATH_CGGL:
10459 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10460 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10463 case RENDERPATH_GL20:
10464 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10465 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10467 case RENDERPATH_GL13:
10468 case RENDERPATH_GL11:
10469 R_Mesh_TexBind(0, surface->lightmaptexture);
10474 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10476 // pick the closest matching water plane and bind textures
10477 int planeindex, vertexindex;
10481 r_waterstate_waterplane_t *p, *bestp;
10484 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10486 if(p->camera_entity != rsurface.texture->camera_entity)
10489 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10491 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10492 d += fabs(PlaneDiff(vert, &p->plane));
10494 if (bestd > d || !bestp)
10500 switch(vid.renderpath)
10502 case RENDERPATH_CGGL:
10504 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10505 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10506 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10509 case RENDERPATH_GL20:
10510 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10511 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10512 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10514 case RENDERPATH_GL13:
10515 case RENDERPATH_GL11:
10520 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10523 const msurface_t *surface;
10524 if (r_waterstate.renderingscene)
10526 for (i = 0;i < texturenumsurfaces;i++)
10528 surface = texturesurfacelist[i];
10529 RSurf_BindLightmapForSurface(surface);
10530 RSurf_BindReflectionForSurface(surface);
10531 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);
10535 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10539 const msurface_t *surface = texturesurfacelist[0];
10540 const msurface_t *surface2;
10545 if (texturenumsurfaces == 1)
10547 RSurf_BindLightmapForSurface(surface);
10548 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);
10550 else if (r_batchmode.integer == 2)
10552 int batchtriangles = 0;
10553 static int batchelements[MAXBATCHTRIANGLES*3];
10554 for (i = 0;i < texturenumsurfaces;i = j)
10556 surface = texturesurfacelist[i];
10557 RSurf_BindLightmapForSurface(surface);
10559 if (surface->num_triangles > MAXBATCHTRIANGLES)
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);
10564 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10565 batchtriangles = surface->num_triangles;
10566 firstvertex = surface->num_firstvertex;
10567 endvertex = surface->num_firstvertex + surface->num_vertices;
10568 for (;j < texturenumsurfaces;j++)
10570 surface2 = texturesurfacelist[j];
10571 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10573 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10574 batchtriangles += surface2->num_triangles;
10575 firstvertex = min(firstvertex, surface2->num_firstvertex);
10576 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10578 surface2 = texturesurfacelist[j-1];
10579 numvertices = endvertex - firstvertex;
10580 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10583 else if (r_batchmode.integer == 1)
10586 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10587 for (i = 0;i < texturenumsurfaces;i = j)
10589 surface = texturesurfacelist[i];
10590 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10591 if (texturesurfacelist[j] != surface2)
10593 Con_Printf(" %i", j - i);
10596 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10598 for (i = 0;i < texturenumsurfaces;i = j)
10600 surface = texturesurfacelist[i];
10601 RSurf_BindLightmapForSurface(surface);
10602 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10603 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10606 Con_Printf(" %i", j - i);
10608 surface2 = texturesurfacelist[j-1];
10609 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10610 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10611 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10619 for (i = 0;i < texturenumsurfaces;i++)
10621 surface = texturesurfacelist[i];
10622 RSurf_BindLightmapForSurface(surface);
10623 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);
10628 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10631 int texturesurfaceindex;
10632 if (r_showsurfaces.integer == 2)
10634 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10636 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10637 for (j = 0;j < surface->num_triangles;j++)
10639 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10640 GL_Color(f, f, f, 1);
10641 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10647 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10649 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10650 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10651 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);
10652 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);
10657 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10659 int texturesurfaceindex;
10663 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10665 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10666 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)
10674 rsurface.lightmapcolor4f = rsurface.array_color4f;
10675 rsurface.lightmapcolor4f_bufferobject = 0;
10676 rsurface.lightmapcolor4f_bufferoffset = 0;
10679 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10681 int texturesurfaceindex;
10687 if (rsurface.lightmapcolor4f)
10689 // generate color arrays for the surfaces in this list
10690 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10692 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10693 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)
10695 f = RSurf_FogVertex(v);
10705 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10707 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10708 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)
10710 f = RSurf_FogVertex(v);
10718 rsurface.lightmapcolor4f = rsurface.array_color4f;
10719 rsurface.lightmapcolor4f_bufferobject = 0;
10720 rsurface.lightmapcolor4f_bufferoffset = 0;
10723 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10725 int texturesurfaceindex;
10731 if (!rsurface.lightmapcolor4f)
10733 // generate color arrays for the surfaces in this list
10734 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10736 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10737 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)
10739 f = RSurf_FogVertex(v);
10740 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10741 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10742 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10746 rsurface.lightmapcolor4f = rsurface.array_color4f;
10747 rsurface.lightmapcolor4f_bufferobject = 0;
10748 rsurface.lightmapcolor4f_bufferoffset = 0;
10751 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10753 int texturesurfaceindex;
10757 if (!rsurface.lightmapcolor4f)
10759 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10761 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10762 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)
10770 rsurface.lightmapcolor4f = rsurface.array_color4f;
10771 rsurface.lightmapcolor4f_bufferobject = 0;
10772 rsurface.lightmapcolor4f_bufferoffset = 0;
10775 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10777 int texturesurfaceindex;
10781 if (!rsurface.lightmapcolor4f)
10783 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10785 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10786 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)
10788 c2[0] = c[0] + r_refdef.scene.ambient;
10789 c2[1] = c[1] + r_refdef.scene.ambient;
10790 c2[2] = c[2] + r_refdef.scene.ambient;
10794 rsurface.lightmapcolor4f = rsurface.array_color4f;
10795 rsurface.lightmapcolor4f_bufferobject = 0;
10796 rsurface.lightmapcolor4f_bufferoffset = 0;
10799 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10802 rsurface.lightmapcolor4f = NULL;
10803 rsurface.lightmapcolor4f_bufferobject = 0;
10804 rsurface.lightmapcolor4f_bufferoffset = 0;
10805 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10806 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10807 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10808 GL_Color(r, g, b, a);
10809 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10812 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10814 // TODO: optimize applyfog && applycolor case
10815 // just apply fog if necessary, and tint the fog color array if necessary
10816 rsurface.lightmapcolor4f = NULL;
10817 rsurface.lightmapcolor4f_bufferobject = 0;
10818 rsurface.lightmapcolor4f_bufferoffset = 0;
10819 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10820 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10821 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10822 GL_Color(r, g, b, a);
10823 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10826 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10828 int texturesurfaceindex;
10832 if (texturesurfacelist[0]->lightmapinfo)
10834 // generate color arrays for the surfaces in this list
10835 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10837 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10838 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10840 if (surface->lightmapinfo->samples)
10842 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10843 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10844 VectorScale(lm, scale, c);
