2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
84 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
102 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
119 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
141 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
165 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
167 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
173 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
184 extern cvar_t v_glslgamma;
186 extern qboolean v_flipped_state;
188 static struct r_bloomstate_s
193 int bloomwidth, bloomheight;
195 int screentexturewidth, screentextureheight;
196 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198 int bloomtexturewidth, bloomtextureheight;
199 rtexture_t *texture_bloom;
201 // arrays for rendering the screen passes
202 float screentexcoord2f[8];
203 float bloomtexcoord2f[8];
204 float offsettexcoord2f[8];
206 r_viewport_t viewport;
210 r_waterstate_t r_waterstate;
212 /// shadow volume bsp struct with automatically growing nodes buffer
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
244 typedef struct r_qwskincache_s
246 char name[MAX_QPATH];
247 skinframe_t *skinframe;
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
254 /// vertex coordinates for a quad that covers the screen exactly
255 const float r_screenvertex3f[12] =
263 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
266 for (i = 0;i < verts;i++)
277 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
280 for (i = 0;i < verts;i++)
290 // FIXME: move this to client?
293 if (gamemode == GAME_NEHAHRA)
295 Cvar_Set("gl_fogenable", "0");
296 Cvar_Set("gl_fogdensity", "0.2");
297 Cvar_Set("gl_fogred", "0.3");
298 Cvar_Set("gl_foggreen", "0.3");
299 Cvar_Set("gl_fogblue", "0.3");
301 r_refdef.fog_density = 0;
302 r_refdef.fog_red = 0;
303 r_refdef.fog_green = 0;
304 r_refdef.fog_blue = 0;
305 r_refdef.fog_alpha = 1;
306 r_refdef.fog_start = 0;
307 r_refdef.fog_end = 16384;
308 r_refdef.fog_height = 1<<30;
309 r_refdef.fog_fadedepth = 128;
310 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
313 static void R_BuildBlankTextures(void)
315 unsigned char data[4];
316 data[2] = 128; // normal X
317 data[1] = 128; // normal Y
318 data[0] = 255; // normal Z
319 data[3] = 128; // height
320 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
325 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
330 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
338 static void R_BuildNoTexture(void)
341 unsigned char pix[16][16][4];
342 // this makes a light grey/dark grey checkerboard texture
343 for (y = 0;y < 16;y++)
345 for (x = 0;x < 16;x++)
347 if ((y < 8) ^ (x < 8))
363 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
366 static void R_BuildWhiteCube(void)
368 unsigned char data[6*1*1*4];
369 memset(data, 255, sizeof(data));
370 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNormalizationCube(void)
377 vec_t s, t, intensity;
380 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381 for (side = 0;side < 6;side++)
383 for (y = 0;y < NORMSIZE;y++)
385 for (x = 0;x < NORMSIZE;x++)
387 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 intensity = 127.0f / sqrt(DotProduct(v, v));
424 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427 data[((side*64+y)*64+x)*4+3] = 255;
431 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
435 static void R_BuildFogTexture(void)
439 unsigned char data1[FOGWIDTH][4];
440 //unsigned char data2[FOGWIDTH][4];
443 r_refdef.fogmasktable_start = r_refdef.fog_start;
444 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445 r_refdef.fogmasktable_range = r_refdef.fogrange;
446 r_refdef.fogmasktable_density = r_refdef.fog_density;
448 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451 d = (x * r - r_refdef.fogmasktable_start);
452 if(developer_extra.integer)
453 Con_DPrintf("%f ", d);
455 if (r_fog_exp2.integer)
456 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459 if(developer_extra.integer)
460 Con_DPrintf(" : %f ", alpha);
461 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462 if(developer_extra.integer)
463 Con_DPrintf(" = %f\n", alpha);
464 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
467 for (x = 0;x < FOGWIDTH;x++)
469 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
474 //data2[x][0] = 255 - b;
475 //data2[x][1] = 255 - b;
476 //data2[x][2] = 255 - b;
479 if (r_texture_fogattenuation)
481 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
486 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
487 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
491 static void R_BuildFogHeightTexture(void)
493 unsigned char *inpixels;
501 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502 if (r_refdef.fogheighttexturename[0])
503 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
506 r_refdef.fog_height_tablesize = 0;
507 if (r_texture_fogheighttexture)
508 R_FreeTexture(r_texture_fogheighttexture);
509 r_texture_fogheighttexture = NULL;
510 if (r_refdef.fog_height_table2d)
511 Mem_Free(r_refdef.fog_height_table2d);
512 r_refdef.fog_height_table2d = NULL;
513 if (r_refdef.fog_height_table1d)
514 Mem_Free(r_refdef.fog_height_table1d);
515 r_refdef.fog_height_table1d = NULL;
519 r_refdef.fog_height_tablesize = size;
520 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524 // LordHavoc: now the magic - what is that table2d for? it is a cooked
525 // average fog color table accounting for every fog layer between a point
526 // and the camera. (Note: attenuation is handled separately!)
527 for (y = 0;y < size;y++)
529 for (x = 0;x < size;x++)
535 for (j = x;j <= y;j++)
537 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
543 for (j = x;j >= y;j--)
545 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
550 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
556 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
559 //=======================================================================================================================================================
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "# extension GL_EXT_gpu_shader4 : enable\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "# extension GL_ARB_texture_gather : enable\n"
587 "# ifdef GL_AMD_texture_texture4\n"
588 "# extension GL_AMD_texture_texture4 : enable\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
621 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
638 "#ifdef FRAGMENT_SHADER\n"
641 " gl_FragColor = gl_Color;\n"
644 "#else // !MODE_SHOWDEPTH\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
653 "#ifdef VERTEX_SHADER\n"
656 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
667 "uniform sampler2D Texture_Second;\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
687 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#ifdef USEVIEWTINT\n"
692 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
698 " float sobel = 1.0;\n"
699 " // vec2 ts = textureSize(Texture_First, 0);\n"
700 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 " vec2 px = PixelSize;\n"
702 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
704 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
707 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
710 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
713 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
715 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
716 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
717 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
718 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
719 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
720 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
721 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
722 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
723 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
724 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
725 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
726 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
732 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
736 "#ifdef USESATURATION\n"
737 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
743 "#ifdef USEGAMMARAMPS\n"
744 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
750 "#else // !MODE_POSTPROCESS\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
762 "#ifdef VERTEX_SHADER\n"
765 " gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#ifdef USESPECULAR\n"
770 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
786 " gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
791 "#ifdef USESPECULAR\n"
792 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 " gl_FragColor *= tex2;\n"
797 " gl_FragColor += tex2;\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
805 "#else // !MODE_GENERIC\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
815 " gl_FrontColor = gl_Color;\n"
816 " TexCoord = gl_MultiTexCoord0.xy;\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
828 " vec2 tc = TexCoord;\n"
829 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 " tc += BloomBlur_Parameters.xy;\n"
831 " for (i = 1;i < SAMPLES;i++)\n"
833 " color += texture2D(Texture_First, tc).rgb;\n"
834 " tc += BloomBlur_Parameters.xy;\n"
836 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
848 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 " ModelViewProjectionPosition = gl_Position;\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
869 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 " // FIXME temporary hack to detect the case that the reflection\n"
874 " // gets blackened at edges due to leaving the area that contains actual\n"
876 " // Remove this 'ack once we have a better way to stop this thing from\n"
878 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
886 "#else // !MODE_REFRACTION\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
901 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 " ModelViewProjectionPosition = gl_Position;\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
926 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " // FIXME temporary hack to detect the case that the reflection\n"
932 " // gets blackened at edges due to leaving the area that contains actual\n"
934 " // Remove this 'ack once we have a better way to stop this thing from\n"
936 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
950 "#else // !MODE_WATER\n"
955 "// common definitions between vertex shader and fragment shader:\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1001 "uniform vec4 FogPlane;\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1011 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1020 "uniform sampler2D Texture_Glow;\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 " fogfrac = fogheightpixel.a;\n"
1075 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 " // 14 sample relief mapping: linear search and then binary search\n"
1093 " // this basically steps forward a small amount repeatedly until it finds\n"
1094 " // itself inside solid, then jitters forward and back using decreasing\n"
1095 " // amounts to find the impact\n"
1096 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 RT = vec3(TexCoord, 1);\n"
1100 " OffsetVector *= 0.1;\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1117 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 " // this basically moves forward the full distance, and then backs up based\n"
1119 " // on height of samples\n"
1120 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " TexCoord += OffsetVector;\n"
1124 " OffsetVector *= 0.333;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " return TexCoord;\n"
1131 "#endif // USEOFFSETMAPPING\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 " vec3 adir = abs(dir);\n"
1181 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 " vec3 adir = abs(dir);\n"
1189 " float ma = adir.z;\n"
1190 " vec4 proj = vec4(dir, 2.5);\n"
1191 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1211 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "# ifdef USESHADOWSAMPLER\n"
1215 "# ifdef USESHADOWMAPPCF\n"
1216 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1219 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1224 "# ifdef USESHADOWMAPPCF\n"
1225 "# if USESHADOWMAPPCF > 1\n"
1226 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1229 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1230 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1231 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1232 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 " vec2 offset = fract(shadowmaptc.xy);\n"
1237 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1239 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1240 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1244 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1248 "# ifdef USESHADOWMAPORTHO\n"
1249 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1259 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1262 "# ifdef USESHADOWSAMPLER\n"
1263 "# ifdef USESHADOWMAPPCF\n"
1264 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1268 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1271 "# ifdef USESHADOWMAPPCF\n"
1272 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "# ifdef GL_ARB_texture_gather\n"
1274 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "# if USESHADOWMAPPCF > 1\n"
1280 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1284 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1285 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1286 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1287 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1288 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1289 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 " locols.yz += group2.ab;\n"
1292 " hicols.yz += group8.rg;\n"
1293 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 " mix(locols, hicols, offset.y);\n"
1296 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 " f = dot(cols, vec4(1.0/25.0));\n"
1300 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1303 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1304 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1309 "# ifdef GL_EXT_gpu_shader4\n"
1310 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1314 "# if USESHADOWMAPPCF > 1\n"
1315 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 " center *= ShadowMap_TextureScale;\n"
1317 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1318 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1319 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1320 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1321 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1327 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1328 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1333 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1336 "# ifdef USESHADOWMAPORTHO\n"
1337 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1347 " // apply depth texture cubemap as light filter\n"
1348 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "# ifdef USESHADOWSAMPLER\n"
1351 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1373 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 " gl_FrontColor = gl_Color;\n"
1376 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1379 " // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1387 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "#endif // VERTEX_SHADER\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 " // apply offsetmapping\n"
1399 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1403 "#ifdef USEALPHAKILL\n"
1404 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1423 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1436 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "#endif // VERTEX_SHADER\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 " // calculate viewspace pixel position\n"
1455 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 " // decode viewspace pixel normal\n"
1460 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 " // surfacenormal = pixel normal in viewspace\n"
1463 " // LightVector = pixel to light in viewspace\n"
1464 " // CubeVector = position in lightspace\n"
1465 " // eyevector = pixel to view in viewspace\n"
1466 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 " // calculate diffuse shading\n"
1470 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#ifdef USESPECULAR\n"
1474 " // calculate directional shading\n"
1475 " vec3 eyevector = position * -1.0;\n"
1476 "# ifdef USEEXACTSPECULARMATH\n"
1477 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 " fade *= ShadowMapCompare(CubeVector);\n"
1488 "#ifdef USEDIFFUSE\n"
1489 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#ifdef USESPECULAR\n"
1494 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1499 "# ifdef USECUBEFILTER\n"
1500 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 " gl_FragData[0].rgb *= cubecolor;\n"
1502 " gl_FragData[1].rgb *= cubecolor;\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 " gl_FrontColor = gl_Color;\n"
1527 " // copy the surface texcoord\n"
1528 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#ifdef USELIGHTMAP\n"
1533 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 " // transform vertex position into light attenuation/cubemap space\n"
1538 " // (-1 to +1 across the light box)\n"
1539 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "# ifdef USEDIFFUSE\n"
1542 " // transform unnormalized light direction into tangent space\n"
1543 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 " // normalize it per pixel)\n"
1545 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1558 " // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1567 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 " VectorS = gl_MultiTexCoord1.xyz;\n"
1573 " VectorT = gl_MultiTexCoord2.xyz;\n"
1574 " VectorR = gl_MultiTexCoord3.xyz;\n"
1577 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1584 "#ifdef USEREFLECTION\n"
1585 " ModelViewProjectionPosition = gl_Position;\n"
1588 "#endif // VERTEX_SHADER\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1604 "uniform myhalf3 Color_Glow;\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 " // apply offsetmapping\n"
1628 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1632 " // combine the diffuse textures (base, pants, shirt)\n"
1633 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 " if (color.a < 0.5)\n"
1638 " color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1651 " // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1658 " // get the material colors\n"
1659 " myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 " // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1694 " color.rgb = diffusetex * Color_Ambient;\n"
1696 " color.rgb *= LightColor;\n"
1697 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "# ifdef USECUBEFILTER\n"
1702 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#ifdef USEDIFFUSE\n"
1712 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 " // convert modelspace light vector to tangentspace\n"
1722 " myhalf3 lightnormal;\n"
1723 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 " color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1761 "# ifdef USEDIFFUSE\n"
1762 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "# ifdef USESPECULAR\n"
1764 "# ifdef USEEXACTSPECULARMATH\n"
1765 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1775 " color.rgb = diffusetex * Color_Ambient;\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1798 " color.rgb = FogVertex(color.rgb);\n"
1801 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1802 "#ifdef USEREFLECTION\n"
1803 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 " // FIXME temporary hack to detect the case that the reflection\n"
1808 " // gets blackened at edges due to leaving the area that contains actual\n"
1810 " // Remove this 'ack once we have a better way to stop this thing from\n"
1812 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1820 " gl_FragColor = vec4(color);\n"
1822 "#endif // FRAGMENT_SHADER\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1836 =========================================================================================================================================================
1840 =========================================================================================================================================================
1844 =========================================================================================================================================================
1848 =========================================================================================================================================================
1852 =========================================================================================================================================================
1856 =========================================================================================================================================================
1860 =========================================================================================================================================================
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1896 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1914 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1926 " gl_FragColor = gl_FrontColor;\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1936 "#ifdef VERTEX_SHADER\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1948 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1963 "uniform sampler2D Texture_Second,\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1983 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#ifdef USEVIEWTINT\n"
1988 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1999 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2002 "#ifdef USESATURATION\n"
2003 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2016 "#else // !MODE_POSTPROCESS\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2036 " gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#ifdef USESPECULAR\n"
2041 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2060 "out float4 gl_FragColor : COLOR\n"
2063 " gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2068 "#ifdef USESPECULAR\n"
2069 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 " gl_FragColor *= tex2;\n"
2074 " gl_FragColor += tex2;\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2082 "#else // !MODE_GENERIC\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2098 " TexCoord = gl_MultiTexCoord0.xy;\n"
2099 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2114 " float2 tc = TexCoord;\n"
2115 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 " tc += BloomBlur_Parameters.xy;\n"
2117 " for (i = 1;i < SAMPLES;i++)\n"
2119 " color += tex2D(Texture_First, tc).rgb;\n"
2120 " tc += BloomBlur_Parameters.xy;\n"
2122 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2141 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 " ModelViewProjectionPosition = gl_Position;\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2163 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 " // FIXME temporary hack to detect the case that the reflection\n"
2168 " // gets blackened at edges due to leaving the area that contains actual\n"
2170 " // Remove this 'ack once we have a better way to stop this thing from\n"
2172 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2180 "#else // !MODE_REFRACTION\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 " // FIXME temporary hack to detect the case that the reflection\n"
2235 " // gets blackened at edges due to leaving the area that contains actual\n"
2237 " // Remove this 'ack once we have a better way to stop this thing from\n"
2239 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2253 "#else // !MODE_WATER\n"
2258 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 " fogfrac = fogheightpixel.a;\n"
2270 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 " // 14 sample relief mapping: linear search and then binary search\n"
2287 " // this basically steps forward a small amount repeatedly until it finds\n"
2288 " // itself inside solid, then jitters forward and back using decreasing\n"
2289 " // amounts to find the impact\n"
2290 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 RT = float3(TexCoord, 1);\n"
2294 " OffsetVector *= 0.1;\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 " // this basically moves forward the full distance, and then backs up based\n"
2313 " // on height of samples\n"
2314 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " TexCoord += OffsetVector;\n"
2318 " OffsetVector *= 0.333;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " return TexCoord;\n"
2325 "#endif // USEOFFSETMAPPING\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 " float3 adir = abs(dir);\n"
2336 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 " float3 adir = abs(dir);\n"
2344 " float ma = adir.z;\n"
2345 " float4 proj = float4(dir, 2.5);\n"
2346 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 " float3 adir = abs(dir);\n"
2359 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2376 "# ifdef USESHADOWSAMPLER\n"
2378 "# ifdef USESHADOWMAPPCF\n"
2379 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2382 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2387 "# ifdef USESHADOWMAPPCF\n"
2388 "# if USESHADOWMAPPCF > 1\n"
2389 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2392 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2393 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2394 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2395 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 " float2 offset = frac(shadowmaptc.xy);\n"
2400 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2402 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2403 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2407 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2411 "# ifdef USESHADOWMAPORTHO\n"
2412 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2433 "# ifdef USESHADOWSAMPLER\n"
2434 "# ifdef USESHADOWMAPPCF\n"
2435 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2439 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2442 "# ifdef USESHADOWMAPPCF\n"
2443 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "# ifdef GL_ARB_texture_gather\n"
2445 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 " center *= ShadowMap_TextureScale;\n"
2451 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2454 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2455 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2460 "# if USESHADOWMAPPCF > 1\n"
2461 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 " center *= ShadowMap_TextureScale;\n"
2463 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2464 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2465 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2466 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2467 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2473 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2474 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2479 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2482 "# ifdef USESHADOWMAPORTHO\n"
2483 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 " // apply depth texture cubemap as light filter\n"
2494 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "# ifdef USESHADOWSAMPLER\n"
2497 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2542 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 " gl_FrontColor = gl_Color;\n"
2545 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2548 " // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2556 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2587 " float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 " // apply offsetmapping\n"