10845 if (surface->lightmapinfo->styles[1] != 255)
10847 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10849 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10850 VectorMA(c, scale, lm, c);
10851 if (surface->lightmapinfo->styles[2] != 255)
10854 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10855 VectorMA(c, scale, lm, c);
10856 if (surface->lightmapinfo->styles[3] != 255)
10859 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10860 VectorMA(c, scale, lm, c);
10870 rsurface.lightmapcolor4f = rsurface.array_color4f;
10871 rsurface.lightmapcolor4f_bufferobject = 0;
10872 rsurface.lightmapcolor4f_bufferoffset = 0;
10876 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10877 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10878 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10880 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10881 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10882 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10883 GL_Color(r, g, b, a);
10884 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10887 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10889 int texturesurfaceindex;
10896 vec3_t ambientcolor;
10897 vec3_t diffusecolor;
10901 VectorCopy(rsurface.modellight_lightdir, lightdir);
10902 f = 0.5f * r_refdef.lightmapintensity;
10903 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10904 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10905 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10906 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10907 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10908 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10910 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10912 // generate color arrays for the surfaces in this list
10913 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10915 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10916 int numverts = surface->num_vertices;
10917 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10918 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10919 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10920 // q3-style directional shading
10921 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10923 if ((f = DotProduct(n, lightdir)) > 0)
10924 VectorMA(ambientcolor, f, diffusecolor, c);
10926 VectorCopy(ambientcolor, c);
10934 rsurface.lightmapcolor4f = rsurface.array_color4f;
10935 rsurface.lightmapcolor4f_bufferobject = 0;
10936 rsurface.lightmapcolor4f_bufferoffset = 0;
10937 *applycolor = false;
10941 *r = ambientcolor[0];
10942 *g = ambientcolor[1];
10943 *b = ambientcolor[2];
10944 rsurface.lightmapcolor4f = NULL;
10945 rsurface.lightmapcolor4f_bufferobject = 0;
10946 rsurface.lightmapcolor4f_bufferoffset = 0;
10950 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10952 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10953 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10954 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10955 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10956 GL_Color(r, g, b, a);
10957 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10960 void RSurf_SetupDepthAndCulling(void)
10962 // submodels are biased to avoid z-fighting with world surfaces that they
10963 // may be exactly overlapping (avoids z-fighting artifacts on certain
10964 // doors and things in Quake maps)
10965 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10966 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10967 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10968 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10971 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10973 // transparent sky would be ridiculous
10974 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10976 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10977 skyrenderlater = true;
10978 RSurf_SetupDepthAndCulling();
10979 GL_DepthMask(true);
10980 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10981 // skymasking on them, and Quake3 never did sky masking (unlike
10982 // software Quake and software Quake2), so disable the sky masking
10983 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10984 // and skymasking also looks very bad when noclipping outside the
10985 // level, so don't use it then either.
10986 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10988 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10989 R_Mesh_ColorPointer(NULL, 0, 0);
10990 R_Mesh_ResetTextureState();
10991 if (skyrendermasked)
10993 R_SetupShader_DepthOrShadow();
10994 // depth-only (masking)
10995 GL_ColorMask(0,0,0,0);
10996 // just to make sure that braindead drivers don't draw
10997 // anything despite that colormask...
10998 GL_BlendFunc(GL_ZERO, GL_ONE);
11002 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11004 GL_BlendFunc(GL_ONE, GL_ZERO);
11006 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11007 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11008 if (skyrendermasked)
11009 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11011 R_Mesh_ResetTextureState();
11012 GL_Color(1, 1, 1, 1);
11015 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11016 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11017 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11019 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11021 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11024 // render screenspace normalmap to texture
11025 GL_DepthMask(true);
11026 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11027 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11029 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11031 // render water or distortion background, then blend surface on top
11032 GL_DepthMask(true);
11033 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11034 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11035 GL_DepthMask(false);
11036 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11037 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11038 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11040 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11044 // render surface normally
11045 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11046 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11047 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11048 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11049 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11050 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11052 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11056 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11058 // OpenGL 1.3 path - anything not completely ancient
11059 int texturesurfaceindex;
11060 qboolean applycolor;
11063 const texturelayer_t *layer;
11064 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11066 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11069 int layertexrgbscale;
11070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11072 if (layerindex == 0)
11073 GL_AlphaTest(true);
11076 GL_AlphaTest(false);
11077 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11080 GL_DepthMask(layer->depthmask && writedepth);
11081 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11082 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11084 layertexrgbscale = 4;
11085 VectorScale(layer->color, 0.25f, layercolor);
11087 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11089 layertexrgbscale = 2;
11090 VectorScale(layer->color, 0.5f, layercolor);
11094 layertexrgbscale = 1;
11095 VectorScale(layer->color, 1.0f, layercolor);
11097 layercolor[3] = layer->color[3];
11098 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11099 R_Mesh_ColorPointer(NULL, 0, 0);
11100 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11101 switch (layer->type)
11103 case TEXTURELAYERTYPE_LITTEXTURE:
11104 // single-pass lightmapped texture with 2x rgbscale
11105 R_Mesh_TexBind(0, r_texture_white);
11106 R_Mesh_TexMatrix(0, NULL);
11107 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11108 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11109 R_Mesh_TexBind(1, layer->texture);
11110 R_Mesh_TexMatrix(1, &layer->texmatrix);
11111 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11112 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11113 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11114 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11115 else if (rsurface.uselightmaptexture)
11116 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11118 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11120 case TEXTURELAYERTYPE_TEXTURE:
11121 // singletexture unlit texture with transparency support
11122 R_Mesh_TexBind(0, layer->texture);
11123 R_Mesh_TexMatrix(0, &layer->texmatrix);
11124 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11125 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11126 R_Mesh_TexBind(1, 0);
11127 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11128 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11130 case TEXTURELAYERTYPE_FOG:
11131 // singletexture fogging
11132 if (layer->texture)
11134 R_Mesh_TexBind(0, layer->texture);
11135 R_Mesh_TexMatrix(0, &layer->texmatrix);
11136 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11137 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11141 R_Mesh_TexBind(0, 0);
11142 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11144 R_Mesh_TexBind(1, 0);
11145 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11146 // generate a color array for the fog pass
11147 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11148 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11154 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11155 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)
11157 f = 1 - RSurf_FogVertex(v);
11158 c[0] = layercolor[0];
11159 c[1] = layercolor[1];
11160 c[2] = layercolor[2];
11161 c[3] = f * layercolor[3];
11164 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11167 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11171 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11173 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11174 GL_AlphaTest(false);
11178 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11180 // OpenGL 1.1 - crusty old voodoo path
11181 int texturesurfaceindex;
11184 const texturelayer_t *layer;
11185 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11187 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11189 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11191 if (layerindex == 0)
11192 GL_AlphaTest(true);
11195 GL_AlphaTest(false);
11196 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11199 GL_DepthMask(layer->depthmask && writedepth);
11200 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11201 R_Mesh_ColorPointer(NULL, 0, 0);
11202 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11203 switch (layer->type)
11205 case TEXTURELAYERTYPE_LITTEXTURE:
11206 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11208 // two-pass lit texture with 2x rgbscale
11209 // first the lightmap pass
11210 R_Mesh_TexBind(0, r_texture_white);
11211 R_Mesh_TexMatrix(0, NULL);
11212 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11213 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11214 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11215 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11216 else if (rsurface.uselightmaptexture)
11217 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11219 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11220 // then apply the texture to it
11221 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11222 R_Mesh_TexBind(0, layer->texture);
11223 R_Mesh_TexMatrix(0, &layer->texmatrix);
11224 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11225 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11226 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);
11230 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11231 R_Mesh_TexBind(0, layer->texture);
11232 R_Mesh_TexMatrix(0, &layer->texmatrix);
11233 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11234 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11235 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11236 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);
11238 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);
11241 case TEXTURELAYERTYPE_TEXTURE:
11242 // singletexture unlit texture with transparency support
11243 R_Mesh_TexBind(0, layer->texture);
11244 R_Mesh_TexMatrix(0, &layer->texmatrix);
11245 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11246 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11247 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);
11249 case TEXTURELAYERTYPE_FOG:
11250 // singletexture fogging
11251 if (layer->texture)
11253 R_Mesh_TexBind(0, layer->texture);
11254 R_Mesh_TexMatrix(0, &layer->texmatrix);
11255 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11256 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11260 R_Mesh_TexBind(0, 0);
11261 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11263 // generate a color array for the fog pass
11264 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11265 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11271 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11272 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)
11274 f = 1 - RSurf_FogVertex(v);
11275 c[0] = layer->color[0];
11276 c[1] = layer->color[1];
11277 c[2] = layer->color[2];
11278 c[3] = f * layer->color[3];
11281 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11284 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11288 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11290 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11291 GL_AlphaTest(false);
11295 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11299 GL_AlphaTest(false);
11300 R_Mesh_ColorPointer(NULL, 0, 0);
11301 R_Mesh_ResetTextureState();
11302 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11304 if(rsurface.texture && rsurface.texture->currentskinframe)
11306 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11307 c[3] *= rsurface.texture->currentalpha;
11317 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11319 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11320 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11321 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11324 // brighten it up (as texture value 127 means "unlit")
11325 c[0] *= 2 * r_refdef.view.colorscale;
11326 c[1] *= 2 * r_refdef.view.colorscale;
11327 c[2] *= 2 * r_refdef.view.colorscale;
11329 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11330 c[3] *= r_wateralpha.value;
11332 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11334 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11335 GL_DepthMask(false);
11337 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11339 GL_BlendFunc(GL_ONE, GL_ONE);
11340 GL_DepthMask(false);
11342 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11344 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11345 GL_DepthMask(false);
11347 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11349 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11350 GL_DepthMask(false);
11354 GL_BlendFunc(GL_ONE, GL_ZERO);
11355 GL_DepthMask(writedepth);
11358 rsurface.lightmapcolor4f = NULL;
11360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11362 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11364 rsurface.lightmapcolor4f = NULL;
11365 rsurface.lightmapcolor4f_bufferobject = 0;
11366 rsurface.lightmapcolor4f_bufferoffset = 0;
11368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11370 qboolean applycolor = true;
11373 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11375 r_refdef.lightmapintensity = 1;
11376 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11377 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11381 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11383 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11384 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11385 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11388 if(!rsurface.lightmapcolor4f)
11389 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11391 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11392 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11393 if(r_refdef.fogenabled)
11394 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11396 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11397 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11400 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11403 RSurf_SetupDepthAndCulling();
11404 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11406 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11409 switch (vid.renderpath)
11411 case RENDERPATH_GL20:
11412 case RENDERPATH_CGGL:
11413 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11415 case RENDERPATH_GL13:
11416 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11418 case RENDERPATH_GL11:
11419 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11425 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11428 RSurf_SetupDepthAndCulling();
11429 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11431 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11434 switch (vid.renderpath)
11436 case RENDERPATH_GL20:
11437 case RENDERPATH_CGGL:
11438 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11440 case RENDERPATH_GL13:
11441 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11443 case RENDERPATH_GL11:
11444 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11450 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11453 int texturenumsurfaces, endsurface;
11454 texture_t *texture;
11455 const msurface_t *surface;
11456 #define MAXBATCH_TRANSPARENTSURFACES 256
11457 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11459 // if the model is static it doesn't matter what value we give for
11460 // wantnormals and wanttangents, so this logic uses only rules applicable
11461 // to a model, knowing that they are meaningless otherwise
11462 if (ent == r_refdef.scene.worldentity)
11463 RSurf_ActiveWorldEntity();
11464 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11465 RSurf_ActiveModelEntity(ent, false, false, false);
11468 switch (vid.renderpath)
11470 case RENDERPATH_GL20:
11471 case RENDERPATH_CGGL:
11472 RSurf_ActiveModelEntity(ent, true, true, false);
11474 case RENDERPATH_GL13:
11475 case RENDERPATH_GL11:
11476 RSurf_ActiveModelEntity(ent, true, false, false);
11481 if (r_transparentdepthmasking.integer)
11483 qboolean setup = false;
11484 for (i = 0;i < numsurfaces;i = j)
11487 surface = rsurface.modelsurfaces + surfacelist[i];
11488 texture = surface->texture;
11489 rsurface.texture = R_GetCurrentTexture(texture);