2590 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2594 "#ifdef USEALPHAKILL\n"
2595 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2614 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2633 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "#endif // VERTEX_SHADER\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2698 " // calculate viewspace pixel position\n"
2699 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 " float3 position;\n"
2702 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 " // decode viewspace pixel normal\n"
2705 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 " // surfacenormal = pixel normal in viewspace\n"
2708 " // LightVector = pixel to light in viewspace\n"
2709 " // CubeVector = position in lightspace\n"
2710 " // eyevector = pixel to view in viewspace\n"
2711 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 " // calculate diffuse shading\n"
2715 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#ifdef USESPECULAR\n"
2719 " // calculate directional shading\n"
2720 " float3 eyevector = position * -1.0;\n"
2721 "# ifdef USEEXACTSPECULARMATH\n"
2722 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 " fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2747 "#ifdef USEDIFFUSE\n"
2748 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#ifdef USESPECULAR\n"
2753 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2758 "# ifdef USECUBEFILTER\n"
2759 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 " gl_FragData0.rgb *= cubecolor;\n"
2761 " gl_FragData1.rgb *= cubecolor;\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2770 "#ifdef VERTEX_SHADER\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "out float4 gl_Position : POSITION\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 " gl_FrontColor = gl_Color;\n"
2840 " // copy the surface texcoord\n"
2841 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#ifdef USELIGHTMAP\n"
2846 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 " // transform vertex position into light attenuation/cubemap space\n"
2851 " // (-1 to +1 across the light box)\n"
2852 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "# ifdef USEDIFFUSE\n"
2855 " // transform unnormalized light direction into tangent space\n"
2856 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 " // normalize it per pixel)\n"
2858 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 " // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2880 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 " VectorS = gl_MultiTexCoord1.xyz;\n"
2886 " VectorT = gl_MultiTexCoord2.xyz;\n"
2887 " VectorR = gl_MultiTexCoord3.xyz;\n"
2890 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2897 "#ifdef USEREFLECTION\n"
2898 " ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif // VERTEX_SHADER\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2950 "uniform sampler2D Texture_Glow,\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3014 "uniform half3 Color_Glow,\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "out float4 gl_FragColor : COLOR\n"
3079 " float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 " // apply offsetmapping\n"
3085 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3089 " // combine the diffuse textures (base, pants, shirt)\n"
3090 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 " if (color.a < 0.5)\n"
3095 " color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3108 " // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3115 " // get the material colors\n"
3116 " half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 " // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 " half3 lightnormal = half3(normalize(LightVector));\n"
3139 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3151 " color.rgb = diffusetex * Color_Ambient;\n"
3153 " color.rgb *= LightColor;\n"
3154 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3173 "# ifdef USECUBEFILTER\n"
3174 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#ifdef USEDIFFUSE\n"
3184 " half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 " // convert modelspace light vector to tangentspace\n"
3194 " half3 lightnormal;\n"
3195 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 " color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3233 "# ifdef USEDIFFUSE\n"
3234 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "# ifdef USESPECULAR\n"
3236 "# ifdef USEEXACTSPECULARMATH\n"
3237 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3277 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3280 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3281 "#ifdef USEREFLECTION\n"
3282 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 " // FIXME temporary hack to detect the case that the reflection\n"
3287 " // gets blackened at edges due to leaving the area that contains actual\n"
3289 " // Remove this 'ack once we have a better way to stop this thing from\n"
3291 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3299 " gl_FragColor = float4(color);\n"
3301 "#endif // FRAGMENT_SHADER\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3317 //=======================================================================================================================================================
3319 typedef struct shaderpermutationinfo_s
3321 const char *pretext;
3324 shaderpermutationinfo_t;
3326 typedef struct shadermodeinfo_s
3328 const char *vertexfilename;
3329 const char *geometryfilename;
3330 const char *fragmentfilename;
3331 const char *pretext;
3336 typedef enum shaderpermutation_e
3338 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 shaderpermutation_t;
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {"#define USEDIFFUSE\n", " diffuse"},
3376 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377 {"#define USEVIEWTINT\n", " viewtint"},
3378 {"#define USECOLORMAPPING\n", " colormapping"},
3379 {"#define USESATURATION\n", " saturation"},
3380 {"#define USEFOGINSIDE\n", " foginside"},
3381 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383 {"#define USEGAMMARAMPS\n", " gammaramps"},
3384 {"#define USECUBEFILTER\n", " cubefilter"},
3385 {"#define USEGLOW\n", " glow"},
3386 {"#define USEBLOOM\n", " bloom"},
3387 {"#define USESPECULAR\n", " specular"},
3388 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390 {"#define USEREFLECTION\n", " reflection"},
3391 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402 {"#define USEALPHAKILL\n", " alphakill"},
3403 {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3409 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3472 /// hash lookup data
3473 struct r_glsl_permutation_s *hashnext;
3475 unsigned int permutation;
3477 /// indicates if we have tried compiling this permutation already
3479 /// 0 if compilation failed
3481 /// locations of detected uniforms in program object, or -1 if not found
3482 int loc_Texture_First;
3483 int loc_Texture_Second;
3484 int loc_Texture_GammaRamps;
3485 int loc_Texture_Normal;
3486 int loc_Texture_Color;
3487 int loc_Texture_Gloss;
3488 int loc_Texture_Glow;
3489 int loc_Texture_SecondaryNormal;
3490 int loc_Texture_SecondaryColor;
3491 int loc_Texture_SecondaryGloss;
3492 int loc_Texture_SecondaryGlow;
3493 int loc_Texture_Pants;
3494 int loc_Texture_Shirt;
3495 int loc_Texture_FogHeightTexture;
3496 int loc_Texture_FogMask;
3497 int loc_Texture_Lightmap;
3498 int loc_Texture_Deluxemap;
3499 int loc_Texture_Attenuation;
3500 int loc_Texture_Cube;
3501 int loc_Texture_Refraction;
3502 int loc_Texture_Reflection;
3503 int loc_Texture_ShadowMapRect;
3504 int loc_Texture_ShadowMapCube;
3505 int loc_Texture_ShadowMap2D;
3506 int loc_Texture_CubeProjection;
3507 int loc_Texture_ScreenDepth;
3508 int loc_Texture_ScreenNormalMap;
3509 int loc_Texture_ScreenDiffuse;
3510 int loc_Texture_ScreenSpecular;
3511 int loc_Texture_ReflectMask;
3512 int loc_Texture_ReflectCube;
3514 int loc_BloomBlur_Parameters;
3516 int loc_Color_Ambient;
3517 int loc_Color_Diffuse;
3518 int loc_Color_Specular;
3520 int loc_Color_Pants;
3521 int loc_Color_Shirt;
3522 int loc_DeferredColor_Ambient;
3523 int loc_DeferredColor_Diffuse;
3524 int loc_DeferredColor_Specular;
3525 int loc_DeferredMod_Diffuse;
3526 int loc_DeferredMod_Specular;
3527 int loc_DistortScaleRefractReflect;
3528 int loc_EyePosition;
3530 int loc_FogHeightFade;
3532 int loc_FogPlaneViewDist;
3533 int loc_FogRangeRecip;
3536 int loc_LightPosition;
3537 int loc_OffsetMapping_Scale;
3539 int loc_ReflectColor;
3540 int loc_ReflectFactor;
3541 int loc_ReflectOffset;
3542 int loc_RefractColor;
3544 int loc_ScreenCenterRefractReflect;
3545 int loc_ScreenScaleRefractReflect;
3546 int loc_ScreenToDepth;
3547 int loc_ShadowMap_Parameters;
3548 int loc_ShadowMap_TextureScale;
3549 int loc_SpecularPower;
3554 int loc_ViewTintColor;
3555 int loc_ViewToLight;
3556 int loc_ModelToLight;
3558 int loc_BackgroundTexMatrix;
3559 int loc_ModelViewProjectionMatrix;
3560 int loc_ModelViewMatrix;
3561 int loc_PixelToScreenTexCoord;
3562 int loc_ModelToReflectCube;
3563 int loc_ShadowMapMatrix;
3565 r_glsl_permutation_t;
3567 #define SHADERPERMUTATION_HASHSIZE 256
3569 /// information about each possible shader permutation
3570 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3571 /// currently selected permutation
3572 r_glsl_permutation_t *r_glsl_permutation;
3573 /// storage for permutations linked in the hash table
3574 memexpandablearray_t r_glsl_permutationarray;
3576 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 //unsigned int hashdepth = 0;
3579 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3580 r_glsl_permutation_t *p;
3581 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583 if (p->mode == mode && p->permutation == permutation)
3585 //if (hashdepth > 10)
3586 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3591 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593 p->permutation = permutation;
3594 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3595 r_glsl_permutationhash[mode][hashindex] = p;
3596 //if (hashdepth > 10)
3597 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3601 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3604 if (!filename || !filename[0])
3606 if (!strcmp(filename, "glsl/default.glsl"))
3608 if (!glslshaderstring)
3610 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3611 if (glslshaderstring)
3612 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614 glslshaderstring = (char *)builtinshaderstring;
3616 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3617 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3618 return shaderstring;
3620 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3623 if (printfromdisknotice)
3624 Con_DPrintf("from disk %s... ", filename);
3625 return shaderstring;
3627 return shaderstring;
3630 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3633 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3634 int vertstrings_count = 0;
3635 int geomstrings_count = 0;
3636 int fragstrings_count = 0;
3637 char *vertexstring, *geometrystring, *fragmentstring;
3638 const char *vertstrings_list[32+3];
3639 const char *geomstrings_list[32+3];
3640 const char *fragstrings_list[32+3];
3641 char permutationname[256];
3648 permutationname[0] = 0;
3649 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3650 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3651 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655 // the first pretext is which type of shader to compile as
3656 // (later these will all be bound together as a program object)
3657 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3658 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3659 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661 // the second pretext is the mode (for example a light source)
3662 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3663 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3664 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3665 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667 // now add all the permutation pretexts
3668 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670 if (permutation & (1<<i))
3672 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3673 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3674 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3675 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3679 // keep line numbers correct
3680 vertstrings_list[vertstrings_count++] = "\n";
3681 geomstrings_list[geomstrings_count++] = "\n";
3682 fragstrings_list[fragstrings_count++] = "\n";
3686 // now append the shader text itself
3687 vertstrings_list[vertstrings_count++] = vertexstring;
3688 geomstrings_list[geomstrings_count++] = geometrystring;
3689 fragstrings_list[fragstrings_count++] = fragmentstring;
3691 // if any sources were NULL, clear the respective list
3693 vertstrings_count = 0;
3694 if (!geometrystring)
3695 geomstrings_count = 0;
3696 if (!fragmentstring)
3697 fragstrings_count = 0;
3699 // compile the shader program
3700 if (vertstrings_count + geomstrings_count + fragstrings_count)
3701 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3705 qglUseProgramObjectARB(p->program);CHECKGLERROR
3706 // look up all the uniform variable names we care about, so we don't
3707 // have to look them up every time we set them
3709 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3710 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3711 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3712 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3713 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3714 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3715 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3716 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3717 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3718 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3719 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3720 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3721 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3722 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3723 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3724 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3725 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3726 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3727 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3728 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3729 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3730 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3731 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3732 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3733 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3734 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3735 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3736 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3737 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3738 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3739 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3740 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3741 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3742 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3743 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3744 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3745 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3746 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3747 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3748 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3749 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3750 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3751 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3752 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3753 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3754 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3755 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3756 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3757 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3758 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3759 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3760 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3761 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3762 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3763 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3764 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3765 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3766 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3767 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3768 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3769 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3770 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3771 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3772 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3773 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3774 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3775 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3776 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3777 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3778 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3779 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3780 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3781 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3782 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3783 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3784 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3785 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3786 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3787 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3788 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3789 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3790 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3791 // initialize the samplers to refer to the texture units we use
3792 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3793 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3794 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3798 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3799 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3800 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3801 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3802 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3803 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3804 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3805 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3806 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3807 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3808 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3809 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3810 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3811 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3812 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3813 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3814 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3815 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3816 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3817 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3818 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3819 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3820 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3821 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3822 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3824 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3827 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3831 Mem_Free(vertexstring);
3833 Mem_Free(geometrystring);
3835 Mem_Free(fragmentstring);
3838 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3841 if (r_glsl_permutation != perm)
3843 r_glsl_permutation = perm;
3844 if (!r_glsl_permutation->program)
3846 if (!r_glsl_permutation->compiled)
3847 R_GLSL_CompilePermutation(perm, mode, permutation);
3848 if (!r_glsl_permutation->program)
3850 // remove features until we find a valid permutation
3852 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854 // reduce i more quickly whenever it would not remove any bits
3855 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3856 if (!(permutation & j))
3859 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3860 if (!r_glsl_permutation->compiled)
3861 R_GLSL_CompilePermutation(perm, mode, permutation);
3862 if (r_glsl_permutation->program)
3865 if (i >= SHADERPERMUTATION_COUNT)
3867 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3868 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3869 qglUseProgramObjectARB(0);CHECKGLERROR
3870 return; // no bit left to clear, entire mode is broken
3875 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3878 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3879 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3883 #include <Cg/cgGL.h>
3884 struct r_cg_permutation_s;
3885 typedef struct r_cg_permutation_s
3887 /// hash lookup data
3888 struct r_cg_permutation_s *hashnext;
3890 unsigned int permutation;
3892 /// indicates if we have tried compiling this permutation already
3894 /// 0 if compilation failed
3897 /// locations of detected parameters in programs, or NULL if not found
3898 CGparameter vp_EyePosition;
3899 CGparameter vp_FogPlane;
3900 CGparameter vp_LightDir;
3901 CGparameter vp_LightPosition;
3902 CGparameter vp_ModelToLight;
3903 CGparameter vp_TexMatrix;
3904 CGparameter vp_BackgroundTexMatrix;
3905 CGparameter vp_ModelViewProjectionMatrix;
3906 CGparameter vp_ModelViewMatrix;
3907 CGparameter vp_ShadowMapMatrix;
3909 CGparameter fp_Texture_First;
3910 CGparameter fp_Texture_Second;
3911 CGparameter fp_Texture_GammaRamps;
3912 CGparameter fp_Texture_Normal;
3913 CGparameter fp_Texture_Color;
3914 CGparameter fp_Texture_Gloss;
3915 CGparameter fp_Texture_Glow;
3916 CGparameter fp_Texture_SecondaryNormal;
3917 CGparameter fp_Texture_SecondaryColor;
3918 CGparameter fp_Texture_SecondaryGloss;
3919 CGparameter fp_Texture_SecondaryGlow;
3920 CGparameter fp_Texture_Pants;
3921 CGparameter fp_Texture_Shirt;
3922 CGparameter fp_Texture_FogHeightTexture;
3923 CGparameter fp_Texture_FogMask;
3924 CGparameter fp_Texture_Lightmap;
3925 CGparameter fp_Texture_Deluxemap;
3926 CGparameter fp_Texture_Attenuation;
3927 CGparameter fp_Texture_Cube;
3928 CGparameter fp_Texture_Refraction;
3929 CGparameter fp_Texture_Reflection;
3930 CGparameter fp_Texture_ShadowMapRect;
3931 CGparameter fp_Texture_ShadowMapCube;
3932 CGparameter fp_Texture_ShadowMap2D;
3933 CGparameter fp_Texture_CubeProjection;
3934 CGparameter fp_Texture_ScreenDepth;
3935 CGparameter fp_Texture_ScreenNormalMap;
3936 CGparameter fp_Texture_ScreenDiffuse;
3937 CGparameter fp_Texture_ScreenSpecular;
3938 CGparameter fp_Texture_ReflectMask;
3939 CGparameter fp_Texture_ReflectCube;
3940 CGparameter fp_Alpha;
3941 CGparameter fp_BloomBlur_Parameters;
3942 CGparameter fp_ClientTime;
3943 CGparameter fp_Color_Ambient;
3944 CGparameter fp_Color_Diffuse;
3945 CGparameter fp_Color_Specular;
3946 CGparameter fp_Color_Glow;
3947 CGparameter fp_Color_Pants;
3948 CGparameter fp_Color_Shirt;
3949 CGparameter fp_DeferredColor_Ambient;
3950 CGparameter fp_DeferredColor_Diffuse;
3951 CGparameter fp_DeferredColor_Specular;
3952 CGparameter fp_DeferredMod_Diffuse;
3953 CGparameter fp_DeferredMod_Specular;
3954 CGparameter fp_DistortScaleRefractReflect;
3955 CGparameter fp_EyePosition;
3956 CGparameter fp_FogColor;
3957 CGparameter fp_FogHeightFade;
3958 CGparameter fp_FogPlane;
3959 CGparameter fp_FogPlaneViewDist;
3960 CGparameter fp_FogRangeRecip;
3961 CGparameter fp_LightColor;
3962 CGparameter fp_LightDir;
3963 CGparameter fp_LightPosition;
3964 CGparameter fp_OffsetMapping_Scale;
3965 CGparameter fp_PixelSize;
3966 CGparameter fp_ReflectColor;
3967 CGparameter fp_ReflectFactor;
3968 CGparameter fp_ReflectOffset;
3969 CGparameter fp_RefractColor;
3970 CGparameter fp_Saturation;
3971 CGparameter fp_ScreenCenterRefractReflect;
3972 CGparameter fp_ScreenScaleRefractReflect;
3973 CGparameter fp_ScreenToDepth;
3974 CGparameter fp_ShadowMap_Parameters;
3975 CGparameter fp_ShadowMap_TextureScale;
3976 CGparameter fp_SpecularPower;
3977 CGparameter fp_UserVec1;
3978 CGparameter fp_UserVec2;
3979 CGparameter fp_UserVec3;
3980 CGparameter fp_UserVec4;
3981 CGparameter fp_ViewTintColor;
3982 CGparameter fp_ViewToLight;
3983 CGparameter fp_PixelToScreenTexCoord;
3984 CGparameter fp_ModelToReflectCube;
3988 /// information about each possible shader permutation
3989 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3990 /// currently selected permutation
3991 r_cg_permutation_t *r_cg_permutation;
3992 /// storage for permutations linked in the hash table
3993 memexpandablearray_t r_cg_permutationarray;
3995 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3997 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 //unsigned int hashdepth = 0;
4000 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4001 r_cg_permutation_t *p;
4002 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004 if (p->mode == mode && p->permutation == permutation)
4006 //if (hashdepth > 10)
4007 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4012 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014 p->permutation = permutation;
4015 p->hashnext = r_cg_permutationhash[mode][hashindex];
4016 r_cg_permutationhash[mode][hashindex] = p;
4017 //if (hashdepth > 10)
4018 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4022 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4025 if (!filename || !filename[0])
4027 if (!strcmp(filename, "cg/default.cg"))
4029 if (!cgshaderstring)
4031 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035 cgshaderstring = (char *)builtincgshaderstring;
4037 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4038 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4039 return shaderstring;
4041 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4044 if (printfromdisknotice)
4045 Con_DPrintf("from disk %s... ", filename);
4046 return shaderstring;
4048 return shaderstring;
4051 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 // TODO: load or create .fp and .vp shader files
4056 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4059 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4060 int vertstrings_count = 0, vertstring_length = 0;
4061 int geomstrings_count = 0, geomstring_length = 0;
4062 int fragstrings_count = 0, fragstring_length = 0;
4064 char *vertexstring, *geometrystring, *fragmentstring;
4065 char *vertstring, *geomstring, *fragstring;
4066 const char *vertstrings_list[32+3];
4067 const char *geomstrings_list[32+3];
4068 const char *fragstrings_list[32+3];
4069 char permutationname[256];
4070 char cachename[256];
4071 CGprofile vertexProfile;
4072 CGprofile fragmentProfile;
4080 permutationname[0] = 0;
4082 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4083 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4084 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4087 strlcat(cachename, "cg/", sizeof(cachename));
4089 // the first pretext is which type of shader to compile as
4090 // (later these will all be bound together as a program object)
4091 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4092 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4093 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095 // the second pretext is the mode (for example a light source)
4096 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4097 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4098 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4099 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4100 strlcat(cachename, modeinfo->name, sizeof(cachename));
4102 // now add all the permutation pretexts
4103 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105 if (permutation & (1<<i))
4107 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4108 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4109 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4110 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4111 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4115 // keep line numbers correct
4116 vertstrings_list[vertstrings_count++] = "\n";
4117 geomstrings_list[geomstrings_count++] = "\n";
4118 fragstrings_list[fragstrings_count++] = "\n";
4122 // replace spaces in the cachename with _ characters
4123 for (i = 0;cachename[i];i++)
4124 if (cachename[i] == ' ')
4127 // now append the shader text itself
4128 vertstrings_list[vertstrings_count++] = vertexstring;
4129 geomstrings_list[geomstrings_count++] = geometrystring;
4130 fragstrings_list[fragstrings_count++] = fragmentstring;
4132 // if any sources were NULL, clear the respective list
4134 vertstrings_count = 0;
4135 if (!geometrystring)
4136 geomstrings_count = 0;
4137 if (!fragmentstring)
4138 fragstrings_count = 0;
4140 vertstring_length = 0;
4141 for (i = 0;i < vertstrings_count;i++)
4142 vertstring_length += strlen(vertstrings_list[i]);
4143 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4144 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4145 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147 geomstring_length = 0;
4148 for (i = 0;i < geomstrings_count;i++)
4149 geomstring_length += strlen(geomstrings_list[i]);
4150 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4151 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4152 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154 fragstring_length = 0;
4155 for (i = 0;i < fragstrings_count;i++)
4156 fragstring_length += strlen(fragstrings_list[i]);
4157 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4158 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4159 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4163 //vertexProfile = CG_PROFILE_ARBVP1;
4164 //fragmentProfile = CG_PROFILE_ARBFP1;
4165 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4166 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4167 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4168 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4169 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4172 // try to load the cached shader, or generate one
4173 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175 // if caching failed, do a dynamic compile for now
4177 if (vertstring[0] && !p->vprogram)
4178 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180 if (fragstring[0] && !p->fprogram)
4181 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4184 // look up all the uniform variable names we care about, so we don't
4185 // have to look them up every time we set them
4189 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4190 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4191 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4192 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4193 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4194 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4195 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4196 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4197 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4198 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4199 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4200 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4206 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4207 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4208 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4209 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4210 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4211 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4212 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4213 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4214 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4215 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4216 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4217 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4218 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4219 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4220 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4221 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4222 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4223 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4224 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4225 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4226 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4227 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4228 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4229 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4230 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4231 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4232 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4233 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4234 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4235 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4236 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4237 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4238 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4239 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4240 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4241 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4242 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4243 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4244 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4245 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4246 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4247 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4248 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4249 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4250 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4251 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4252 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4253 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4254 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4255 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4256 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4257 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4258 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4259 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4260 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4261 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4262 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4263 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4264 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4265 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4266 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4267 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4268 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4269 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4270 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4271 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4272 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4273 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4274 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4275 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4276 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4277 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4278 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4279 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4280 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4281 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4282 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4283 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4287 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4288 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4294 Mem_Free(vertstring);
4296 Mem_Free(geomstring);
4298 Mem_Free(fragstring);
4300 Mem_Free(vertexstring);
4302 Mem_Free(geometrystring);
4304 Mem_Free(fragmentstring);
4307 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4312 if (r_cg_permutation != perm)
4314 r_cg_permutation = perm;
4315 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317 if (!r_cg_permutation->compiled)
4318 R_CG_CompilePermutation(perm, mode, permutation);
4319 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321 // remove features until we find a valid permutation
4323 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325 // reduce i more quickly whenever it would not remove any bits
4326 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4327 if (!(permutation & j))
4330 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4331 if (!r_cg_permutation->compiled)
4332 R_CG_CompilePermutation(perm, mode, permutation);
4333 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4336 if (i >= SHADERPERMUTATION_COUNT)
4338 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4339 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4340 return; // no bit left to clear, entire mode is broken
4346 if (r_cg_permutation->vprogram)
4348 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357 if (r_cg_permutation->fprogram)
4359 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4370 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4371 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4372 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4375 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 cgGLSetTextureParameter(param, R_GetTexture(tex));
4378 cgGLEnableTextureParameter(param);
4382 void R_GLSL_Restart_f(void)
4384 unsigned int i, limit;
4385 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4386 Mem_Free(glslshaderstring);
4387 glslshaderstring = NULL;
4388 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4389 Mem_Free(cgshaderstring);
4390 cgshaderstring = NULL;
4391 switch(vid.renderpath)
4393 case RENDERPATH_GL20:
4395 r_glsl_permutation_t *p;
4396 r_glsl_permutation = NULL;
4397 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4398 for (i = 0;i < limit;i++)
4400 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402 GL_Backend_FreeProgram(p->program);
4403 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4406 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4409 case RENDERPATH_CGGL:
4412 r_cg_permutation_t *p;
4413 r_cg_permutation = NULL;
4414 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4419 for (i = 0;i < limit;i++)
4421 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4424 cgDestroyProgram(p->vprogram);
4426 cgDestroyProgram(p->fprogram);
4427 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4430 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4434 case RENDERPATH_GL13:
4435 case RENDERPATH_GL11:
4440 void R_GLSL_DumpShader_f(void)
4445 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4448 FS_Print(file, "/* The engine may define the following macros:\n");
4449 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4450 for (i = 0;i < SHADERMODE_COUNT;i++)
4451 FS_Print(file, glslshadermodeinfo[i].pretext);
4452 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4453 FS_Print(file, shaderpermutationinfo[i].pretext);
4454 FS_Print(file, "*/\n");
4455 FS_Print(file, builtinshaderstring);
4457 Con_Printf("glsl/default.glsl written\n");
4460 Con_Printf("failed to write to glsl/default.glsl\n");
4463 file = FS_OpenRealFile("cg/default.cg", "w", false);
4466 FS_Print(file, "/* The engine may define the following macros:\n");
4467 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4468 for (i = 0;i < SHADERMODE_COUNT;i++)
4469 FS_Print(file, cgshadermodeinfo[i].pretext);
4470 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4471 FS_Print(file, shaderpermutationinfo[i].pretext);
4472 FS_Print(file, "*/\n");
4473 FS_Print(file, builtincgshaderstring);
4475 Con_Printf("cg/default.cg written\n");
4478 Con_Printf("failed to write to cg/default.cg\n");
4482 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4485 texturemode = GL_MODULATE;
4486 switch (vid.renderpath)
4488 case RENDERPATH_GL20:
4489 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4490 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4491 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493 case RENDERPATH_CGGL:
4496 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4497 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4498 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4501 case RENDERPATH_GL13:
4502 R_Mesh_TexBind(0, first );
4503 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4504 R_Mesh_TexBind(1, second);
4506 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508 case RENDERPATH_GL11:
4509 R_Mesh_TexBind(0, first );
4514 void R_SetupShader_DepthOrShadow(void)
4516 switch (vid.renderpath)
4518 case RENDERPATH_GL20:
4519 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521 case RENDERPATH_CGGL:
4523 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4526 case RENDERPATH_GL13:
4527 R_Mesh_TexBind(0, 0);
4528 R_Mesh_TexBind(1, 0);
4530 case RENDERPATH_GL11:
4531 R_Mesh_TexBind(0, 0);
4536 void R_SetupShader_ShowDepth(void)
4538 switch (vid.renderpath)
4540 case RENDERPATH_GL20:
4541 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543 case RENDERPATH_CGGL:
4545 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4548 case RENDERPATH_GL13:
4550 case RENDERPATH_GL11:
4555 extern qboolean r_shadow_usingdeferredprepass;
4556 extern cvar_t r_shadow_deferred_8bitrange;
4557 extern rtexture_t *r_shadow_attenuationgradienttexture;
4558 extern rtexture_t *r_shadow_attenuation2dtexture;
4559 extern rtexture_t *r_shadow_attenuation3dtexture;
4560 extern qboolean r_shadow_usingshadowmaprect;
4561 extern qboolean r_shadow_usingshadowmapcube;
4562 extern qboolean r_shadow_usingshadowmap2d;
4563 extern qboolean r_shadow_usingshadowmaportho;
4564 extern float r_shadow_shadowmap_texturescale[2];
4565 extern float r_shadow_shadowmap_parameters[4];
4566 extern qboolean r_shadow_shadowmapvsdct;
4567 extern qboolean r_shadow_shadowmapsampler;
4568 extern int r_shadow_shadowmappcf;
4569 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4570 extern rtexture_t *r_shadow_shadowmap2dtexture;
4571 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4572 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4573 extern matrix4x4_t r_shadow_shadowmapmatrix;
4574 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4575 extern int r_shadow_prepass_width;
4576 extern int r_shadow_prepass_height;
4577 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4578 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4583 // select a permutation of the lighting shader appropriate to this
4584 // combination of texture, entity, light source, and fogging, only use the
4585 // minimum features necessary to avoid wasting rendering time in the
4586 // fragment shader on features that are not being used
4587 unsigned int permutation = 0;
4588 unsigned int mode = 0;
4590 if (rsurfacepass == RSURFPASS_BACKGROUND)
4592 // distorted background
4593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594 mode = SHADERMODE_WATER;
4595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596 mode = SHADERMODE_REFRACTION;
4599 mode = SHADERMODE_GENERIC;
4600 permutation |= SHADERPERMUTATION_DIFFUSE;
4602 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4603 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4604 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4607 R_Mesh_ColorPointer(NULL, 0, 0);
4608 GL_AlphaTest(false);
4609 GL_BlendFunc(GL_ONE, GL_ZERO);
4611 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4613 if (r_glsl_offsetmapping.integer)
4615 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4618 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4619 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4621 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4622 if (r_glsl_offsetmapping_reliefmapping.integer)
4623 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4629 permutation |= SHADERPERMUTATION_ALPHAKILL;
4630 // normalmap (deferred prepass), may use alpha test on diffuse
4631 mode = SHADERMODE_DEFERREDGEOMETRY;
4632 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4633 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4634 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4635 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4636 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4637 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4638 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4639 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4640 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4642 R_Mesh_ColorPointer(NULL, 0, 0);
4643 GL_AlphaTest(false);
4644 GL_BlendFunc(GL_ONE, GL_ZERO);
4646 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4648 if (r_glsl_offsetmapping.integer)
4650 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4651 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4652 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4653 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4654 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4656 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4657 if (r_glsl_offsetmapping_reliefmapping.integer)
4658 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4661 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4664 mode = SHADERMODE_LIGHTSOURCE;
4665 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4666 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4668 permutation |= SHADERPERMUTATION_CUBEFILTER;
4669 if (diffusescale > 0)
4670 permutation |= SHADERPERMUTATION_DIFFUSE;
4671 if (specularscale > 0)
4673 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4674 if (r_shadow_glossexact.integer)
4675 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4677 if (r_refdef.fogenabled)
4678 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4679 if (rsurface.texture->colormapping)
4680 permutation |= SHADERPERMUTATION_COLORMAPPING;
4681 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4683 if (r_shadow_usingshadowmaprect)
4684 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4685 if (r_shadow_usingshadowmap2d)
4686 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4687 if (r_shadow_usingshadowmapcube)
4688 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4689 else if(r_shadow_shadowmapvsdct)
4690 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4692 if (r_shadow_shadowmapsampler)
4693 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4694 if (r_shadow_shadowmappcf > 1)
4695 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4696 else if (r_shadow_shadowmappcf)
4697 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4699 if (rsurface.texture->reflectmasktexture)
4700 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4701 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4702 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4704 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4705 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4706 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4710 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4711 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4712 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4714 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4715 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4716 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4718 R_Mesh_ColorPointer(NULL, 0, 0);
4719 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4720 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4722 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4724 if (r_glsl_offsetmapping.integer)
4726 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4727 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4728 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4729 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4730 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4732 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4733 if (r_glsl_offsetmapping_reliefmapping.integer)
4734 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4737 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4738 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4739 // unshaded geometry (fullbright or ambient model lighting)
4740 mode = SHADERMODE_FLATCOLOR;
4741 ambientscale = diffusescale = specularscale = 0;
4742 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4743 permutation |= SHADERPERMUTATION_GLOW;
4744 if (r_refdef.fogenabled)
4745 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4746 if (rsurface.texture->colormapping)
4747 permutation |= SHADERPERMUTATION_COLORMAPPING;
4748 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4750 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4751 if (r_shadow_usingshadowmaprect)
4752 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4753 if (r_shadow_usingshadowmap2d)
4754 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4756 if (r_shadow_shadowmapsampler)
4757 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4758 if (r_shadow_shadowmappcf > 1)
4759 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4760 else if (r_shadow_shadowmappcf)
4761 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4763 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4764 permutation |= SHADERPERMUTATION_REFLECTION;
4765 if (rsurface.texture->reflectmasktexture)
4766 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4767 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4768 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4770 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4771 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4776 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4777 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4778 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4780 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4781 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4782 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4784 R_Mesh_ColorPointer(NULL, 0, 0);
4785 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4786 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4788 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4790 if (r_glsl_offsetmapping.integer)
4792 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4793 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4794 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4795 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4796 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4798 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799 if (r_glsl_offsetmapping_reliefmapping.integer)
4800 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4804 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4805 // directional model lighting
4806 mode = SHADERMODE_LIGHTDIRECTION;
4807 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4808 permutation |= SHADERPERMUTATION_GLOW;
4809 permutation |= SHADERPERMUTATION_DIFFUSE;
4810 if (specularscale > 0)
4812 permutation |= SHADERPERMUTATION_SPECULAR;
4813 if (r_shadow_glossexact.integer)
4814 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4816 if (r_refdef.fogenabled)
4817 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4818 if (rsurface.texture->colormapping)
4819 permutation |= SHADERPERMUTATION_COLORMAPPING;
4820 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4822 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4823 if (r_shadow_usingshadowmaprect)
4824 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4825 if (r_shadow_usingshadowmap2d)
4826 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4828 if (r_shadow_shadowmapsampler)
4829 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830 if (r_shadow_shadowmappcf > 1)
4831 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832 else if (r_shadow_shadowmappcf)
4833 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4835 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4836 permutation |= SHADERPERMUTATION_REFLECTION;
4837 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4839 if (rsurface.texture->reflectmasktexture)
4840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4841 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4842 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4844 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4845 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4846 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4850 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4851 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4852 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4854 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4855 R_Mesh_ColorPointer(NULL, 0, 0);
4856 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4857 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4859 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4861 if (r_glsl_offsetmapping.integer)
4863 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4864 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4865 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4866 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4867 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4869 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4870 if (r_glsl_offsetmapping_reliefmapping.integer)
4871 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4875 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4876 // ambient model lighting
4877 mode = SHADERMODE_LIGHTDIRECTION;
4878 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4879 permutation |= SHADERPERMUTATION_GLOW;
4880 if (r_refdef.fogenabled)
4881 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4882 if (rsurface.texture->colormapping)
4883 permutation |= SHADERPERMUTATION_COLORMAPPING;
4884 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4886 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4887 if (r_shadow_usingshadowmaprect)
4888 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4889 if (r_shadow_usingshadowmap2d)
4890 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4892 if (r_shadow_shadowmapsampler)
4893 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4894 if (r_shadow_shadowmappcf > 1)
4895 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4896 else if (r_shadow_shadowmappcf)
4897 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4899 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4900 permutation |= SHADERPERMUTATION_REFLECTION;
4901 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4902 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4903 if (rsurface.texture->reflectmasktexture)
4904 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4905 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4906 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4908 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4909 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4910 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4914 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4915 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4918 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4919 R_Mesh_ColorPointer(NULL, 0, 0);
4920 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4921 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4925 if (r_glsl_offsetmapping.integer)
4927 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4928 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4929 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4930 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4931 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4933 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4934 if (r_glsl_offsetmapping_reliefmapping.integer)