11490 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11491 // scan ahead until we find a different texture
11492 endsurface = min(i + 1024, numsurfaces);
11493 texturenumsurfaces = 0;
11494 texturesurfacelist[texturenumsurfaces++] = surface;
11495 for (;j < endsurface;j++)
11497 surface = rsurface.modelsurfaces + surfacelist[j];
11498 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11500 texturesurfacelist[texturenumsurfaces++] = surface;
11502 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11504 // render the range of surfaces as depth
11508 GL_ColorMask(0,0,0,0);
11510 GL_DepthTest(true);
11511 GL_BlendFunc(GL_ONE, GL_ZERO);
11512 GL_DepthMask(true);
11513 GL_AlphaTest(false);
11514 R_Mesh_ColorPointer(NULL, 0, 0);
11515 R_Mesh_ResetTextureState();
11516 R_SetupShader_DepthOrShadow();
11518 RSurf_SetupDepthAndCulling();
11519 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11520 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11523 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11526 for (i = 0;i < numsurfaces;i = j)
11529 surface = rsurface.modelsurfaces + surfacelist[i];
11530 texture = surface->texture;
11531 rsurface.texture = R_GetCurrentTexture(texture);
11532 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11533 // scan ahead until we find a different texture
11534 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11535 texturenumsurfaces = 0;
11536 texturesurfacelist[texturenumsurfaces++] = surface;
11537 for (;j < endsurface;j++)
11539 surface = rsurface.modelsurfaces + surfacelist[j];
11540 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11542 texturesurfacelist[texturenumsurfaces++] = surface;
11544 // render the range of surfaces
11545 if (ent == r_refdef.scene.worldentity)
11546 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11548 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11550 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11551 GL_AlphaTest(false);
11554 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11556 // transparent surfaces get pushed off into the transparent queue
11557 int surfacelistindex;
11558 const msurface_t *surface;
11559 vec3_t tempcenter, center;
11560 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11562 surface = texturesurfacelist[surfacelistindex];
11563 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11564 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11565 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11566 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11567 if (queueentity->transparent_offset) // transparent offset
11569 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11570 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11571 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11573 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11577 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11579 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11583 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11585 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11587 RSurf_SetupDepthAndCulling();
11588 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11589 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11593 if (!rsurface.texture->currentnumlayers)
11595 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11596 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11598 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11600 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11602 RSurf_SetupDepthAndCulling();
11603 GL_AlphaTest(false);
11604 R_Mesh_ColorPointer(NULL, 0, 0);
11605 R_Mesh_ResetTextureState();
11606 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11607 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11608 GL_DepthMask(true);
11609 GL_BlendFunc(GL_ONE, GL_ZERO);
11610 GL_Color(0, 0, 0, 1);
11611 GL_DepthTest(writedepth);
11612 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11614 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11616 RSurf_SetupDepthAndCulling();
11617 GL_AlphaTest(false);
11618 R_Mesh_ColorPointer(NULL, 0, 0);
11619 R_Mesh_ResetTextureState();
11620 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11621 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11622 GL_DepthMask(true);
11623 GL_BlendFunc(GL_ONE, GL_ZERO);
11624 GL_DepthTest(true);
11625 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11627 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11628 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11629 else if (!rsurface.texture->currentnumlayers)
11631 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11633 // in the deferred case, transparent surfaces were queued during prepass
11634 if (!r_shadow_usingdeferredprepass)
11635 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11639 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11640 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11645 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11648 texture_t *texture;
11649 // break the surface list down into batches by texture and use of lightmapping
11650 for (i = 0;i < numsurfaces;i = j)
11653 // texture is the base texture pointer, rsurface.texture is the
11654 // current frame/skin the texture is directing us to use (for example
11655 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11656 // use skin 1 instead)
11657 texture = surfacelist[i]->texture;
11658 rsurface.texture = R_GetCurrentTexture(texture);
11659 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11660 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11662 // if this texture is not the kind we want, skip ahead to the next one
11663 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11667 // simply scan ahead until we find a different texture or lightmap state
11668 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11670 // render the range of surfaces
11671 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11675 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11680 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11682 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11684 RSurf_SetupDepthAndCulling();
11685 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11686 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11690 if (!rsurface.texture->currentnumlayers)
11692 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11693 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11695 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11697 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11699 RSurf_SetupDepthAndCulling();
11700 GL_AlphaTest(false);
11701 R_Mesh_ColorPointer(NULL, 0, 0);
11702 R_Mesh_ResetTextureState();
11703 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11704 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11705 GL_DepthMask(true);
11706 GL_BlendFunc(GL_ONE, GL_ZERO);
11707 GL_Color(0, 0, 0, 1);
11708 GL_DepthTest(writedepth);
11709 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11711 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11713 RSurf_SetupDepthAndCulling();
11714 GL_AlphaTest(false);
11715 R_Mesh_ColorPointer(NULL, 0, 0);
11716 R_Mesh_ResetTextureState();
11717 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11718 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11719 GL_DepthMask(true);
11720 GL_BlendFunc(GL_ONE, GL_ZERO);
11721 GL_DepthTest(true);
11722 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11724 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11725 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11726 else if (!rsurface.texture->currentnumlayers)
11728 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11730 // in the deferred case, transparent surfaces were queued during prepass
11731 if (!r_shadow_usingdeferredprepass)
11732 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11736 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11737 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11742 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11745 texture_t *texture;
11746 // break the surface list down into batches by texture and use of lightmapping
11747 for (i = 0;i < numsurfaces;i = j)
11750 // texture is the base texture pointer, rsurface.texture is the
11751 // current frame/skin the texture is directing us to use (for example
11752 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11753 // use skin 1 instead)
11754 texture = surfacelist[i]->texture;
11755 rsurface.texture = R_GetCurrentTexture(texture);
11756 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11757 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11759 // if this texture is not the kind we want, skip ahead to the next one
11760 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11764 // simply scan ahead until we find a different texture or lightmap state
11765 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11767 // render the range of surfaces
11768 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11772 float locboxvertex3f[6*4*3] =
11774 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11775 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11776 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11777 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11778 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11779 1,0,0, 0,0,0, 0,1,0, 1,1,0
11782 unsigned short locboxelements[6*2*3] =
11787 12,13,14, 12,14,15,
11788 16,17,18, 16,18,19,
11792 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11795 cl_locnode_t *loc = (cl_locnode_t *)ent;
11797 float vertex3f[6*4*3];
11799 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11800 GL_DepthMask(false);
11801 GL_DepthRange(0, 1);
11802 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11803 GL_DepthTest(true);
11804 GL_CullFace(GL_NONE);
11805 R_EntityMatrix(&identitymatrix);
11807 R_Mesh_VertexPointer(vertex3f, 0, 0);
11808 R_Mesh_ColorPointer(NULL, 0, 0);
11809 R_Mesh_ResetTextureState();
11810 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11812 i = surfacelist[0];
11813 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11814 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11815 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11816 surfacelist[0] < 0 ? 0.5f : 0.125f);
11818 if (VectorCompare(loc->mins, loc->maxs))
11820 VectorSet(size, 2, 2, 2);
11821 VectorMA(loc->mins, -0.5f, size, mins);
11825 VectorCopy(loc->mins, mins);
11826 VectorSubtract(loc->maxs, loc->mins, size);
11829 for (i = 0;i < 6*4*3;)
11830 for (j = 0;j < 3;j++, i++)
11831 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11833 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11836 void R_DrawLocs(void)
11839 cl_locnode_t *loc, *nearestloc;
11841 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11842 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11844 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11845 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11849 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11851 if (decalsystem->decals)
11852 Mem_Free(decalsystem->decals);
11853 memset(decalsystem, 0, sizeof(*decalsystem));
11856 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)
11859 tridecal_t *decals;
11862 // expand or initialize the system
11863 if (decalsystem->maxdecals <= decalsystem->numdecals)
11865 decalsystem_t old = *decalsystem;
11866 qboolean useshortelements;
11867 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11868 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11869 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)));
11870 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11871 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11872 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11873 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11874 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11875 if (decalsystem->numdecals)
11876 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11878 Mem_Free(old.decals);
11879 for (i = 0;i < decalsystem->maxdecals*3;i++)
11880 decalsystem->element3i[i] = i;
11881 if (useshortelements)
11882 for (i = 0;i < decalsystem->maxdecals*3;i++)
11883 decalsystem->element3s[i] = i;
11886 // grab a decal and search for another free slot for the next one
11887 decals = decalsystem->decals;
11888 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11889 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11891 decalsystem->freedecal = i;
11892 if (decalsystem->numdecals <= i)
11893 decalsystem->numdecals = i + 1;
11895 // initialize the decal
11897 decal->triangleindex = triangleindex;
11898 decal->surfaceindex = surfaceindex;
11899 decal->decalsequence = decalsequence;
11900 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11901 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11902 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11903 decal->color4ub[0][3] = 255;
11904 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11905 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11906 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11907 decal->color4ub[1][3] = 255;
11908 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11909 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11910 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11911 decal->color4ub[2][3] = 255;
11912 decal->vertex3f[0][0] = v0[0];
11913 decal->vertex3f[0][1] = v0[1];
11914 decal->vertex3f[0][2] = v0[2];
11915 decal->vertex3f[1][0] = v1[0];
11916 decal->vertex3f[1][1] = v1[1];
11917 decal->vertex3f[1][2] = v1[2];
11918 decal->vertex3f[2][0] = v2[0];
11919 decal->vertex3f[2][1] = v2[1];
11920 decal->vertex3f[2][2] = v2[2];
11921 decal->texcoord2f[0][0] = t0[0];
11922 decal->texcoord2f[0][1] = t0[1];
11923 decal->texcoord2f[1][0] = t1[0];
11924 decal->texcoord2f[1][1] = t1[1];
11925 decal->texcoord2f[2][0] = t2[0];
11926 decal->texcoord2f[2][1] = t2[1];
11929 extern cvar_t cl_decals_bias;
11930 extern cvar_t cl_decals_models;
11931 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11932 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)
11934 matrix4x4_t projection;
11935 decalsystem_t *decalsystem;
11938 const float *vertex3f;
11939 const msurface_t *surface;
11940 const msurface_t *surfaces;
11941 const int *surfacelist;
11942 const texture_t *texture;
11944 int numsurfacelist;
11945 int surfacelistindex;
11952 float localorigin[3];
11953 float localnormal[3];
11954 float localmins[3];
11955 float localmaxs[3];
11961 float planes[6][4];
11963 float points[2][9][3];
11967 decalsystem = &ent->decalsystem;
11968 model = ent->model;
11969 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11971 R_DecalSystem_Reset(&ent->decalsystem);
11975 if (!model->brush.data_nodes && !cl_decals_models.integer)
11977 if (decalsystem->model)
11978 R_DecalSystem_Reset(decalsystem);
11982 if (decalsystem->model != model)
11983 R_DecalSystem_Reset(decalsystem);
11984 decalsystem->model = model;
11986 RSurf_ActiveModelEntity(ent, false, false, false);
11988 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11989 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11990 VectorNormalize(localnormal);
11991 localsize = worldsize*rsurface.inversematrixscale;
11992 localmins[0] = localorigin[0] - localsize;
11993 localmins[1] = localorigin[1] - localsize;
11994 localmins[2] = localorigin[2] - localsize;
11995 localmaxs[0] = localorigin[0] + localsize;
11996 localmaxs[1] = localorigin[1] + localsize;
11997 localmaxs[2] = localorigin[2] + localsize;
11999 //VectorCopy(localnormal, planes[4]);
12000 //VectorVectors(planes[4], planes[2], planes[0]);
12001 AnglesFromVectors(angles, localnormal, NULL, false);
12002 AngleVectors(angles, planes[0], planes[2], planes[4]);
12003 VectorNegate(planes[0], planes[1]);
12004 VectorNegate(planes[2], planes[3]);
12005 VectorNegate(planes[4], planes[5]);
12006 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12007 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12008 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12009 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12010 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12011 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12016 matrix4x4_t forwardprojection;
12017 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12018 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12023 float projectionvector[4][3];
12024 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12025 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12026 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12027 projectionvector[0][0] = planes[0][0] * ilocalsize;
12028 projectionvector[0][1] = planes[1][0] * ilocalsize;
12029 projectionvector[0][2] = planes[2][0] * ilocalsize;
12030 projectionvector[1][0] = planes[0][1] * ilocalsize;
12031 projectionvector[1][1] = planes[1][1] * ilocalsize;
12032 projectionvector[1][2] = planes[2][1] * ilocalsize;
12033 projectionvector[2][0] = planes[0][2] * ilocalsize;
12034 projectionvector[2][1] = planes[1][2] * ilocalsize;
12035 projectionvector[2][2] = planes[2][2] * ilocalsize;
12036 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12037 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12038 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12039 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12043 dynamic = model->surfmesh.isanimated;
12044 vertex3f = rsurface.modelvertex3f;
12045 numsurfacelist = model->nummodelsurfaces;
12046 surfacelist = model->sortedmodelsurfaces;
12047 surfaces = model->data_surfaces;
12048 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12050 surfaceindex = surfacelist[surfacelistindex];
12051 surface = surfaces + surfaceindex;
12052 // check cull box first because it rejects more than any other check
12053 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12055 // skip transparent surfaces
12056 texture = surface->texture;
12057 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12059 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12061 numtriangles = surface->num_triangles;
12062 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12064 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12066 index = 3*e[cornerindex];
12067 VectorCopy(vertex3f + index, v[cornerindex]);
12070 //TriangleNormal(v[0], v[1], v[2], normal);
12071 //if (DotProduct(normal, localnormal) < 0.0f)
12073 // clip by each of the box planes formed from the projection matrix
12074 // if anything survives, we emit the decal
12075 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]);
12078 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]);
12081 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]);
12084 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]);
12087 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]);
12090 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]);
12093 // some part of the triangle survived, so we have to accept it...