4935 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4938 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4939 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4941 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4942 permutation |= SHADERPERMUTATION_GLOW;
4943 if (r_refdef.fogenabled)
4944 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4945 if (rsurface.texture->colormapping)
4946 permutation |= SHADERPERMUTATION_COLORMAPPING;
4947 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4949 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4950 if (r_shadow_usingshadowmaprect)
4951 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4952 if (r_shadow_usingshadowmap2d)
4953 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4955 if (r_shadow_shadowmapsampler)
4956 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4957 if (r_shadow_shadowmappcf > 1)
4958 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4959 else if (r_shadow_shadowmappcf)
4960 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4962 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4963 permutation |= SHADERPERMUTATION_REFLECTION;
4964 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4965 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4966 if (rsurface.texture->reflectmasktexture)
4967 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4968 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4970 // deluxemapping (light direction texture)
4971 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4972 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4974 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4975 permutation |= SHADERPERMUTATION_DIFFUSE;
4976 if (specularscale > 0)
4978 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4979 if (r_shadow_glossexact.integer)
4980 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4982 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4983 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4984 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4986 R_Mesh_ColorPointer(NULL, 0, 0);
4988 else if (r_glsl_deluxemapping.integer >= 2)
4990 // fake deluxemapping (uniform light direction in tangentspace)
4991 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4992 permutation |= SHADERPERMUTATION_DIFFUSE;
4993 if (specularscale > 0)
4995 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4996 if (r_shadow_glossexact.integer)
4997 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4999 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5000 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5001 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5003 R_Mesh_ColorPointer(NULL, 0, 0);
5005 else if (rsurface.uselightmaptexture)
5007 // ordinary lightmapping (q1bsp, q3bsp)
5008 mode = SHADERMODE_LIGHTMAP;
5009 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5010 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5011 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5013 R_Mesh_ColorPointer(NULL, 0, 0);
5017 // ordinary vertex coloring (q3bsp)
5018 mode = SHADERMODE_VERTEXCOLOR;
5019 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5020 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5022 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5023 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5025 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5026 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5027 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5031 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5032 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5033 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5035 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5036 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5038 switch(vid.renderpath)
5040 case RENDERPATH_GL20:
5041 R_SetupShader_SetPermutationGLSL(mode, permutation);
5042 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5043 if (mode == SHADERMODE_LIGHTSOURCE)
5045 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5046 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5047 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5048 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5049 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5050 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5052 // additive passes are only darkened by fog, not tinted
5053 if (r_glsl_permutation->loc_FogColor >= 0)
5054 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5055 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5059 if (mode == SHADERMODE_FLATCOLOR)
5061 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5063 else if (mode == SHADERMODE_LIGHTDIRECTION)
5065 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5066 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5067 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5068 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5069 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5070 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5071 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5075 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5076 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5077 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5078 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5079 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5081 // additive passes are only darkened by fog, not tinted
5082 if (r_glsl_permutation->loc_FogColor >= 0)
5084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5085 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5087 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5089 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5090 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5091 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5092 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5093 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5094 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5095 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5096 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5098 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5099 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5100 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5101 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5102 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5104 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5105 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5106 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5107 if (r_glsl_permutation->loc_Color_Pants >= 0)
5109 if (rsurface.texture->pantstexture)
5110 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5112 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5114 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5116 if (rsurface.texture->shirttexture)
5117 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5119 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5121 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5122 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5123 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5124 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5125 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5126 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5127 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5129 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5130 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5131 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5132 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5133 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5134 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5135 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5136 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5137 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5138 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5139 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5140 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5141 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5142 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5143 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5144 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5145 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5146 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5147 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5148 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5149 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5150 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5151 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5152 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5153 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5154 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5155 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5157 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5158 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5159 if (rsurface.rtlight)
5161 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5162 if (r_shadow_usingshadowmapcube)
5163 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5164 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5169 case RENDERPATH_CGGL:
5171 R_SetupShader_SetPermutationCG(mode, permutation);
5172 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5173 if (mode == SHADERMODE_LIGHTSOURCE)
5175 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5176 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5180 if (mode == SHADERMODE_LIGHTDIRECTION)
5182 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5185 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5186 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5187 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5188 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5189 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5192 if (mode == SHADERMODE_LIGHTSOURCE)
5194 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5195 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5196 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5197 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5198 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5200 // additive passes are only darkened by fog, not tinted
5201 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5202 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5206 if (mode == SHADERMODE_FLATCOLOR)
5208 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5210 else if (mode == SHADERMODE_LIGHTDIRECTION)
5212 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5213 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5214 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5215 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5216 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5217 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5218 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5222 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5223 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5224 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5225 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5226 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5228 // additive passes are only darkened by fog, not tinted
5229 if (r_cg_permutation->fp_FogColor)
5231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5232 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5234 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5237 if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5238 if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5239 if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5240 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5241 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5242 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5243 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5244 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5246 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5247 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5248 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5249 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5250 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5251 if (r_cg_permutation->fp_Color_Pants)
5253 if (rsurface.texture->pantstexture)
5254 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5256 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5259 if (r_cg_permutation->fp_Color_Shirt)
5261 if (rsurface.texture->shirttexture)
5262 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5264 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5267 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5268 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5269 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5270 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5271 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5272 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5273 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5275 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5276 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5277 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5278 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5279 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5280 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5281 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5282 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5283 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5284 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5285 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5286 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5287 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5288 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5289 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5290 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5291 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5292 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5293 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5294 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5295 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5296 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5297 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5298 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5299 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5300 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5301 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5303 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5304 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5305 if (rsurface.rtlight)
5307 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5308 if (r_shadow_usingshadowmapcube)
5309 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5310 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5317 case RENDERPATH_GL13:
5318 case RENDERPATH_GL11:
5323 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5325 // select a permutation of the lighting shader appropriate to this
5326 // combination of texture, entity, light source, and fogging, only use the
5327 // minimum features necessary to avoid wasting rendering time in the
5328 // fragment shader on features that are not being used
5329 unsigned int permutation = 0;
5330 unsigned int mode = 0;
5331 const float *lightcolorbase = rtlight->currentcolor;
5332 float ambientscale = rtlight->ambientscale;
5333 float diffusescale = rtlight->diffusescale;
5334 float specularscale = rtlight->specularscale;
5335 // this is the location of the light in view space
5336 vec3_t viewlightorigin;
5337 // this transforms from view space (camera) to light space (cubemap)
5338 matrix4x4_t viewtolight;
5339 matrix4x4_t lighttoview;
5340 float viewtolight16f[16];
5341 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5343 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5344 if (rtlight->currentcubemap != r_texture_whitecube)
5345 permutation |= SHADERPERMUTATION_CUBEFILTER;
5346 if (diffusescale > 0)
5347 permutation |= SHADERPERMUTATION_DIFFUSE;
5348 if (specularscale > 0)
5350 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5351 if (r_shadow_glossexact.integer)
5352 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5354 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5356 if (r_shadow_usingshadowmaprect)
5357 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5358 if (r_shadow_usingshadowmap2d)
5359 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5360 if (r_shadow_usingshadowmapcube)
5361 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5362 else if(r_shadow_shadowmapvsdct)
5363 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5365 if (r_shadow_shadowmapsampler)
5366 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5367 if (r_shadow_shadowmappcf > 1)
5368 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5369 else if (r_shadow_shadowmappcf)
5370 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5372 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5373 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5374 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5375 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5376 switch(vid.renderpath)
5378 case RENDERPATH_GL20:
5379 R_SetupShader_SetPermutationGLSL(mode, permutation);
5380 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5381 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5382 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
5383 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
5384 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5385 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5386 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5387 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5388 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5389 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5391 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5392 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5393 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5394 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5395 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5396 if (r_shadow_usingshadowmapcube)
5397 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5398 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5399 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5401 case RENDERPATH_CGGL:
5403 R_SetupShader_SetPermutationCG(mode, permutation);
5404 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5405 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5406 if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR
5407 if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR
5408 if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5409 if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5410 if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5411 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5412 if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5413 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5415 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5417 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5419 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5420 if (r_shadow_usingshadowmapcube)
5421 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5422 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5423 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5426 case RENDERPATH_GL13:
5427 case RENDERPATH_GL11:
5432 #define SKINFRAME_HASH 1024
5436 int loadsequence; // incremented each level change
5437 memexpandablearray_t array;
5438 skinframe_t *hash[SKINFRAME_HASH];
5441 r_skinframe_t r_skinframe;
5443 void R_SkinFrame_PrepareForPurge(void)
5445 r_skinframe.loadsequence++;
5446 // wrap it without hitting zero
5447 if (r_skinframe.loadsequence >= 200)
5448 r_skinframe.loadsequence = 1;
5451 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5455 // mark the skinframe as used for the purging code
5456 skinframe->loadsequence = r_skinframe.loadsequence;
5459 void R_SkinFrame_Purge(void)
5463 for (i = 0;i < SKINFRAME_HASH;i++)
5465 for (s = r_skinframe.hash[i];s;s = s->next)
5467 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5469 if (s->merged == s->base)
5471 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5472 R_PurgeTexture(s->stain );s->stain = NULL;
5473 R_PurgeTexture(s->merged);s->merged = NULL;
5474 R_PurgeTexture(s->base );s->base = NULL;
5475 R_PurgeTexture(s->pants );s->pants = NULL;
5476 R_PurgeTexture(s->shirt );s->shirt = NULL;
5477 R_PurgeTexture(s->nmap );s->nmap = NULL;
5478 R_PurgeTexture(s->gloss );s->gloss = NULL;
5479 R_PurgeTexture(s->glow );s->glow = NULL;
5480 R_PurgeTexture(s->fog );s->fog = NULL;
5481 R_PurgeTexture(s->reflect);s->reflect = NULL;
5482 s->loadsequence = 0;
5488 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5490 char basename[MAX_QPATH];
5492 Image_StripImageExtension(name, basename, sizeof(basename));
5494 if( last == NULL ) {
5496 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5497 item = r_skinframe.hash[hashindex];
5502 // linearly search through the hash bucket
5503 for( ; item ; item = item->next ) {
5504 if( !strcmp( item->basename, basename ) ) {
5511 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5515 char basename[MAX_QPATH];
5517 Image_StripImageExtension(name, basename, sizeof(basename));
5519 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5520 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5521 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5525 rtexture_t *dyntexture;
5526 // check whether its a dynamic texture
5527 dyntexture = CL_GetDynTexture( basename );
5528 if (!add && !dyntexture)
5530 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5531 memset(item, 0, sizeof(*item));
5532 strlcpy(item->basename, basename, sizeof(item->basename));
5533 item->base = dyntexture; // either NULL or dyntexture handle
5534 item->textureflags = textureflags;
5535 item->comparewidth = comparewidth;
5536 item->compareheight = compareheight;
5537 item->comparecrc = comparecrc;
5538 item->next = r_skinframe.hash[hashindex];
5539 r_skinframe.hash[hashindex] = item;
5541 else if( item->base == NULL )
5543 rtexture_t *dyntexture;
5544 // check whether its a dynamic texture
5545 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5546 dyntexture = CL_GetDynTexture( basename );
5547 item->base = dyntexture; // either NULL or dyntexture handle
5550 R_SkinFrame_MarkUsed(item);
5554 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5556 unsigned long long avgcolor[5], wsum; \
5564 for(pix = 0; pix < cnt; ++pix) \
5567 for(comp = 0; comp < 3; ++comp) \
5569 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5572 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5574 for(comp = 0; comp < 3; ++comp) \
5575 avgcolor[comp] += getpixel * w; \
5578 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5579 avgcolor[4] += getpixel; \
5581 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5583 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5584 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5585 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5586 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5589 extern cvar_t gl_picmip;
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];
5603 int miplevel = R_PicmipForFlags(textureflags);
5604 int savemiplevel = miplevel;
5607 if (cls.state == ca_dedicated)
5610 // return an existing skinframe if already loaded
5611 // if loading of the first image fails, don't make a new skinframe as it
5612 // would cause all future lookups of this to be missing
5613 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5614 if (skinframe && skinframe->base)
5617 Image_StripImageExtension(name, basename, sizeof(basename));
5619 // check for DDS texture file first
5620 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5622 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5623 if (basepixels == NULL)
5627 // FIXME handle miplevel
5629 if (developer_loading.integer)
5630 Con_Printf("loading skin \"%s\"\n", name);
5632 // we've got some pixels to store, so really allocate this new texture now
5634 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5635 skinframe->stain = NULL;
5636 skinframe->merged = NULL;
5637 skinframe->base = NULL;
5638 skinframe->pants = NULL;
5639 skinframe->shirt = NULL;
5640 skinframe->nmap = NULL;
5641 skinframe->gloss = NULL;
5642 skinframe->glow = NULL;
5643 skinframe->fog = NULL;
5644 skinframe->reflect = NULL;
5645 skinframe->hasalpha = false;
5649 skinframe->base = ddsbase;
5650 skinframe->hasalpha = ddshasalpha;
5651 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5652 if (r_loadfog && skinframe->hasalpha)
5653 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5654 //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]);
5658 basepixels_width = image_width;
5659 basepixels_height = image_height;
5660 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), miplevel, NULL);
5661 if (textureflags & TEXF_ALPHA)
5663 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5665 if (basepixels[j] < 255)
5667 skinframe->hasalpha = true;
5671 if (r_loadfog && skinframe->hasalpha)
5673 // has transparent pixels
5674 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5675 for (j = 0;j < image_width * image_height * 4;j += 4)
5680 pixels[j+3] = basepixels[j+3];
5682 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), miplevel, NULL);
5686 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5687 //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]);
5688 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5689 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5690 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5691 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5696 mymiplevel = savemiplevel;
5697 if (r_loadnormalmap)
5698 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5699 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5701 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5702 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5703 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5704 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5707 // _norm is the name used by tenebrae and has been adopted as standard
5708 if (r_loadnormalmap && skinframe->nmap == NULL)
5710 mymiplevel = savemiplevel;
5711 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5713 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5717 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5719 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5720 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5721 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), mymiplevel, NULL);
5723 Mem_Free(bumppixels);
5725 else if (r_shadow_bumpscale_basetexture.value > 0)
5727 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5728 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5729 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), mymiplevel, NULL);
5732 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5733 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5736 // _luma is supported only for tenebrae compatibility
5737 // _glow is the preferred name
5738 mymiplevel = savemiplevel;
5739 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5741 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), mymiplevel, NULL);
5742 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5743 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5744 Mem_Free(pixels);pixels = NULL;
5747 mymiplevel = savemiplevel;