12096 // dynamic always uses the original triangle
12098 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12100 index = 3*e[cornerindex];
12101 VectorCopy(vertex3f + index, v[cornerindex]);
12104 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12106 // convert vertex positions to texcoords
12107 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12108 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12109 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12110 // calculate distance fade from the projection origin
12111 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12112 f = bound(0.0f, f, 1.0f);
12113 c[cornerindex][0] = r * f;
12114 c[cornerindex][1] = g * f;
12115 c[cornerindex][2] = b * f;
12116 c[cornerindex][3] = 1.0f;
12117 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12120 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);
12122 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12123 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);
12128 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12129 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)
12131 int renderentityindex;
12132 float worldmins[3];
12133 float worldmaxs[3];
12134 entity_render_t *ent;
12136 if (!cl_decals_newsystem.integer)
12139 worldmins[0] = worldorigin[0] - worldsize;
12140 worldmins[1] = worldorigin[1] - worldsize;
12141 worldmins[2] = worldorigin[2] - worldsize;
12142 worldmaxs[0] = worldorigin[0] + worldsize;
12143 worldmaxs[1] = worldorigin[1] + worldsize;
12144 worldmaxs[2] = worldorigin[2] + worldsize;
12146 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12148 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12150 ent = r_refdef.scene.entities[renderentityindex];
12151 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12154 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12158 typedef struct r_decalsystem_splatqueue_s
12160 vec3_t worldorigin;
12161 vec3_t worldnormal;
12167 r_decalsystem_splatqueue_t;
12169 int r_decalsystem_numqueued = 0;
12170 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12172 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)
12174 r_decalsystem_splatqueue_t *queue;
12176 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12179 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12180 VectorCopy(worldorigin, queue->worldorigin);
12181 VectorCopy(worldnormal, queue->worldnormal);
12182 Vector4Set(queue->color, r, g, b, a);
12183 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12184 queue->worldsize = worldsize;
12185 queue->decalsequence = cl.decalsequence++;
12188 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12191 r_decalsystem_splatqueue_t *queue;
12193 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12194 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);
12195 r_decalsystem_numqueued = 0;
12198 extern cvar_t cl_decals_max;
12199 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12202 decalsystem_t *decalsystem = &ent->decalsystem;
12209 if (!decalsystem->numdecals)
12212 if (r_showsurfaces.integer)
12215 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12217 R_DecalSystem_Reset(decalsystem);
12221 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12222 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12224 if (decalsystem->lastupdatetime)
12225 frametime = (cl.time - decalsystem->lastupdatetime);
12228 decalsystem->lastupdatetime = cl.time;
12229 decal = decalsystem->decals;
12230 numdecals = decalsystem->numdecals;
12232 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12234 if (decal->color4ub[0][3])
12236 decal->lived += frametime;
12237 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12239 memset(decal, 0, sizeof(*decal));
12240 if (decalsystem->freedecal > i)
12241 decalsystem->freedecal = i;
12245 decal = decalsystem->decals;
12246 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12249 // collapse the array by shuffling the tail decals into the gaps
12252 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12253 decalsystem->freedecal++;
12254 if (decalsystem->freedecal == numdecals)
12256 decal[decalsystem->freedecal] = decal[--numdecals];
12259 decalsystem->numdecals = numdecals;
12261 if (numdecals <= 0)
12263 // if there are no decals left, reset decalsystem
12264 R_DecalSystem_Reset(decalsystem);
12268 extern skinframe_t *decalskinframe;
12269 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12272 decalsystem_t *decalsystem = &ent->decalsystem;
12281 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12284 numdecals = decalsystem->numdecals;
12288 if (r_showsurfaces.integer)
12291 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12293 R_DecalSystem_Reset(decalsystem);
12297 // if the model is static it doesn't matter what value we give for
12298 // wantnormals and wanttangents, so this logic uses only rules applicable
12299 // to a model, knowing that they are meaningless otherwise
12300 if (ent == r_refdef.scene.worldentity)
12301 RSurf_ActiveWorldEntity();
12303 RSurf_ActiveModelEntity(ent, false, false, false);
12305 decalsystem->lastupdatetime = cl.time;
12306 decal = decalsystem->decals;
12308 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12310 // update vertex positions for animated models
12311 v3f = decalsystem->vertex3f;
12312 c4f = decalsystem->color4f;
12313 t2f = decalsystem->texcoord2f;
12314 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12316 if (!decal->color4ub[0][3])
12319 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12322 // update color values for fading decals
12323 if (decal->lived >= cl_decals_time.value)
12325 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12326 alpha *= (1.0f/255.0f);
12329 alpha = 1.0f/255.0f;
12331 c4f[ 0] = decal->color4ub[0][0] * alpha;
12332 c4f[ 1] = decal->color4ub[0][1] * alpha;
12333 c4f[ 2] = decal->color4ub[0][2] * alpha;
12335 c4f[ 4] = decal->color4ub[1][0] * alpha;
12336 c4f[ 5] = decal->color4ub[1][1] * alpha;
12337 c4f[ 6] = decal->color4ub[1][2] * alpha;
12339 c4f[ 8] = decal->color4ub[2][0] * alpha;
12340 c4f[ 9] = decal->color4ub[2][1] * alpha;
12341 c4f[10] = decal->color4ub[2][2] * alpha;
12344 t2f[0] = decal->texcoord2f[0][0];
12345 t2f[1] = decal->texcoord2f[0][1];
12346 t2f[2] = decal->texcoord2f[1][0];
12347 t2f[3] = decal->texcoord2f[1][1];
12348 t2f[4] = decal->texcoord2f[2][0];
12349 t2f[5] = decal->texcoord2f[2][1];
12351 // update vertex positions for animated models
12352 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12354 e = rsurface.modelelement3i + 3*decal->triangleindex;
12355 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12356 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12357 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12361 VectorCopy(decal->vertex3f[0], v3f);
12362 VectorCopy(decal->vertex3f[1], v3f + 3);
12363 VectorCopy(decal->vertex3f[2], v3f + 6);
12366 if (r_refdef.fogenabled)
12368 alpha = RSurf_FogVertex(v3f);
12369 VectorScale(c4f, alpha, c4f);
12370 alpha = RSurf_FogVertex(v3f + 3);
12371 VectorScale(c4f + 4, alpha, c4f + 4);
12372 alpha = RSurf_FogVertex(v3f + 6);
12373 VectorScale(c4f + 8, alpha, c4f + 8);
12384 r_refdef.stats.drawndecals += numtris;
12386 // now render the decals all at once
12387 // (this assumes they all use one particle font texture!)