5748 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5750 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), mymiplevel, NULL);
5751 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5752 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5757 mymiplevel = savemiplevel;
5758 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5760 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), mymiplevel, NULL);
5761 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5762 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5767 mymiplevel = savemiplevel;
5768 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5770 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), mymiplevel, NULL);
5771 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5772 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5777 mymiplevel = savemiplevel;
5778 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5780 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), mymiplevel, NULL);
5781 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5782 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5788 Mem_Free(basepixels);
5793 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5794 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5797 unsigned char *temp1, *temp2;
5798 skinframe_t *skinframe;
5800 if (cls.state == ca_dedicated)
5803 // if already loaded just return it, otherwise make a new skinframe
5804 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5805 if (skinframe && skinframe->base)
5808 skinframe->stain = NULL;
5809 skinframe->merged = NULL;
5810 skinframe->base = NULL;
5811 skinframe->pants = NULL;
5812 skinframe->shirt = NULL;
5813 skinframe->nmap = NULL;
5814 skinframe->gloss = NULL;
5815 skinframe->glow = NULL;
5816 skinframe->fog = NULL;
5817 skinframe->reflect = NULL;
5818 skinframe->hasalpha = false;
5820 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5824 if (developer_loading.integer)
5825 Con_Printf("loading 32bit skin \"%s\"\n", name);
5827 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5829 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5830 temp2 = temp1 + width * height * 4;
5831 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5832 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5835 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5836 if (textureflags & TEXF_ALPHA)
5838 for (i = 3;i < width * height * 4;i += 4)
5840 if (skindata[i] < 255)
5842 skinframe->hasalpha = true;
5846 if (r_loadfog && skinframe->hasalpha)
5848 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5849 memcpy(fogpixels, skindata, width * height * 4);
5850 for (i = 0;i < width * height * 4;i += 4)
5851 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5852 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5853 Mem_Free(fogpixels);
5857 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5858 //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]);
5863 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5867 skinframe_t *skinframe;
5869 if (cls.state == ca_dedicated)
5872 // if already loaded just return it, otherwise make a new skinframe
5873 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5874 if (skinframe && skinframe->base)
5877 skinframe->stain = NULL;
5878 skinframe->merged = NULL;
5879 skinframe->base = NULL;
5880 skinframe->pants = NULL;
5881 skinframe->shirt = NULL;
5882 skinframe->nmap = NULL;
5883 skinframe->gloss = NULL;
5884 skinframe->glow = NULL;
5885 skinframe->fog = NULL;
5886 skinframe->reflect = NULL;
5887 skinframe->hasalpha = false;
5889 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5893 if (developer_loading.integer)
5894 Con_Printf("loading quake skin \"%s\"\n", name);
5896 // 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)
5897 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5898 memcpy(skinframe->qpixels, skindata, width*height);
5899 skinframe->qwidth = width;
5900 skinframe->qheight = height;
5903 for (i = 0;i < width * height;i++)
5904 featuresmask |= palette_featureflags[skindata[i]];
5906 skinframe->hasalpha = false;
5907 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5908 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5909 skinframe->qgeneratemerged = true;
5910 skinframe->qgeneratebase = skinframe->qhascolormapping;
5911 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5913 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5914 //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]);
5919 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5923 unsigned char *skindata;
5925 if (!skinframe->qpixels)
5928 if (!skinframe->qhascolormapping)
5929 colormapped = false;
5933 if (!skinframe->qgeneratebase)
5938 if (!skinframe->qgeneratemerged)
5942 width = skinframe->qwidth;
5943 height = skinframe->qheight;
5944 skindata = skinframe->qpixels;
5946 if (skinframe->qgeneratenmap)
5948 unsigned char *temp1, *temp2;
5949 skinframe->qgeneratenmap = false;
5950 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5951 temp2 = temp1 + width * height * 4;
5952 // use either a custom palette or the quake palette
5953 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5954 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5955 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5959 if (skinframe->qgenerateglow)
5961 skinframe->qgenerateglow = false;
5962 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5967 skinframe->qgeneratebase = false;
5968 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5969 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5970 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5974 skinframe->qgeneratemerged = false;
5975 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5978 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5980 Mem_Free(skinframe->qpixels);
5981 skinframe->qpixels = NULL;
5985 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)
5988 skinframe_t *skinframe;
5990 if (cls.state == ca_dedicated)
5993 // if already loaded just return it, otherwise make a new skinframe
5994 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5995 if (skinframe && skinframe->base)
5998 skinframe->stain = NULL;
5999 skinframe->merged = NULL;
6000 skinframe->base = NULL;
6001 skinframe->pants = NULL;
6002 skinframe->shirt = NULL;
6003 skinframe->nmap = NULL;
6004 skinframe->gloss = NULL;
6005 skinframe->glow = NULL;
6006 skinframe->fog = NULL;
6007 skinframe->reflect = NULL;
6008 skinframe->hasalpha = false;
6010 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6014 if (developer_loading.integer)
6015 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6017 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
6018 if (textureflags & TEXF_ALPHA)
6020 for (i = 0;i < width * height;i++)
6022 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6024 skinframe->hasalpha = true;
6028 if (r_loadfog && skinframe->hasalpha)
6029 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
6032 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6033 //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]);
6038 skinframe_t *R_SkinFrame_LoadMissing(void)
6040 skinframe_t *skinframe;
6042 if (cls.state == ca_dedicated)
6045 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6046 skinframe->stain = NULL;
6047 skinframe->merged = NULL;
6048 skinframe->base = NULL;
6049 skinframe->pants = NULL;
6050 skinframe->shirt = NULL;
6051 skinframe->nmap = NULL;
6052 skinframe->gloss = NULL;
6053 skinframe->glow = NULL;
6054 skinframe->fog = NULL;
6055 skinframe->reflect = NULL;
6056 skinframe->hasalpha = false;
6058 skinframe->avgcolor[0] = rand() / RAND_MAX;
6059 skinframe->avgcolor[1] = rand() / RAND_MAX;
6060 skinframe->avgcolor[2] = rand() / RAND_MAX;
6061 skinframe->avgcolor[3] = 1;
6066 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6067 typedef struct suffixinfo_s
6070 qboolean flipx, flipy, flipdiagonal;
6073 static suffixinfo_t suffix[3][6] =
6076 {"px", false, false, false},
6077 {"nx", false, false, false},
6078 {"py", false, false, false},
6079 {"ny", false, false, false},
6080 {"pz", false, false, false},
6081 {"nz", false, false, false}
6084 {"posx", false, false, false},
6085 {"negx", false, false, false},
6086 {"posy", false, false, false},
6087 {"negy", false, false, false},
6088 {"posz", false, false, false},
6089 {"negz", false, false, false}
6092 {"rt", true, false, true},
6093 {"lf", false, true, true},
6094 {"ft", true, true, false},
6095 {"bk", false, false, false},
6096 {"up", true, false, true},
6097 {"dn", true, false, true}
6101 static int componentorder[4] = {0, 1, 2, 3};
6103 rtexture_t *R_LoadCubemap(const char *basename)
6105 int i, j, cubemapsize;
6106 unsigned char *cubemappixels, *image_buffer;
6107 rtexture_t *cubemaptexture;
6109 // must start 0 so the first loadimagepixels has no requested width/height
6111 cubemappixels = NULL;
6112 cubemaptexture = NULL;
6113 // keep trying different suffix groups (posx, px, rt) until one loads
6114 for (j = 0;j < 3 && !cubemappixels;j++)
6116 // load the 6 images in the suffix group
6117 for (i = 0;i < 6;i++)
6119 // generate an image name based on the base and and suffix
6120 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6122 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6124 // an image loaded, make sure width and height are equal
6125 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6127 // if this is the first image to load successfully, allocate the cubemap memory
6128 if (!cubemappixels && image_width >= 1)
6130 cubemapsize = image_width;
6131 // note this clears to black, so unavailable sides are black
6132 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6134 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6136 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);
6139 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6141 Mem_Free(image_buffer);
6145 // if a cubemap loaded, upload it
6148 if (developer_loading.integer)
6149 Con_Printf("loading cubemap \"%s\"\n", basename);
6151 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6152 Mem_Free(cubemappixels);
6156 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6157 if (developer_loading.integer)
6159 Con_Printf("(tried tried images ");
6160 for (j = 0;j < 3;j++)
6161 for (i = 0;i < 6;i++)
6162 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6163 Con_Print(" and was unable to find any of them).\n");
6166 return cubemaptexture;
6169 rtexture_t *R_GetCubemap(const char *basename)
6172 for (i = 0;i < r_texture_numcubemaps;i++)
6173 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6174 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6175 if (i >= MAX_CUBEMAPS)
6176 return r_texture_whitecube;
6177 r_texture_numcubemaps++;
6178 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6179 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6180 return r_texture_cubemaps[i].texture;
6183 void R_FreeCubemaps(void)
6186 for (i = 0;i < r_texture_numcubemaps;i++)
6188 if (developer_loading.integer)
6189 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6190 if (r_texture_cubemaps[i].texture)
6191 R_FreeTexture(r_texture_cubemaps[i].texture);
6193 r_texture_numcubemaps = 0;
6196 void R_Main_FreeViewCache(void)
6198 if (r_refdef.viewcache.entityvisible)
6199 Mem_Free(r_refdef.viewcache.entityvisible);
6200 if (r_refdef.viewcache.world_pvsbits)
6201 Mem_Free(r_refdef.viewcache.world_pvsbits);
6202 if (r_refdef.viewcache.world_leafvisible)
6203 Mem_Free(r_refdef.viewcache.world_leafvisible);
6204 if (r_refdef.viewcache.world_surfacevisible)
6205 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6206 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6209 void R_Main_ResizeViewCache(void)
6211 int numentities = r_refdef.scene.numentities;
6212 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6213 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6214 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6215 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6216 if (r_refdef.viewcache.maxentities < numentities)
6218 r_refdef.viewcache.maxentities = numentities;
6219 if (r_refdef.viewcache.entityvisible)
6220 Mem_Free(r_refdef.viewcache.entityvisible);
6221 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6223 if (r_refdef.viewcache.world_numclusters != numclusters)
6225 r_refdef.viewcache.world_numclusters = numclusters;
6226 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6227 if (r_refdef.viewcache.world_pvsbits)
6228 Mem_Free(r_refdef.viewcache.world_pvsbits);
6229 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6231 if (r_refdef.viewcache.world_numleafs != numleafs)
6233 r_refdef.viewcache.world_numleafs = numleafs;
6234 if (r_refdef.viewcache.world_leafvisible)
6235 Mem_Free(r_refdef.viewcache.world_leafvisible);
6236 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6238 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6240 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6241 if (r_refdef.viewcache.world_surfacevisible)
6242 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6243 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6247 extern rtexture_t *loadingscreentexture;
6248 void gl_main_start(void)
6250 loadingscreentexture = NULL;
6251 r_texture_blanknormalmap = NULL;
6252 r_texture_white = NULL;
6253 r_texture_grey128 = NULL;
6254 r_texture_black = NULL;
6255 r_texture_whitecube = NULL;
6256 r_texture_normalizationcube = NULL;
6257 r_texture_fogattenuation = NULL;
6258 r_texture_fogheighttexture = NULL;
6259 r_texture_gammaramps = NULL;
6260 r_texture_numcubemaps = 0;
6262 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6263 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6265 switch(vid.renderpath)
6267 case RENDERPATH_GL20:
6268 case RENDERPATH_CGGL:
6269 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6270 Cvar_SetValueQuick(&gl_combine, 1);
6271 Cvar_SetValueQuick(&r_glsl, 1);
6272 r_loadnormalmap = true;
6276 case RENDERPATH_GL13:
6277 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6278 Cvar_SetValueQuick(&gl_combine, 1);
6279 Cvar_SetValueQuick(&r_glsl, 0);
6280 r_loadnormalmap = false;
6281 r_loadgloss = false;
6284 case RENDERPATH_GL11:
6285 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6286 Cvar_SetValueQuick(&gl_combine, 0);
6287 Cvar_SetValueQuick(&r_glsl, 0);
6288 r_loadnormalmap = false;
6289 r_loadgloss = false;
6295 R_FrameData_Reset();
6299 memset(r_queries, 0, sizeof(r_queries));
6301 r_qwskincache = NULL;
6302 r_qwskincache_size = 0;
6304 // set up r_skinframe loading system for textures
6305 memset(&r_skinframe, 0, sizeof(r_skinframe));
6306 r_skinframe.loadsequence = 1;
6307 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6309 r_main_texturepool = R_AllocTexturePool();
6310 R_BuildBlankTextures();
6312 if (vid.support.arb_texture_cube_map)
6315 R_BuildNormalizationCube();
6317 r_texture_fogattenuation = NULL;
6318 r_texture_fogheighttexture = NULL;
6319 r_texture_gammaramps = NULL;
6320 //r_texture_fogintensity = NULL;
6321 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6322 memset(&r_waterstate, 0, sizeof(r_waterstate));
6323 r_glsl_permutation = NULL;
6324 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6325 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6326 glslshaderstring = NULL;
6328 r_cg_permutation = NULL;
6329 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6330 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6331 cgshaderstring = NULL;
6333 memset(&r_svbsp, 0, sizeof (r_svbsp));
6335 r_refdef.fogmasktable_density = 0;
6338 void gl_main_shutdown(void)
6341 R_FrameData_Reset();
6343 R_Main_FreeViewCache();
6346 qglDeleteQueriesARB(r_maxqueries, r_queries);
6350 memset(r_queries, 0, sizeof(r_queries));
6352 r_qwskincache = NULL;
6353 r_qwskincache_size = 0;
6355 // clear out the r_skinframe state
6356 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6357 memset(&r_skinframe, 0, sizeof(r_skinframe));
6360 Mem_Free(r_svbsp.nodes);
6361 memset(&r_svbsp, 0, sizeof (r_svbsp));
6362 R_FreeTexturePool(&r_main_texturepool);
6363 loadingscreentexture = NULL;
6364 r_texture_blanknormalmap = NULL;
6365 r_texture_white = NULL;
6366 r_texture_grey128 = NULL;
6367 r_texture_black = NULL;
6368 r_texture_whitecube = NULL;
6369 r_texture_normalizationcube = NULL;
6370 r_texture_fogattenuation = NULL;
6371 r_texture_fogheighttexture = NULL;
6372 r_texture_gammaramps = NULL;
6373 r_texture_numcubemaps = 0;
6374 //r_texture_fogintensity = NULL;
6375 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6376 memset(&r_waterstate, 0, sizeof(r_waterstate));
6377 r_glsl_permutation = NULL;
6378 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6379 glslshaderstring = NULL;
6381 r_cg_permutation = NULL;
6382 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6383 cgshaderstring = NULL;
6388 extern void CL_ParseEntityLump(char *entitystring);
6389 void gl_main_newmap(void)
6391 // FIXME: move this code to client
6392 char *entities, entname[MAX_QPATH];
6394 Mem_Free(r_qwskincache);
6395 r_qwskincache = NULL;
6396 r_qwskincache_size = 0;
6399 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6400 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6402 CL_ParseEntityLump(entities);
6406 if (cl.worldmodel->brush.entities)
6407 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6409 R_Main_FreeViewCache();
6411 R_FrameData_Reset();
6414 void GL_Main_Init(void)
6416 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6418 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6419 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6420 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6421 if (gamemode == GAME_NEHAHRA)
6423 Cvar_RegisterVariable (&gl_fogenable);
6424 Cvar_RegisterVariable (&gl_fogdensity);
6425 Cvar_RegisterVariable (&gl_fogred);
6426 Cvar_RegisterVariable (&gl_foggreen);
6427 Cvar_RegisterVariable (&gl_fogblue);
6428 Cvar_RegisterVariable (&gl_fogstart);
6429 Cvar_RegisterVariable (&gl_fogend);
6430 Cvar_RegisterVariable (&gl_skyclip);
6432 Cvar_RegisterVariable(&r_motionblur);
6433 Cvar_RegisterVariable(&r_motionblur_maxblur);
6434 Cvar_RegisterVariable(&r_motionblur_bmin);
6435 Cvar_RegisterVariable(&r_motionblur_vmin);
6436 Cvar_RegisterVariable(&r_motionblur_vmax);
6437 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6438 Cvar_RegisterVariable(&r_motionblur_randomize);
6439 Cvar_RegisterVariable(&r_damageblur);
6440 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6441 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6442 Cvar_RegisterVariable(&r_equalize_entities_by);
6443 Cvar_RegisterVariable(&r_equalize_entities_to);
6444 Cvar_RegisterVariable(&r_depthfirst);
6445 Cvar_RegisterVariable(&r_useinfinitefarclip);
6446 Cvar_RegisterVariable(&r_farclip_base);
6447 Cvar_RegisterVariable(&r_farclip_world);
6448 Cvar_RegisterVariable(&r_nearclip);
6449 Cvar_RegisterVariable(&r_showbboxes);
6450 Cvar_RegisterVariable(&r_showsurfaces);
6451 Cvar_RegisterVariable(&r_showtris);
6452 Cvar_RegisterVariable(&r_shownormals);
6453 Cvar_RegisterVariable(&r_showlighting);
6454 Cvar_RegisterVariable(&r_showshadowvolumes);
6455 Cvar_RegisterVariable(&r_showcollisionbrushes);
6456 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6457 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6458 Cvar_RegisterVariable(&r_showdisabledepthtest);
6459 Cvar_RegisterVariable(&r_drawportals);
6460 Cvar_RegisterVariable(&r_drawentities);
6461 Cvar_RegisterVariable(&r_drawworld);
6462 Cvar_RegisterVariable(&r_cullentities_trace);
6463 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6464 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6465 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6466 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6467 Cvar_RegisterVariable(&r_drawviewmodel);
6468 Cvar_RegisterVariable(&r_drawexteriormodel);
6469 Cvar_RegisterVariable(&r_speeds);
6470 Cvar_RegisterVariable(&r_fullbrights);
6471 Cvar_RegisterVariable(&r_wateralpha);
6472 Cvar_RegisterVariable(&r_dynamic);
6473 Cvar_RegisterVariable(&r_fullbright);
6474 Cvar_RegisterVariable(&r_shadows);
6475 Cvar_RegisterVariable(&r_shadows_darken);
6476 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6477 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6478 Cvar_RegisterVariable(&r_shadows_throwdistance);
6479 Cvar_RegisterVariable(&r_shadows_throwdirection);
6480 Cvar_RegisterVariable(&r_shadows_focus);
6481 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6482 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6483 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6484 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6485 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6486 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6487 Cvar_RegisterVariable(&r_fog_exp2);
6488 Cvar_RegisterVariable(&r_drawfog);
6489 Cvar_RegisterVariable(&r_transparentdepthmasking);
6490 Cvar_RegisterVariable(&r_texture_dds_load);
6491 Cvar_RegisterVariable(&r_texture_dds_save);
6492 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6493 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6494 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6495 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6496 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6497 Cvar_RegisterVariable(&r_textureunits);
6498 Cvar_RegisterVariable(&gl_combine);
6499 Cvar_RegisterVariable(&r_glsl);
6500 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6501 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6502 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6503 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6504 Cvar_RegisterVariable(&r_glsl_postprocess);
6505 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6506 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6507 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6508 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6509 Cvar_RegisterVariable(&r_water);
6510 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6511 Cvar_RegisterVariable(&r_water_clippingplanebias);
6512 Cvar_RegisterVariable(&r_water_refractdistort);
6513 Cvar_RegisterVariable(&r_water_reflectdistort);
6514 Cvar_RegisterVariable(&r_lerpsprites);
6515 Cvar_RegisterVariable(&r_lerpmodels);
6516 Cvar_RegisterVariable(&r_lerplightstyles);
6517 Cvar_RegisterVariable(&r_waterscroll);
6518 Cvar_RegisterVariable(&r_bloom);
6519 Cvar_RegisterVariable(&r_bloom_colorscale);
6520 Cvar_RegisterVariable(&r_bloom_brighten);
6521 Cvar_RegisterVariable(&r_bloom_blur);
6522 Cvar_RegisterVariable(&r_bloom_resolution);
6523 Cvar_RegisterVariable(&r_bloom_colorexponent);
6524 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6525 Cvar_RegisterVariable(&r_hdr);
6526 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6527 Cvar_RegisterVariable(&r_hdr_glowintensity);
6528 Cvar_RegisterVariable(&r_hdr_range);
6529 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6530 Cvar_RegisterVariable(&developer_texturelogging);
6531 Cvar_RegisterVariable(&gl_lightmaps);
6532 Cvar_RegisterVariable(&r_test);
6533 Cvar_RegisterVariable(&r_batchmode);
6534 Cvar_RegisterVariable(&r_glsl_saturation);
6535 Cvar_RegisterVariable(&r_framedatasize);
6536 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6537 Cvar_SetValue("r_fullbrights", 0);
6538 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6540 Cvar_RegisterVariable(&r_track_sprites);
6541 Cvar_RegisterVariable(&r_track_sprites_flags);
6542 Cvar_RegisterVariable(&r_track_sprites_scalew);
6543 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6544 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6545 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6548 extern void R_Textures_Init(void);
6549 extern void GL_Draw_Init(void);
6550 extern void GL_Main_Init(void);
6551 extern void R_Shadow_Init(void);
6552 extern void R_Sky_Init(void);
6553 extern void GL_Surf_Init(void);
6554 extern void R_Particles_Init(void);
6555 extern void R_Explosion_Init(void);
6556 extern void gl_backend_init(void);
6557 extern void Sbar_Init(void);
6558 extern void R_LightningBeams_Init(void);
6559 extern void Mod_RenderInit(void);
6560 extern void Font_Init(void);
6562 void Render_Init(void)
6575 R_LightningBeams_Init();
6584 extern char *ENGINE_EXTENSIONS;
6587 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6588 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6589 gl_version = (const char *)qglGetString(GL_VERSION);
6590 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6594 if (!gl_platformextensions)
6595 gl_platformextensions = "";
6597 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6598 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6599 Con_Printf("GL_VERSION: %s\n", gl_version);
6600 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6601 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6603 VID_CheckExtensions();
6605 // LordHavoc: report supported extensions
6606 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6608 // clear to black (loading plaque will be seen over this)
6610 qglClearColor(0,0,0,1);CHECKGLERROR
6611 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6618 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6620 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6623 p = r_refdef.view.frustum + i;
6628 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6632 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6636 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6640 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6644 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6648 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6652 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6656 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6664 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6668 for (i = 0;i < numplanes;i++)
6675 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6679 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6683 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6687 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6691 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6695 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6699 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6703 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6711 //==================================================================================
6713 // LordHavoc: this stores temporary data used within the same frame
6715 qboolean r_framedata_failed;
6716 static size_t r_framedata_size;
6717 static size_t r_framedata_current;
6718 static void *r_framedata_base;
6720 void R_FrameData_Reset(void)
6722 if (r_framedata_base)
6723 Mem_Free(r_framedata_base);
6724 r_framedata_base = NULL;
6725 r_framedata_size = 0;
6726 r_framedata_current = 0;
6727 r_framedata_failed = false;
6730 void R_FrameData_NewFrame(void)
6733 if (r_framedata_failed)
6734 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6735 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6736 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6737 if (r_framedata_size != wantedsize)
6739 r_framedata_size = wantedsize;
6740 if (r_framedata_base)
6741 Mem_Free(r_framedata_base);
6742 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6744 r_framedata_current = 0;
6745 r_framedata_failed = false;
6748 void *R_FrameData_Alloc(size_t size)
6752 // align to 16 byte boundary
6753 size = (size + 15) & ~15;
6754 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6755 r_framedata_current += size;
6758 if (r_framedata_current > r_framedata_size)
6759 r_framedata_failed = true;
6761 // return NULL on everything after a failure
6762 if (r_framedata_failed)
6768 void *R_FrameData_Store(size_t size, void *data)
6770 void *d = R_FrameData_Alloc(size);
6772 memcpy(d, data, size);
6776 //==================================================================================
6778 // LordHavoc: animcache originally written by Echon, rewritten since then
6781 * Animation cache prevents re-generating mesh data for an animated model
6782 * multiple times in one frame for lighting, shadowing, reflections, etc.
6785 void R_AnimCache_Free(void)
6789 void R_AnimCache_ClearCache(void)
6792 entity_render_t *ent;
6794 for (i = 0;i < r_refdef.scene.numentities;i++)
6796 ent = r_refdef.scene.entities[i];
6797 ent->animcache_vertex3f = NULL;
6798 ent->animcache_normal3f = NULL;
6799 ent->animcache_svector3f = NULL;
6800 ent->animcache_tvector3f = NULL;
6804 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6806 dp_model_t *model = ent->model;
6808 // see if it's already cached this frame
6809 if (ent->animcache_vertex3f)
6811 // add normals/tangents if needed
6812 if (wantnormals || wanttangents)
6814 if (ent->animcache_normal3f)
6815 wantnormals = false;
6816 if (ent->animcache_svector3f)
6817 wanttangents = false;
6818 if (wantnormals || wanttangents)
6820 numvertices = model->surfmesh.num_vertices;
6822 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6825 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6826 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6828 if (!r_framedata_failed)
6829 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6835 // see if this ent is worth caching
6836 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6838 // get some memory for this entity and generate mesh data
6839 numvertices = model->surfmesh.num_vertices;
6840 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6842 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6845 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6846 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6848 if (!r_framedata_failed)
6849 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6851 return !r_framedata_failed;
6854 void R_AnimCache_CacheVisibleEntities(void)
6857 qboolean wantnormals = !r_showsurfaces.integer;
6858 qboolean wanttangents = !r_showsurfaces.integer;
6860 switch(vid.renderpath)
6862 case RENDERPATH_GL20:
6863 case RENDERPATH_CGGL:
6865 case RENDERPATH_GL13:
6866 case RENDERPATH_GL11:
6867 wanttangents = false;
6871 // TODO: thread this
6872 // NOTE: R_PrepareRTLights() also caches entities
6874 for (i = 0;i < r_refdef.scene.numentities;i++)
6875 if (r_refdef.viewcache.entityvisible[i])
6876 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6879 //==================================================================================
6881 static void R_View_UpdateEntityLighting (void)
6884 entity_render_t *ent;
6885 vec3_t tempdiffusenormal, avg;
6886 vec_t f, fa, fd, fdd;
6887 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6889 for (i = 0;i < r_refdef.scene.numentities;i++)
6891 ent = r_refdef.scene.entities[i];
6893 // skip unseen models
6894 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6898 if (ent->model && ent->model->brush.num_leafs)
6900 // TODO: use modellight for r_ambient settings on world?
6901 VectorSet(ent->modellight_ambient, 0, 0, 0);
6902 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6903 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6907 // fetch the lighting from the worldmodel data
6908 VectorClear(ent->modellight_ambient);
6909 VectorClear(ent->modellight_diffuse);
6910 VectorClear(tempdiffusenormal);
6911 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6914 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6915 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6916 if(ent->flags & RENDER_EQUALIZE)
6918 // first fix up ambient lighting...
6919 if(r_equalize_entities_minambient.value > 0)
6921 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6924 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6925 if(fa < r_equalize_entities_minambient.value * fd)
6928 // fa'/fd' = minambient
6929 // fa'+0.25*fd' = fa+0.25*fd
6931 // fa' = fd' * minambient
6932 // fd'*(0.25+minambient) = fa+0.25*fd
6934 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6935 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6937 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6938 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
6939 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6940 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6945 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6947 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6948 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6951 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6952 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6953 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6959 VectorSet(ent->modellight_ambient, 1, 1, 1);
6961 // move the light direction into modelspace coordinates for lighting code
6962 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6963 if(VectorLength2(ent->modellight_lightdir) == 0)
6964 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6965 VectorNormalize(ent->modellight_lightdir);
6969 #define MAX_LINEOFSIGHTTRACES 64
6971 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6974 vec3_t boxmins, boxmaxs;
6977 dp_model_t *model = r_refdef.scene.worldmodel;
6979 if (!model || !model->brush.TraceLineOfSight)
6982 // expand the box a little
6983 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6984 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6985 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6986 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6987 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6988 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6990 // return true if eye is inside enlarged box
6991 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6995 VectorCopy(eye, start);
6996 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6997 if (model->brush.TraceLineOfSight(model, start, end))
7000 // try various random positions
7001 for (i = 0;i < numsamples;i++)
7003 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7004 if (model->brush.TraceLineOfSight(model, start, end))
7012 static void R_View_UpdateEntityVisible (void)
7017 entity_render_t *ent;
7019 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7020 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7021 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7022 : RENDER_EXTERIORMODEL;
7023 if (!r_drawviewmodel.integer)
7024 renderimask |= RENDER_VIEWMODEL;
7025 if (!r_drawexteriormodel.integer)
7026 renderimask |= RENDER_EXTERIORMODEL;
7027 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7029 // worldmodel can check visibility
7030 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7031 for (i = 0;i < r_refdef.scene.numentities;i++)
7033 ent = r_refdef.scene.entities[i];
7034 if (!(ent->flags & renderimask))
7035 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)))
7036 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))
7037 r_refdef.viewcache.entityvisible[i] = true;
7039 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7040 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7042 for (i = 0;i < r_refdef.scene.numentities;i++)
7044 ent = r_refdef.scene.entities[i];
7045 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7047 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7049 continue; // temp entities do pvs only
7050 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7051 ent->last_trace_visibility = realtime;
7052 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7053 r_refdef.viewcache.entityvisible[i] = 0;
7060 // no worldmodel or it can't check visibility
7061 for (i = 0;i < r_refdef.scene.numentities;i++)
7063 ent = r_refdef.scene.entities[i];
7064 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));
7069 /// only used if skyrendermasked, and normally returns false
7070 int R_DrawBrushModelsSky (void)
7073 entity_render_t *ent;
7076 for (i = 0;i < r_refdef.scene.numentities;i++)
7078 if (!r_refdef.viewcache.entityvisible[i])
7080 ent = r_refdef.scene.entities[i];
7081 if (!ent->model || !ent->model->DrawSky)
7083 ent->model->DrawSky(ent);
7089 static void R_DrawNoModel(entity_render_t *ent);
7090 static void R_DrawModels(void)
7093 entity_render_t *ent;
7095 for (i = 0;i < r_refdef.scene.numentities;i++)
7097 if (!r_refdef.viewcache.entityvisible[i])
7099 ent = r_refdef.scene.entities[i];
7100 r_refdef.stats.entities++;
7101 if (ent->model && ent->model->Draw != NULL)
7102 ent->model->Draw(ent);
7108 static void R_DrawModelsDepth(void)
7111 entity_render_t *ent;
7113 for (i = 0;i < r_refdef.scene.numentities;i++)
7115 if (!r_refdef.viewcache.entityvisible[i])
7117 ent = r_refdef.scene.entities[i];
7118 if (ent->model && ent->model->DrawDepth != NULL)
7119 ent->model->DrawDepth(ent);
7123 static void R_DrawModelsDebug(void)
7126 entity_render_t *ent;
7128 for (i = 0;i < r_refdef.scene.numentities;i++)
7130 if (!r_refdef.viewcache.entityvisible[i])
7132 ent = r_refdef.scene.entities[i];
7133 if (ent->model && ent->model->DrawDebug != NULL)
7134 ent->model->DrawDebug(ent);
7138 static void R_DrawModelsAddWaterPlanes(void)
7141 entity_render_t *ent;
7143 for (i = 0;i < r_refdef.scene.numentities;i++)
7145 if (!r_refdef.viewcache.entityvisible[i])
7147 ent = r_refdef.scene.entities[i];
7148 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7149 ent->model->DrawAddWaterPlanes(ent);
7153 static void R_View_SetFrustum(void)
7156 double slopex, slopey;
7157 vec3_t forward, left, up, origin;
7159 // we can't trust r_refdef.view.forward and friends in reflected scenes
7160 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7163 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7164 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7165 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7166 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7167 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7168 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7169 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7170 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7171 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7172 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7173 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7174 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7178 zNear = r_refdef.nearclip;
7179 nudge = 1.0 - 1.0 / (1<<23);
7180 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7181 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7182 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7183 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7184 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7185 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7186 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7187 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7193 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7194 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7195 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7196 r_refdef.view.frustum[0].dist = m[15] - m[12];
7198 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7199 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7200 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7201 r_refdef.view.frustum[1].dist = m[15] + m[12];
7203 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7204 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7205 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7206 r_refdef.view.frustum[2].dist = m[15] - m[13];
7208 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7209 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7210 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7211 r_refdef.view.frustum[3].dist = m[15] + m[13];
7213 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7214 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7215 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7216 r_refdef.view.frustum[4].dist = m[15] - m[14];
7218 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7219 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7220 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7221 r_refdef.view.frustum[5].dist = m[15] + m[14];
7224 if (r_refdef.view.useperspective)
7226 slopex = 1.0 / r_refdef.view.frustum_x;
7227 slopey = 1.0 / r_refdef.view.frustum_y;
7228 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7229 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7230 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7231 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7232 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7234 // Leaving those out was a mistake, those were in the old code, and they
7235 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7236 // I couldn't reproduce it after adding those normalizations. --blub
7237 VectorNormalize(r_refdef.view.frustum[0].normal);
7238 VectorNormalize(r_refdef.view.frustum[1].normal);
7239 VectorNormalize(r_refdef.view.frustum[2].normal);
7240 VectorNormalize(r_refdef.view.frustum[3].normal);
7242 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7243 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]);
7244 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]);
7245 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]);
7246 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]);
7248 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7249 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7250 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7251 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7252 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7256 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7257 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7258 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7259 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7260 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7267 r_refdef.view.numfrustumplanes = 5;
7269 if (r_refdef.view.useclipplane)
7271 r_refdef.view.numfrustumplanes = 6;
7272 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7275 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7276 PlaneClassify(r_refdef.view.frustum + i);
7278 // LordHavoc: note to all quake engine coders, Quake had a special case
7279 // for 90 degrees which assumed a square view (wrong), so I removed it,
7280 // Quake2 has it disabled as well.
7282 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7283 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7284 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7285 //PlaneClassify(&frustum[0]);
7287 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7288 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7289 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7290 //PlaneClassify(&frustum[1]);
7292 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7293 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7294 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7295 //PlaneClassify(&frustum[2]);
7297 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7298 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7299 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7300 //PlaneClassify(&frustum[3]);
7303 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7304 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7305 //PlaneClassify(&frustum[4]);
7308 void R_View_Update(void)
7310 R_Main_ResizeViewCache();
7311 R_View_SetFrustum();
7312 R_View_WorldVisibility(r_refdef.view.useclipplane);
7313 R_View_UpdateEntityVisible();
7314 R_View_UpdateEntityLighting();
7317 void R_SetupView(qboolean allowwaterclippingplane)
7319 const float *customclipplane = NULL;
7321 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7323 // LordHavoc: couldn't figure out how to make this approach the
7324 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7325 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7326 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7327 dist = r_refdef.view.clipplane.dist;
7328 plane[0] = r_refdef.view.clipplane.normal[0];
7329 plane[1] = r_refdef.view.clipplane.normal[1];
7330 plane[2] = r_refdef.view.clipplane.normal[2];
7332 customclipplane = plane;
7335 if (!r_refdef.view.useperspective)
7336 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);
7337 else if (vid.stencil && r_useinfinitefarclip.integer)
7338 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);
7340 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);
7341 R_SetViewport(&r_refdef.view.viewport);
7344 void R_EntityMatrix(const matrix4x4_t *matrix)
7346 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7348 gl_modelmatrixchanged = false;
7349 gl_modelmatrix = *matrix;
7350 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7351 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7352 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7353 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7355 switch(vid.renderpath)
7357 case RENDERPATH_GL20:
7358 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7359 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7360 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7362 case RENDERPATH_CGGL:
7365 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7366 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7367 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7370 case RENDERPATH_GL13:
7371 case RENDERPATH_GL11:
7372 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7378 void R_ResetViewRendering2D(void)
7380 r_viewport_t viewport;
7383 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7384 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);
7385 R_SetViewport(&viewport);
7386 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7387 GL_Color(1, 1, 1, 1);
7388 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7389 GL_BlendFunc(GL_ONE, GL_ZERO);
7390 GL_AlphaTest(false);
7391 GL_ScissorTest(false);
7392 GL_DepthMask(false);
7393 GL_DepthRange(0, 1);
7394 GL_DepthTest(false);
7395 R_EntityMatrix(&identitymatrix);
7396 R_Mesh_ResetTextureState();
7397 GL_PolygonOffset(0, 0);
7398 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7399 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7400 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7401 qglStencilMask(~0);CHECKGLERROR
7402 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7403 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7404 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7407 void R_ResetViewRendering3D(void)
7412 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7413 GL_Color(1, 1, 1, 1);
7414 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7415 GL_BlendFunc(GL_ONE, GL_ZERO);
7416 GL_AlphaTest(false);
7417 GL_ScissorTest(true);
7419 GL_DepthRange(0, 1);
7421 R_EntityMatrix(&identitymatrix);
7422 R_Mesh_ResetTextureState();
7423 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7424 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7425 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7426 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7427 qglStencilMask(~0);CHECKGLERROR
7428 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7429 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7430 GL_CullFace(r_refdef.view.cullface_back);
7435 R_RenderView_UpdateViewVectors
7438 static void R_RenderView_UpdateViewVectors(void)
7440 // break apart the view matrix into vectors for various purposes
7441 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7442 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7443 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7444 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7445 // make an inverted copy of the view matrix for tracking sprites
7446 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7449 void R_RenderScene(void);
7450 void R_RenderWaterPlanes(void);
7452 static void R_Water_StartFrame(void)
7455 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7456 r_waterstate_waterplane_t *p;
7458 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7461 switch(vid.renderpath)
7463 case RENDERPATH_GL20:
7464 case RENDERPATH_CGGL:
7466 case RENDERPATH_GL13:
7467 case RENDERPATH_GL11:
7471 // set waterwidth and waterheight to the water resolution that will be
7472 // used (often less than the screen resolution for faster rendering)
7473 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7474 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7476 // calculate desired texture sizes
7477 // can't use water if the card does not support the texture size
7478 if (!r_water.integer || r_showsurfaces.integer)
7479 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7480 else if (vid.support.arb_texture_non_power_of_two)
7482 texturewidth = waterwidth;
7483 textureheight = waterheight;
7484 camerawidth = waterwidth;
7485 cameraheight = waterheight;
7489 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7490 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7491 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7492 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7495 // allocate textures as needed
7496 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7498 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7499 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7501 if (p->texture_refraction)
7502 R_FreeTexture(p->texture_refraction);
7503 p->texture_refraction = NULL;
7504 if (p->texture_reflection)
7505 R_FreeTexture(p->texture_reflection);
7506 p->texture_reflection = NULL;
7507 if (p->texture_camera)
7508 R_FreeTexture(p->texture_camera);
7509 p->texture_camera = NULL;
7511 memset(&r_waterstate, 0, sizeof(r_waterstate));
7512 r_waterstate.texturewidth = texturewidth;
7513 r_waterstate.textureheight = textureheight;
7514 r_waterstate.camerawidth = camerawidth;
7515 r_waterstate.cameraheight = cameraheight;
7518 if (r_waterstate.texturewidth)
7520 r_waterstate.enabled = true;
7522 // when doing a reduced render (HDR) we want to use a smaller area
7523 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7524 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7526 // set up variables that will be used in shader setup
7527 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7528 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7529 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7530 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7533 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7534 r_waterstate.numwaterplanes = 0;
7537 void R_Water_AddWaterPlane(msurface_t *surface)
7539 int triangleindex, planeindex;
7546 r_waterstate_waterplane_t *p;
7547 texture_t *t = R_GetCurrentTexture(surface->texture);
7548 cam_ent = t->camera_entity;
7549 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7552 // just use the first triangle with a valid normal for any decisions
7553 VectorClear(normal);
7554 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7556 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7557 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7558 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7559 TriangleNormal(vert[0], vert[1], vert[2], normal);
7560 if (VectorLength2(normal) >= 0.001)
7564 VectorCopy(normal, plane.normal);
7565 VectorNormalize(plane.normal);
7566 plane.dist = DotProduct(vert[0], plane.normal);
7567 PlaneClassify(&plane);
7568 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7570 // skip backfaces (except if nocullface is set)
7571 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7573 VectorNegate(plane.normal, plane.normal);
7575 PlaneClassify(&plane);
7579 // find a matching plane if there is one
7580 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7581 if(p->camera_entity == t->camera_entity)
7582 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7584 if (planeindex >= r_waterstate.maxwaterplanes)
7585 return; // nothing we can do, out of planes
7587 // if this triangle does not fit any known plane rendered this frame, add one
7588 if (planeindex >= r_waterstate.numwaterplanes)
7590 // store the new plane
7591 r_waterstate.numwaterplanes++;
7593 // clear materialflags and pvs
7594 p->materialflags = 0;
7595 p->pvsvalid = false;
7596 p->camera_entity = t->camera_entity;
7598 // merge this surface's materialflags into the waterplane
7599 p->materialflags |= t->currentmaterialflags;
7600 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7602 // merge this surface's PVS into the waterplane
7603 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7604 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7605 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7607 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7613 static void R_Water_ProcessPlanes(void)
7615 r_refdef_view_t originalview;
7616 r_refdef_view_t myview;
7618 r_waterstate_waterplane_t *p;
7621 originalview = r_refdef.view;
7623 // make sure enough textures are allocated
7624 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7626 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7628 if (!p->texture_refraction)
7629 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, -1, NULL);
7630 if (!p->texture_refraction)
7633 else if (p->materialflags & MATERIALFLAG_CAMERA)
7635 if (!p->texture_camera)
7636 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7637 if (!p->texture_camera)
7641 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7643 if (!p->texture_reflection)
7644 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, -1, NULL);
7645 if (!p->texture_reflection)
7651 r_refdef.view = originalview;
7652 r_refdef.view.showdebug = false;
7653 r_refdef.view.width = r_waterstate.waterwidth;
7654 r_refdef.view.height = r_waterstate.waterheight;
7655 r_refdef.view.useclipplane = true;
7656 myview = r_refdef.view;
7657 r_waterstate.renderingscene = true;
7658 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7660 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7662 r_refdef.view = myview;
7663 // render reflected scene and copy into texture
7664 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7665 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7666 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7667 r_refdef.view.clipplane = p->plane;
7668 // reverse the cullface settings for this render