12388 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);
12389 R_Mesh_ResetTextureState();
12390 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12391 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12392 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12393 GL_DepthMask(false);
12394 GL_DepthRange(0, 1);
12395 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12396 GL_DepthTest(true);
12397 GL_CullFace(GL_NONE);
12398 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12399 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12400 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12404 static void R_DrawModelDecals(void)
12408 // fade faster when there are too many decals
12409 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12410 for (i = 0;i < r_refdef.scene.numentities;i++)
12411 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12413 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12414 for (i = 0;i < r_refdef.scene.numentities;i++)
12415 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12416 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12418 R_DecalSystem_ApplySplatEntitiesQueue();
12420 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12421 for (i = 0;i < r_refdef.scene.numentities;i++)
12422 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12424 r_refdef.stats.totaldecals += numdecals;
12426 if (r_showsurfaces.integer)
12429 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12431 for (i = 0;i < r_refdef.scene.numentities;i++)
12433 if (!r_refdef.viewcache.entityvisible[i])
12435 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12436 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12440 extern cvar_t mod_collision_bih;
12441 void R_DrawDebugModel(void)
12443 entity_render_t *ent = rsurface.entity;
12444 int i, j, k, l, flagsmask;
12445 const msurface_t *surface;
12446 dp_model_t *model = ent->model;
12449 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12451 R_Mesh_ColorPointer(NULL, 0, 0);
12452 R_Mesh_ResetTextureState();
12453 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12454 GL_DepthRange(0, 1);
12455 GL_DepthTest(!r_showdisabledepthtest.integer);
12456 GL_DepthMask(false);
12457 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12459 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12463 qboolean cullbox = ent == r_refdef.scene.worldentity;
12464 const q3mbrush_t *brush;
12465 const bih_t *bih = &model->collision_bih;
12466 const bih_leaf_t *bihleaf;
12467 float vertex3f[3][3];
12468 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12470 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12472 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12474 switch (bihleaf->type)
12477 brush = model->brush.data_brushes + bihleaf->itemindex;
12478 if (brush->colbrushf && brush->colbrushf->numtriangles)
12480 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12481 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);
12482 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12485 case BIH_COLLISIONTRIANGLE:
12486 triangleindex = bihleaf->itemindex;
12487 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12488 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12489 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12490 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12491 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);
12492 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12494 case BIH_RENDERTRIANGLE:
12495 triangleindex = bihleaf->itemindex;
12496 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12497 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12498 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12499 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12500 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);
12501 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12507 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12509 if (r_showtris.integer || r_shownormals.integer)
12511 if (r_showdisabledepthtest.integer)
12513 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12514 GL_DepthMask(false);
12518 GL_BlendFunc(GL_ONE, GL_ZERO);
12519 GL_DepthMask(true);
12521 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12523 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12525 rsurface.texture = R_GetCurrentTexture(surface->texture);
12526 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12528 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12529 if (r_showtris.value > 0)
12531 if (!rsurface.texture->currentlayers->depthmask)
12532 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12533 else if (ent == r_refdef.scene.worldentity)
12534 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12536 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12537 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12538 R_Mesh_ColorPointer(NULL, 0, 0);
12539 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12540 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12541 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12542 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);
12543 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12546 if (r_shownormals.value < 0)
12548 qglBegin(GL_LINES);
12549 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12551 VectorCopy(rsurface.vertex3f + l * 3, v);
12552 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12553 qglVertex3f(v[0], v[1], v[2]);
12554 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12555 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12556 qglVertex3f(v[0], v[1], v[2]);
12561 if (r_shownormals.value > 0)
12563 qglBegin(GL_LINES);
12564 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12566 VectorCopy(rsurface.vertex3f + l * 3, v);
12567 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12568 qglVertex3f(v[0], v[1], v[2]);
12569 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12570 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12571 qglVertex3f(v[0], v[1], v[2]);
12575 qglBegin(GL_LINES);
12576 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12578 VectorCopy(rsurface.vertex3f + l * 3, v);
12579 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12580 qglVertex3f(v[0], v[1], v[2]);
12581 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12582 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12583 qglVertex3f(v[0], v[1], v[2]);
12587 qglBegin(GL_LINES);
12588 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12590 VectorCopy(rsurface.vertex3f + l * 3, v);
12591 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12592 qglVertex3f(v[0], v[1], v[2]);
12593 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12594 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12595 qglVertex3f(v[0], v[1], v[2]);
12602 rsurface.texture = NULL;
12606 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12607 int r_maxsurfacelist = 0;
12608 const msurface_t **r_surfacelist = NULL;
12609 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12611 int i, j, endj, flagsmask;