7669 r_refdef.view.cullface_front = GL_FRONT;
7670 r_refdef.view.cullface_back = GL_BACK;
7671 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7673 r_refdef.view.usecustompvs = true;
7675 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7677 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7680 R_ResetViewRendering3D();
7681 R_ClearScreen(r_refdef.fogenabled);
7685 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);
7688 // render the normal view scene and copy into texture
7689 // (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)
7690 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7692 r_waterstate.renderingrefraction = true;
7693 r_refdef.view = myview;
7695 r_refdef.view.clipplane = p->plane;
7696 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7697 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7699 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7701 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7702 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7703 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7704 R_RenderView_UpdateViewVectors();
7705 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);
7708 PlaneClassify(&r_refdef.view.clipplane);
7710 R_ResetViewRendering3D();
7711 R_ClearScreen(r_refdef.fogenabled);
7715 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);
7716 r_waterstate.renderingrefraction = false;
7718 else if (p->materialflags & MATERIALFLAG_CAMERA)
7720 r_refdef.view = myview;
7722 r_refdef.view.clipplane = p->plane;
7723 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7724 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7726 r_refdef.view.width = r_waterstate.camerawidth;
7727 r_refdef.view.height = r_waterstate.cameraheight;
7728 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7729 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7731 if(p->camera_entity)
7733 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7734 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7737 // reverse the cullface settings for this render
7738 r_refdef.view.cullface_front = GL_FRONT;
7739 r_refdef.view.cullface_back = GL_BACK;
7740 // also reverse the view matrix
7741 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7742 R_RenderView_UpdateViewVectors();
7743 if(p->camera_entity)
7744 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);
7746 // camera needs no clipplane
7747 r_refdef.view.useclipplane = false;
7749 PlaneClassify(&r_refdef.view.clipplane);
7751 R_ResetViewRendering3D();
7752 R_ClearScreen(r_refdef.fogenabled);
7756 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);
7757 r_waterstate.renderingrefraction = false;
7761 r_waterstate.renderingscene = false;
7762 r_refdef.view = originalview;
7763 R_ResetViewRendering3D();
7764 R_ClearScreen(r_refdef.fogenabled);
7768 r_refdef.view = originalview;
7769 r_waterstate.renderingscene = false;
7770 Cvar_SetValueQuick(&r_water, 0);
7771 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7775 void R_Bloom_StartFrame(void)
7777 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7779 switch(vid.renderpath)
7781 case RENDERPATH_GL20:
7782 case RENDERPATH_CGGL:
7784 case RENDERPATH_GL13:
7785 case RENDERPATH_GL11:
7789 // set bloomwidth and bloomheight to the bloom resolution that will be
7790 // used (often less than the screen resolution for faster rendering)
7791 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7792 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7793 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7794 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7795 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7797 // calculate desired texture sizes
7798 if (vid.support.arb_texture_non_power_of_two)
7800 screentexturewidth = r_refdef.view.width;
7801 screentextureheight = r_refdef.view.height;
7802 bloomtexturewidth = r_bloomstate.bloomwidth;
7803 bloomtextureheight = r_bloomstate.bloomheight;
7807 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7808 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7809 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7810 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7813 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))
7815 Cvar_SetValueQuick(&r_hdr, 0);
7816 Cvar_SetValueQuick(&r_bloom, 0);
7817 Cvar_SetValueQuick(&r_motionblur, 0);
7818 Cvar_SetValueQuick(&r_damageblur, 0);
7821 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)))
7822 screentexturewidth = screentextureheight = 0;
7823 if (!r_hdr.integer && !r_bloom.integer)
7824 bloomtexturewidth = bloomtextureheight = 0;
7826 // allocate textures as needed
7827 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7829 if (r_bloomstate.texture_screen)
7830 R_FreeTexture(r_bloomstate.texture_screen);
7831 r_bloomstate.texture_screen = NULL;
7832 r_bloomstate.screentexturewidth = screentexturewidth;
7833 r_bloomstate.screentextureheight = screentextureheight;
7834 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7835 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7837 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7839 if (r_bloomstate.texture_bloom)
7840 R_FreeTexture(r_bloomstate.texture_bloom);
7841 r_bloomstate.texture_bloom = NULL;
7842 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7843 r_bloomstate.bloomtextureheight = bloomtextureheight;
7844 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7845 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7848 // when doing a reduced render (HDR) we want to use a smaller area
7849 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7850 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7851 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7852 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7853 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7855 // set up a texcoord array for the full resolution screen image
7856 // (we have to keep this around to copy back during final render)
7857 r_bloomstate.screentexcoord2f[0] = 0;
7858 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7859 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7860 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7861 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7862 r_bloomstate.screentexcoord2f[5] = 0;
7863 r_bloomstate.screentexcoord2f[6] = 0;
7864 r_bloomstate.screentexcoord2f[7] = 0;
7866 // set up a texcoord array for the reduced resolution bloom image
7867 // (which will be additive blended over the screen image)
7868 r_bloomstate.bloomtexcoord2f[0] = 0;
7869 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7870 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7871 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7872 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7873 r_bloomstate.bloomtexcoord2f[5] = 0;
7874 r_bloomstate.bloomtexcoord2f[6] = 0;
7875 r_bloomstate.bloomtexcoord2f[7] = 0;
7877 if (r_hdr.integer || r_bloom.integer)
7879 r_bloomstate.enabled = true;
7880 r_bloomstate.hdr = r_hdr.integer != 0;
7883 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);
7886 void R_Bloom_CopyBloomTexture(float colorscale)
7888 r_refdef.stats.bloom++;
7890 // scale down screen texture to the bloom texture size
7892 R_SetViewport(&r_bloomstate.viewport);
7893 GL_BlendFunc(GL_ONE, GL_ZERO);
7894 GL_Color(colorscale, colorscale, colorscale, 1);
7895 // TODO: optimize with multitexture or GLSL
7896 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7897 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7898 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7899 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7901 // we now have a bloom image in the framebuffer
7902 // copy it into the bloom image texture for later processing
7903 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);
7904 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7907 void R_Bloom_CopyHDRTexture(void)
7909 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);
7910 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7913 void R_Bloom_MakeTexture(void)
7916 float xoffset, yoffset, r, brighten;
7918 r_refdef.stats.bloom++;
7920 R_ResetViewRendering2D();
7921 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7922 R_Mesh_ColorPointer(NULL, 0, 0);
7924 // we have a bloom image in the framebuffer
7926 R_SetViewport(&r_bloomstate.viewport);
7928 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7931 r = bound(0, r_bloom_colorexponent.value / x, 1);
7932 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7933 GL_Color(r, r, r, 1);
7934 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7935 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7936 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7937 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7939 // copy the vertically blurred bloom view to a texture
7940 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);
7941 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7944 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7945 brighten = r_bloom_brighten.value;
7947 brighten *= r_hdr_range.value;
7948 brighten = sqrt(brighten);
7950 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7951 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7952 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7954 for (dir = 0;dir < 2;dir++)
7956 // blend on at multiple vertical offsets to achieve a vertical blur
7957 // TODO: do offset blends using GLSL
7958 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7959 GL_BlendFunc(GL_ONE, GL_ZERO);
7960 for (x = -range;x <= range;x++)
7962 if (!dir){xoffset = 0;yoffset = x;}
7963 else {xoffset = x;yoffset = 0;}
7964 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7965 yoffset /= (float)r_bloomstate.bloomtextureheight;
7966 // compute a texcoord array with the specified x and y offset
7967 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7968 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7969 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7970 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7971 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7972 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7973 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7974 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7975 // this r value looks like a 'dot' particle, fading sharply to
7976 // black at the edges
7977 // (probably not realistic but looks good enough)
7978 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7979 //r = brighten/(range*2+1);
7980 r = brighten / (range * 2 + 1);
7982 r *= (1 - x*x/(float)(range*range));
7983 GL_Color(r, r, r, 1);
7984 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7985 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7986 GL_BlendFunc(GL_ONE, GL_ONE);
7989 // copy the vertically blurred bloom view to a texture
7990 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);
7991 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7994 // apply subtract last
7995 // (just like it would be in a GLSL shader)
7996 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7998 GL_BlendFunc(GL_ONE, GL_ZERO);
7999 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8000 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8001 GL_Color(1, 1, 1, 1);
8002 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8003 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8005 GL_BlendFunc(GL_ONE, GL_ONE);
8006 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8007 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8008 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8009 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8010 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8011 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8012 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8014 // copy the darkened bloom view to a texture
8015 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);
8016 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8020 void R_HDR_RenderBloomTexture(void)
8022 int oldwidth, oldheight;
8023 float oldcolorscale;
8025 oldcolorscale = r_refdef.view.colorscale;
8026 oldwidth = r_refdef.view.width;
8027 oldheight = r_refdef.view.height;
8028 r_refdef.view.width = r_bloomstate.bloomwidth;
8029 r_refdef.view.height = r_bloomstate.bloomheight;
8031 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8032 // TODO: add exposure compensation features
8033 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8035 r_refdef.view.showdebug = false;
8036 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8038 R_ResetViewRendering3D();
8040 R_ClearScreen(r_refdef.fogenabled);
8041 if (r_timereport_active)
8042 R_TimeReport("HDRclear");
8045 if (r_timereport_active)
8046 R_TimeReport("visibility");
8048 // only do secondary renders with HDR if r_hdr is 2 or higher
8049 r_waterstate.numwaterplanes = 0;
8050 if (r_waterstate.enabled && r_hdr.integer >= 2)
8051 R_RenderWaterPlanes();
8053 r_refdef.view.showdebug = true;
8055 r_waterstate.numwaterplanes = 0;
8057 R_ResetViewRendering2D();
8059 R_Bloom_CopyHDRTexture();
8060 R_Bloom_MakeTexture();
8062 // restore the view settings
8063 r_refdef.view.width = oldwidth;
8064 r_refdef.view.height = oldheight;
8065 r_refdef.view.colorscale = oldcolorscale;
8067 R_ResetViewRendering3D();
8069 R_ClearScreen(r_refdef.fogenabled);
8070 if (r_timereport_active)
8071 R_TimeReport("viewclear");
8074 static void R_BlendView(void)
8076 unsigned int permutation;
8077 float uservecs[4][4];
8079 switch (vid.renderpath)
8081 case RENDERPATH_GL20:
8082 case RENDERPATH_CGGL:
8084 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8085 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8086 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8087 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8088 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8090 if (r_bloomstate.texture_screen)
8092 // make sure the buffer is available
8093 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8095 R_ResetViewRendering2D();
8096 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8097 R_Mesh_ColorPointer(NULL, 0, 0);
8099 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8101 // declare variables
8103 static float avgspeed;
8105 speed = VectorLength(cl.movement_velocity);
8107 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8108 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8110 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8111 speed = bound(0, speed, 1);
8112 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8114 // calculate values into a standard alpha
8115 cl.motionbluralpha = 1 - exp(-
8117 (r_motionblur.value * speed / 80)
8119 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8122 max(0.0001, cl.time - cl.oldtime) // fps independent
8125 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8126 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8128 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8130 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8131 GL_Color(1, 1, 1, cl.motionbluralpha);
8132 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8133 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8134 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8135 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8139 // copy view into the screen texture
8140 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);
8141 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8143 else if (!r_bloomstate.texture_bloom)
8145 // we may still have to do view tint...
8146 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8148 // apply a color tint to the whole view
8149 R_ResetViewRendering2D();
8150 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8151 R_Mesh_ColorPointer(NULL, 0, 0);
8152 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8154 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8155 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8157 break; // no screen processing, no bloom, skip it
8160 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8162 // render simple bloom effect
8163 // copy the screen and shrink it and darken it for the bloom process
8164 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8165 // make the bloom texture
8166 R_Bloom_MakeTexture();
8169 #if _MSC_VER >= 1400
8170 #define sscanf sscanf_s
8172 memset(uservecs, 0, sizeof(uservecs));
8173 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8174 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8175 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8176 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8178 R_ResetViewRendering2D();
8179 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8180 R_Mesh_ColorPointer(NULL, 0, 0);
8181 GL_Color(1, 1, 1, 1);
8182 GL_BlendFunc(GL_ONE, GL_ZERO);
8183 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8184 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8186 switch(vid.renderpath)
8188 case RENDERPATH_GL20:
8189 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8190 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8191 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8192 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8193 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]);
8194 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8195 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]);
8196 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]);
8197 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]);
8198 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]);
8199 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8200 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8202 case RENDERPATH_CGGL:
8204 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8205 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8206 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8207 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8208 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
8209 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8210 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
8211 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
8212 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
8213 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
8214 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8215 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8221 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8222 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8224 case RENDERPATH_GL13:
8225 case RENDERPATH_GL11:
8226 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8228 // apply a color tint to the whole view
8229 R_ResetViewRendering2D();
8230 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8231 R_Mesh_ColorPointer(NULL, 0, 0);
8232 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8234 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8235 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8241 matrix4x4_t r_waterscrollmatrix;
8243 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8245 if (r_refdef.fog_density)
8247 r_refdef.fogcolor[0] = r_refdef.fog_red;
8248 r_refdef.fogcolor[1] = r_refdef.fog_green;
8249 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8251 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8252 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8253 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8254 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8258 VectorCopy(r_refdef.fogcolor, fogvec);
8259 // color.rgb *= ContrastBoost * SceneBrightness;
8260 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8261 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8262 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8263 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8268 void R_UpdateVariables(void)
8272 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8274 r_refdef.farclip = r_farclip_base.value;
8275 if (r_refdef.scene.worldmodel)
8276 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8277 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8279 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8280 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8281 r_refdef.polygonfactor = 0;
8282 r_refdef.polygonoffset = 0;
8283 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8284 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8286 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8287 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8288 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8289 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8290 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8291 if (r_showsurfaces.integer)
8293 r_refdef.scene.rtworld = false;
8294 r_refdef.scene.rtworldshadows = false;
8295 r_refdef.scene.rtdlight = false;
8296 r_refdef.scene.rtdlightshadows = false;
8297 r_refdef.lightmapintensity = 0;
8300 if (gamemode == GAME_NEHAHRA)
8302 if (gl_fogenable.integer)
8304 r_refdef.oldgl_fogenable = true;
8305 r_refdef.fog_density = gl_fogdensity.value;
8306 r_refdef.fog_red = gl_fogred.value;
8307 r_refdef.fog_green = gl_foggreen.value;
8308 r_refdef.fog_blue = gl_fogblue.value;
8309 r_refdef.fog_alpha = 1;
8310 r_refdef.fog_start = 0;
8311 r_refdef.fog_end = gl_skyclip.value;
8312 r_refdef.fog_height = 1<<30;
8313 r_refdef.fog_fadedepth = 128;
8315 else if (r_refdef.oldgl_fogenable)
8317 r_refdef.oldgl_fogenable = false;
8318 r_refdef.fog_density = 0;
8319 r_refdef.fog_red = 0;
8320 r_refdef.fog_green = 0;
8321 r_refdef.fog_blue = 0;
8322 r_refdef.fog_alpha = 0;
8323 r_refdef.fog_start = 0;
8324 r_refdef.fog_end = 0;
8325 r_refdef.fog_height = 1<<30;
8326 r_refdef.fog_fadedepth = 128;
8330 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8331 r_refdef.fog_start = max(0, r_refdef.fog_start);
8332 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8334 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8336 if (r_refdef.fog_density && r_drawfog.integer)
8338 r_refdef.fogenabled = true;
8339 // this is the point where the fog reaches 0.9986 alpha, which we
8340 // consider a good enough cutoff point for the texture
8341 // (0.9986 * 256 == 255.6)
8342 if (r_fog_exp2.integer)
8343 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8345 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8346 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8347 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8348 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8349 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8350 R_BuildFogHeightTexture();
8351 // fog color was already set
8352 // update the fog texture
8353 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)
8354 R_BuildFogTexture();
8355 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8356 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8359 r_refdef.fogenabled = false;
8361 switch(vid.renderpath)
8363 case RENDERPATH_GL20:
8364 case RENDERPATH_CGGL:
8365 if(v_glslgamma.integer && !vid_gammatables_trivial)
8367 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8369 // build GLSL gamma texture
8370 #define RAMPWIDTH 256
8371 unsigned short ramp[RAMPWIDTH * 3];
8372 unsigned char rampbgr[RAMPWIDTH][4];
8375 r_texture_gammaramps_serial = vid_gammatables_serial;
8377 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8378 for(i = 0; i < RAMPWIDTH; ++i)
8380 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8381 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8382 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8385 if (r_texture_gammaramps)
8387 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8391 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8397 // remove GLSL gamma texture
8400 case RENDERPATH_GL13:
8401 case RENDERPATH_GL11:
8406 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8407 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8413 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8414 if( scenetype != r_currentscenetype ) {
8415 // store the old scenetype
8416 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8417 r_currentscenetype = scenetype;
8418 // move in the new scene
8419 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8428 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8430 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8431 if( scenetype == r_currentscenetype ) {
8432 return &r_refdef.scene;
8434 return &r_scenes_store[ scenetype ];
8443 void R_RenderView(void)
8445 if (r_timereport_active)
8446 R_TimeReport("start");
8447 r_textureframe++; // used only by R_GetCurrentTexture
8448 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8450 if (!r_drawentities.integer)
8451 r_refdef.scene.numentities = 0;
8453 R_AnimCache_ClearCache();
8454 R_FrameData_NewFrame();
8456 if (r_refdef.view.isoverlay)
8458 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8459 GL_Clear( GL_DEPTH_BUFFER_BIT );
8460 R_TimeReport("depthclear");
8462 r_refdef.view.showdebug = false;
8464 r_waterstate.enabled = false;
8465 r_waterstate.numwaterplanes = 0;
8473 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8474 return; //Host_Error ("R_RenderView: NULL worldmodel");
8476 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8478 R_RenderView_UpdateViewVectors();
8480 R_Shadow_UpdateWorldLightSelection();
8482 R_Bloom_StartFrame();
8483 R_Water_StartFrame();
8486 if (r_timereport_active)
8487 R_TimeReport("viewsetup");
8489 R_ResetViewRendering3D();
8491 if (r_refdef.view.clear || r_refdef.fogenabled)
8493 R_ClearScreen(r_refdef.fogenabled);
8494 if (r_timereport_active)
8495 R_TimeReport("viewclear");
8497 r_refdef.view.clear = true;
8499 // this produces a bloom texture to be used in R_BlendView() later
8500 if (r_hdr.integer && r_bloomstate.bloomwidth)
8502 R_HDR_RenderBloomTexture();
8503 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8504 r_textureframe++; // used only by R_GetCurrentTexture
8507 r_refdef.view.showdebug = true;