12612 dp_model_t *model = r_refdef.scene.worldmodel;
12613 msurface_t *surfaces;
12614 unsigned char *update;
12615 int numsurfacelist = 0;
12619 if (r_maxsurfacelist < model->num_surfaces)
12621 r_maxsurfacelist = model->num_surfaces;
12623 Mem_Free((msurface_t**)r_surfacelist);
12624 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12627 RSurf_ActiveWorldEntity();
12629 surfaces = model->data_surfaces;
12630 update = model->brushq1.lightmapupdateflags;
12632 // update light styles on this submodel
12633 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12635 model_brush_lightstyleinfo_t *style;
12636 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12638 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12640 int *list = style->surfacelist;
12641 style->value = r_refdef.scene.lightstylevalue[style->style];
12642 for (j = 0;j < style->numsurfaces;j++)
12643 update[list[j]] = true;
12648 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12652 R_DrawDebugModel();
12653 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12657 rsurface.uselightmaptexture = false;
12658 rsurface.texture = NULL;
12659 rsurface.rtlight = NULL;
12660 numsurfacelist = 0;
12661 // add visible surfaces to draw list
12662 for (i = 0;i < model->nummodelsurfaces;i++)
12664 j = model->sortedmodelsurfaces[i];
12665 if (r_refdef.viewcache.world_surfacevisible[j])
12666 r_surfacelist[numsurfacelist++] = surfaces + j;
12668 // update lightmaps if needed
12669 if (model->brushq1.firstrender)
12671 model->brushq1.firstrender = false;
12672 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12674 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12678 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12679 if (r_refdef.viewcache.world_surfacevisible[j])
12681 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12683 // don't do anything if there were no surfaces
12684 if (!numsurfacelist)
12686 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12689 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12690 GL_AlphaTest(false);
12692 // add to stats if desired
12693 if (r_speeds.integer && !skysurfaces && !depthonly)
12695 r_refdef.stats.world_surfaces += numsurfacelist;
12696 for (j = 0;j < numsurfacelist;j++)
12697 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12700 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12703 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12705 int i, j, endj, flagsmask;
12706 dp_model_t *model = ent->model;
12707 msurface_t *surfaces;
12708 unsigned char *update;
12709 int numsurfacelist = 0;
12713 if (r_maxsurfacelist < model->num_surfaces)
12715 r_maxsurfacelist = model->num_surfaces;
12717 Mem_Free((msurface_t **)r_surfacelist);
12718 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12721 // if the model is static it doesn't matter what value we give for
12722 // wantnormals and wanttangents, so this logic uses only rules applicable
12723 // to a model, knowing that they are meaningless otherwise
12724 if (ent == r_refdef.scene.worldentity)
12725 RSurf_ActiveWorldEntity();
12726 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12727 RSurf_ActiveModelEntity(ent, false, false, false);
12729 RSurf_ActiveModelEntity(ent, true, true, true);
12730 else if (depthonly)
12732 switch (vid.renderpath)
12734 case RENDERPATH_GL20:
12735 case RENDERPATH_CGGL:
12736 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12738 case RENDERPATH_GL13:
12739 case RENDERPATH_GL11:
12740 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12746 switch (vid.renderpath)
12748 case RENDERPATH_GL20:
12749 case RENDERPATH_CGGL:
12750 RSurf_ActiveModelEntity(ent, true, true, false);
12752 case RENDERPATH_GL13:
12753 case RENDERPATH_GL11:
12754 RSurf_ActiveModelEntity(ent, true, false, false);
12759 surfaces = model->data_surfaces;
12760 update = model->brushq1.lightmapupdateflags;
12762 // update light styles
12763 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12765 model_brush_lightstyleinfo_t *style;
12766 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12768 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12770 int *list = style->surfacelist;
12771 style->value = r_refdef.scene.lightstylevalue[style->style];
12772 for (j = 0;j < style->numsurfaces;j++)
12773 update[list[j]] = true;
12778 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12782 R_DrawDebugModel();
12783 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12787 rsurface.uselightmaptexture = false;
12788 rsurface.texture = NULL;
12789 rsurface.rtlight = NULL;
12790 numsurfacelist = 0;
12791 // add visible surfaces to draw list
12792 for (i = 0;i < model->nummodelsurfaces;i++)
12793 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12794 // don't do anything if there were no surfaces
12795 if (!numsurfacelist)
12797 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12800 // update lightmaps if needed
12804 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12809 R_BuildLightMap(ent, surfaces + j);
12814 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12816 R_BuildLightMap(ent, surfaces + j);
12817 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12818 GL_AlphaTest(false);
12820 // add to stats if desired
12821 if (r_speeds.integer && !skysurfaces && !depthonly)
12823 r_refdef.stats.entities_surfaces += numsurfacelist;
12824 for (j = 0;j < numsurfacelist;j++)
12825 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12828 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12831 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12833 static texture_t texture;
12834 static msurface_t surface;
12835 const msurface_t *surfacelist = &surface;
12837 // fake enough texture and surface state to render this geometry
12839 texture.update_lastrenderframe = -1; // regenerate this texture
12840 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12841 texture.currentskinframe = skinframe;
12842 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12843 texture.offsetmapping = OFFSETMAPPING_OFF;
12844 texture.offsetscale = 1;
12845 texture.specularscalemod = 1;
12846 texture.specularpowermod = 1;
12848 surface.texture = &texture;
12849 surface.num_triangles = numtriangles;
12850 surface.num_firsttriangle = firsttriangle;
12851 surface.num_vertices = numvertices;
12852 surface.num_firstvertex = firstvertex;
12855 rsurface.texture = R_GetCurrentTexture(surface.texture);
12856 rsurface.uselightmaptexture = false;
12857 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12860 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)
12862 static msurface_t surface;
12863 const msurface_t *surfacelist = &surface;
12865 // fake enough texture and surface state to render this geometry
12867 surface.texture = texture;
12868 surface.num_triangles = numtriangles;
12869 surface.num_firsttriangle = firsttriangle;
12870 surface.num_vertices = numvertices;
12871 surface.num_firstvertex = firstvertex;
12874 rsurface.texture = R_GetCurrentTexture(surface.texture);
12875 rsurface.uselightmaptexture = false;
12876 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);