8510 if (r_timereport_active)
8511 R_TimeReport("visibility");
8513 r_waterstate.numwaterplanes = 0;
8514 if (r_waterstate.enabled)
8515 R_RenderWaterPlanes();
8518 r_waterstate.numwaterplanes = 0;
8521 if (r_timereport_active)
8522 R_TimeReport("blendview");
8524 GL_Scissor(0, 0, vid.width, vid.height);
8525 GL_ScissorTest(false);
8529 void R_RenderWaterPlanes(void)
8531 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8533 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8534 if (r_timereport_active)
8535 R_TimeReport("waterworld");
8538 // don't let sound skip if going slow
8539 if (r_refdef.scene.extraupdate)
8542 R_DrawModelsAddWaterPlanes();
8543 if (r_timereport_active)
8544 R_TimeReport("watermodels");
8546 if (r_waterstate.numwaterplanes)
8548 R_Water_ProcessPlanes();
8549 if (r_timereport_active)
8550 R_TimeReport("waterscenes");
8554 extern void R_DrawLightningBeams (void);
8555 extern void VM_CL_AddPolygonsToMeshQueue (void);
8556 extern void R_DrawPortals (void);
8557 extern cvar_t cl_locs_show;
8558 static void R_DrawLocs(void);
8559 static void R_DrawEntityBBoxes(void);
8560 static void R_DrawModelDecals(void);
8561 extern void R_DrawModelShadows(void);
8562 extern void R_DrawModelShadowMaps(void);
8563 extern cvar_t cl_decals_newsystem;
8564 extern qboolean r_shadow_usingdeferredprepass;
8565 void R_RenderScene(void)
8567 qboolean shadowmapping = false;
8569 if (r_timereport_active)
8570 R_TimeReport("beginscene");
8572 r_refdef.stats.renders++;
8576 // don't let sound skip if going slow
8577 if (r_refdef.scene.extraupdate)
8580 R_MeshQueue_BeginScene();
8584 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);
8586 if (r_timereport_active)
8587 R_TimeReport("skystartframe");
8589 if (cl.csqc_vidvars.drawworld)
8591 // don't let sound skip if going slow
8592 if (r_refdef.scene.extraupdate)
8595 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8597 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8598 if (r_timereport_active)
8599 R_TimeReport("worldsky");
8602 if (R_DrawBrushModelsSky() && r_timereport_active)
8603 R_TimeReport("bmodelsky");
8605 if (skyrendermasked && skyrenderlater)
8607 // we have to force off the water clipping plane while rendering sky
8611 if (r_timereport_active)
8612 R_TimeReport("sky");
8616 R_AnimCache_CacheVisibleEntities();
8617 if (r_timereport_active)
8618 R_TimeReport("animation");
8620 R_Shadow_PrepareLights();
8621 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8622 R_Shadow_PrepareModelShadows();
8623 if (r_timereport_active)
8624 R_TimeReport("preparelights");
8626 if (R_Shadow_ShadowMappingEnabled())
8627 shadowmapping = true;
8629 if (r_shadow_usingdeferredprepass)
8630 R_Shadow_DrawPrepass();
8632 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8634 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8635 if (r_timereport_active)
8636 R_TimeReport("worlddepth");
8638 if (r_depthfirst.integer >= 2)
8640 R_DrawModelsDepth();
8641 if (r_timereport_active)
8642 R_TimeReport("modeldepth");
8645 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8647 R_DrawModelShadowMaps();
8648 R_ResetViewRendering3D();
8649 // don't let sound skip if going slow
8650 if (r_refdef.scene.extraupdate)
8654 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8656 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8657 if (r_timereport_active)
8658 R_TimeReport("world");
8661 // don't let sound skip if going slow
8662 if (r_refdef.scene.extraupdate)
8666 if (r_timereport_active)
8667 R_TimeReport("models");
8669 // don't let sound skip if going slow
8670 if (r_refdef.scene.extraupdate)
8673 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8675 R_DrawModelShadows();
8676 R_ResetViewRendering3D();
8677 // don't let sound skip if going slow
8678 if (r_refdef.scene.extraupdate)
8682 if (!r_shadow_usingdeferredprepass)
8684 R_Shadow_DrawLights();
8685 if (r_timereport_active)
8686 R_TimeReport("rtlights");
8689 // don't let sound skip if going slow
8690 if (r_refdef.scene.extraupdate)
8693 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8695 R_DrawModelShadows();
8696 R_ResetViewRendering3D();
8697 // don't let sound skip if going slow
8698 if (r_refdef.scene.extraupdate)
8702 if (cl.csqc_vidvars.drawworld)
8704 if (cl_decals_newsystem.integer)
8706 R_DrawModelDecals();
8707 if (r_timereport_active)
8708 R_TimeReport("modeldecals");
8713 if (r_timereport_active)
8714 R_TimeReport("decals");
8718 if (r_timereport_active)
8719 R_TimeReport("particles");
8722 if (r_timereport_active)
8723 R_TimeReport("explosions");
8725 R_DrawLightningBeams();
8726 if (r_timereport_active)
8727 R_TimeReport("lightning");
8730 VM_CL_AddPolygonsToMeshQueue();
8732 if (r_refdef.view.showdebug)
8734 if (cl_locs_show.integer)
8737 if (r_timereport_active)
8738 R_TimeReport("showlocs");
8741 if (r_drawportals.integer)
8744 if (r_timereport_active)
8745 R_TimeReport("portals");
8748 if (r_showbboxes.value > 0)
8750 R_DrawEntityBBoxes();
8751 if (r_timereport_active)
8752 R_TimeReport("bboxes");
8756 R_MeshQueue_RenderTransparent();
8757 if (r_timereport_active)
8758 R_TimeReport("drawtrans");
8760 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))
8762 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8763 if (r_timereport_active)
8764 R_TimeReport("worlddebug");
8765 R_DrawModelsDebug();
8766 if (r_timereport_active)
8767 R_TimeReport("modeldebug");
8770 if (cl.csqc_vidvars.drawworld)
8772 R_Shadow_DrawCoronas();
8773 if (r_timereport_active)
8774 R_TimeReport("coronas");
8777 // don't let sound skip if going slow
8778 if (r_refdef.scene.extraupdate)
8781 R_ResetViewRendering2D();
8784 static const unsigned short bboxelements[36] =
8794 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8797 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8799 RSurf_ActiveWorldEntity();
8801 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8802 GL_DepthMask(false);
8803 GL_DepthRange(0, 1);
8804 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8805 R_Mesh_ResetTextureState();
8807 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8808 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8809 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8810 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8811 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8812 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8813 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8814 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8815 R_FillColors(color4f, 8, cr, cg, cb, ca);
8816 if (r_refdef.fogenabled)
8818 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8820 f1 = RSurf_FogVertex(v);
8822 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8823 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8824 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8827 R_Mesh_VertexPointer(vertex3f, 0, 0);
8828 R_Mesh_ColorPointer(color4f, 0, 0);
8829 R_Mesh_ResetTextureState();
8830 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8831 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8834 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8838 prvm_edict_t *edict;
8839 prvm_prog_t *prog_save = prog;
8841 // this function draws bounding boxes of server entities
8845 GL_CullFace(GL_NONE);
8846 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8850 for (i = 0;i < numsurfaces;i++)
8852 edict = PRVM_EDICT_NUM(surfacelist[i]);
8853 switch ((int)edict->fields.server->solid)
8855 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8856 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8857 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8858 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8859 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8860 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8862 color[3] *= r_showbboxes.value;
8863 color[3] = bound(0, color[3], 1);
8864 GL_DepthTest(!r_showdisabledepthtest.integer);
8865 GL_CullFace(r_refdef.view.cullface_front);
8866 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8872 static void R_DrawEntityBBoxes(void)
8875 prvm_edict_t *edict;
8877 prvm_prog_t *prog_save = prog;
8879 // this function draws bounding boxes of server entities
8885 for (i = 0;i < prog->num_edicts;i++)
8887 edict = PRVM_EDICT_NUM(i);
8888 if (edict->priv.server->free)
8890 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8891 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8893 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8895 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8896 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8902 static const int nomodelelement3i[24] =
8914 static const unsigned short nomodelelement3s[24] =
8926 static const float nomodelvertex3f[6*3] =
8936 static const float nomodelcolor4f[6*4] =
8938 0.0f, 0.0f, 0.5f, 1.0f,
8939 0.0f, 0.0f, 0.5f, 1.0f,
8940 0.0f, 0.5f, 0.0f, 1.0f,
8941 0.0f, 0.5f, 0.0f, 1.0f,
8942 0.5f, 0.0f, 0.0f, 1.0f,
8943 0.5f, 0.0f, 0.0f, 1.0f
8946 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8952 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);
8954 // this is only called once per entity so numsurfaces is always 1, and
8955 // surfacelist is always {0}, so this code does not handle batches
8957 if (rsurface.ent_flags & RENDER_ADDITIVE)
8959 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8960 GL_DepthMask(false);
8962 else if (rsurface.colormod[3] < 1)
8964 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8965 GL_DepthMask(false);
8969 GL_BlendFunc(GL_ONE, GL_ZERO);
8972 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8973 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8974 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8975 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8976 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8977 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8978 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8979 R_Mesh_ColorPointer(color4f, 0, 0);
8980 for (i = 0, c = color4f;i < 6;i++, c += 4)
8982 c[0] *= rsurface.colormod[0];
8983 c[1] *= rsurface.colormod[1];
8984 c[2] *= rsurface.colormod[2];
8985 c[3] *= rsurface.colormod[3];
8987 if (r_refdef.fogenabled)
8989 for (i = 0, c = color4f;i < 6;i++, c += 4)
8991 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8993 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8994 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8995 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8998 R_Mesh_ResetTextureState();
8999 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9002 void R_DrawNoModel(entity_render_t *ent)
9005 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9006 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9007 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9009 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9012 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9014 vec3_t right1, right2, diff, normal;
9016 VectorSubtract (org2, org1, normal);
9018 // calculate 'right' vector for start
9019 VectorSubtract (r_refdef.view.origin, org1, diff);
9020 CrossProduct (normal, diff, right1);
9021 VectorNormalize (right1);
9023 // calculate 'right' vector for end
9024 VectorSubtract (r_refdef.view.origin, org2, diff);
9025 CrossProduct (normal, diff, right2);
9026 VectorNormalize (right2);
9028 vert[ 0] = org1[0] + width * right1[0];
9029 vert[ 1] = org1[1] + width * right1[1];
9030 vert[ 2] = org1[2] + width * right1[2];
9031 vert[ 3] = org1[0] - width * right1[0];
9032 vert[ 4] = org1[1] - width * right1[1];
9033 vert[ 5] = org1[2] - width * right1[2];
9034 vert[ 6] = org2[0] - width * right2[0];
9035 vert[ 7] = org2[1] - width * right2[1];
9036 vert[ 8] = org2[2] - width * right2[2];
9037 vert[ 9] = org2[0] + width * right2[0];
9038 vert[10] = org2[1] + width * right2[1];
9039 vert[11] = org2[2] + width * right2[2];
9042 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)
9044 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9045 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9046 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9047 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9048 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9049 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9050 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9051 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9052 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9053 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9054 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9055 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9058 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9063 VectorSet(v, x, y, z);
9064 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9065 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9067 if (i == mesh->numvertices)
9069 if (mesh->numvertices < mesh->maxvertices)
9071 VectorCopy(v, vertex3f);
9072 mesh->numvertices++;
9074 return mesh->numvertices;
9080 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9084 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9085 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9086 e = mesh->element3i + mesh->numtriangles * 3;
9087 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9089 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9090 if (mesh->numtriangles < mesh->maxtriangles)
9095 mesh->numtriangles++;
9097 element[1] = element[2];
9101 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9105 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9106 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9107 e = mesh->element3i + mesh->numtriangles * 3;
9108 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9110 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9111 if (mesh->numtriangles < mesh->maxtriangles)
9116 mesh->numtriangles++;
9118 element[1] = element[2];
9122 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9123 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9125 int planenum, planenum2;
9128 mplane_t *plane, *plane2;
9130 double temppoints[2][256*3];
9131 // figure out how large a bounding box we need to properly compute this brush
9133 for (w = 0;w < numplanes;w++)
9134 maxdist = max(maxdist, fabs(planes[w].dist));
9135 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9136 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9137 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9141 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9142 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9144 if (planenum2 == planenum)
9146 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);
9149 if (tempnumpoints < 3)
9151 // generate elements forming a triangle fan for this polygon
9152 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9156 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)
9158 texturelayer_t *layer;
9159 layer = t->currentlayers + t->currentnumlayers++;
9161 layer->depthmask = depthmask;
9162 layer->blendfunc1 = blendfunc1;
9163 layer->blendfunc2 = blendfunc2;
9164 layer->texture = texture;
9165 layer->texmatrix = *matrix;
9166 layer->color[0] = r;
9167 layer->color[1] = g;
9168 layer->color[2] = b;
9169 layer->color[3] = a;
9172 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9174 if(parms[0] == 0 && parms[1] == 0)
9176 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9177 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9182 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9185 index = parms[2] + r_refdef.scene.time * parms[3];
9186 index -= floor(index);
9187 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9190 case Q3WAVEFUNC_NONE:
9191 case Q3WAVEFUNC_NOISE:
9192 case Q3WAVEFUNC_COUNT:
9195 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9196 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9197 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9198 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9199 case Q3WAVEFUNC_TRIANGLE:
9201 f = index - floor(index);
9212 f = parms[0] + parms[1] * f;
9213 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9214 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9218 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9223 matrix4x4_t matrix, temp;
9224 switch(tcmod->tcmod)
9228 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9229 matrix = r_waterscrollmatrix;
9231 matrix = identitymatrix;
9233 case Q3TCMOD_ENTITYTRANSLATE:
9234 // this is used in Q3 to allow the gamecode to control texcoord
9235 // scrolling on the entity, which is not supported in darkplaces yet.
9236 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9238 case Q3TCMOD_ROTATE:
9239 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9240 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9241 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9244 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9246 case Q3TCMOD_SCROLL:
9247 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9249 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9250 w = (int) tcmod->parms[0];
9251 h = (int) tcmod->parms[1];
9252 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9254 idx = (int) floor(f * w * h);
9255 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9257 case Q3TCMOD_STRETCH:
9258 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9259 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9261 case Q3TCMOD_TRANSFORM:
9262 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9263 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9264 VectorSet(tcmat + 6, 0 , 0 , 1);
9265 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9266 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9268 case Q3TCMOD_TURBULENT:
9269 // this is handled in the RSurf_PrepareVertices function
9270 matrix = identitymatrix;
9274 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9277 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9279 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9280 char name[MAX_QPATH];
9281 skinframe_t *skinframe;
9282 unsigned char pixels[296*194];
9283 strlcpy(cache->name, skinname, sizeof(cache->name));
9284 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9285 if (developer_loading.integer)
9286 Con_Printf("loading %s\n", name);
9287 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9288 if (!skinframe || !skinframe->base)
9291 fs_offset_t filesize;
9293 f = FS_LoadFile(name, tempmempool, true, &filesize);
9296 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9297 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9301 cache->skinframe = skinframe;
9304 texture_t *R_GetCurrentTexture(texture_t *t)
9307 const entity_render_t *ent = rsurface.entity;
9308 dp_model_t *model = ent->model;
9309 q3shaderinfo_layer_tcmod_t *tcmod;
9311 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9312 return t->currentframe;
9313 t->update_lastrenderframe = r_textureframe;
9314 t->update_lastrenderentity = (void *)ent;
9316 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9317 t->camera_entity = ent->entitynumber;
9319 t->camera_entity = 0;
9321 // switch to an alternate material if this is a q1bsp animated material
9323 texture_t *texture = t;
9324 int s = rsurface.ent_skinnum;
9325 if ((unsigned int)s >= (unsigned int)model->numskins)
9327 if (model->skinscenes)
9329 if (model->skinscenes[s].framecount > 1)
9330 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9332 s = model->skinscenes[s].firstframe;
9335 t = t + s * model->num_surfaces;
9338 // use an alternate animation if the entity's frame is not 0,
9339 // and only if the texture has an alternate animation
9340 if (rsurface.ent_alttextures && t->anim_total[1])
9341 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9343 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9345 texture->currentframe = t;
9348 // update currentskinframe to be a qw skin or animation frame
9349 if (rsurface.ent_qwskin >= 0)
9351 i = rsurface.ent_qwskin;
9352 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9354 r_qwskincache_size = cl.maxclients;
9356 Mem_Free(r_qwskincache);
9357 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9359 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9360 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9361 t->currentskinframe = r_qwskincache[i].skinframe;
9362 if (t->currentskinframe == NULL)
9363 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9365 else if (t->numskinframes >= 2)
9366 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9367 if (t->backgroundnumskinframes >= 2)
9368 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9370 t->currentmaterialflags = t->basematerialflags;
9371 t->currentalpha = rsurface.colormod[3];
9372 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9373 t->currentalpha *= r_wateralpha.value;
9374 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9375 t->currentalpha *= t->r_water_wateralpha;
9376 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9377 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9378 if (!(rsurface.ent_flags & RENDER_LIGHT))
9379 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9380 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9382 // pick a model lighting mode
9383 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9384 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9386 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9388 if (rsurface.ent_flags & RENDER_ADDITIVE)
9389 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9390 else if (t->currentalpha < 1)
9391 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9392 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9393 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9394 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9395 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9396 if (t->backgroundnumskinframes)
9397 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9398 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9400 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9401 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9404 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9405 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9406 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9408 // there is no tcmod
9409 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9411 t->currenttexmatrix = r_waterscrollmatrix;
9412 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9414 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9416 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9417 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9420 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9421 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9422 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9423 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9425 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9426 if (t->currentskinframe->qpixels)
9427 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9428 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9429 if (!t->basetexture)
9430 t->basetexture = r_texture_notexture;
9431 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9432 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9433 t->nmaptexture = t->currentskinframe->nmap;
9434 if (!t->nmaptexture)
9435 t->nmaptexture = r_texture_blanknormalmap;
9436 t->glosstexture = r_texture_black;
9437 t->glowtexture = t->currentskinframe->glow;
9438 t->fogtexture = t->currentskinframe->fog;
9439 t->reflectmasktexture = t->currentskinframe->reflect;
9440 if (t->backgroundnumskinframes)
9442 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9443 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9444 t->backgroundglosstexture = r_texture_black;
9445 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9446 if (!t->backgroundnmaptexture)
9447 t->backgroundnmaptexture = r_texture_blanknormalmap;
9451 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9452 t->backgroundnmaptexture = r_texture_blanknormalmap;
9453 t->backgroundglosstexture = r_texture_black;
9454 t->backgroundglowtexture = NULL;
9456 t->specularpower = r_shadow_glossexponent.value;
9457 // TODO: store reference values for these in the texture?
9458 t->specularscale = 0;
9459 if (r_shadow_gloss.integer > 0)
9461 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9463 if (r_shadow_glossintensity.value > 0)
9465 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9466 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9467 t->specularscale = r_shadow_glossintensity.value;
9470 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9472 t->glosstexture = r_texture_white;
9473 t->backgroundglosstexture = r_texture_white;
9474 t->specularscale = r_shadow_gloss2intensity.value;
9475 t->specularpower = r_shadow_gloss2exponent.value;
9478 t->specularscale *= t->specularscalemod;
9479 t->specularpower *= t->specularpowermod;
9481 // lightmaps mode looks bad with dlights using actual texturing, so turn
9482 // off the colormap and glossmap, but leave the normalmap on as it still
9483 // accurately represents the shading involved
9484 if (gl_lightmaps.integer)
9486 t->basetexture = r_texture_grey128;
9487 t->pantstexture = r_texture_black;
9488 t->shirttexture = r_texture_black;
9489 t->nmaptexture = r_texture_blanknormalmap;
9490 t->glosstexture = r_texture_black;
9491 t->glowtexture = NULL;
9492 t->fogtexture = NULL;
9493 t->reflectmasktexture = NULL;
9494 t->backgroundbasetexture = NULL;
9495 t->backgroundnmaptexture = r_texture_blanknormalmap;
9496 t->backgroundglosstexture = r_texture_black;
9497 t->backgroundglowtexture = NULL;
9498 t->specularscale = 0;
9499 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9502 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9503 VectorClear(t->dlightcolor);
9504 t->currentnumlayers = 0;
9505 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9507 int blendfunc1, blendfunc2;
9509 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9511 blendfunc1 = GL_SRC_ALPHA;
9512 blendfunc2 = GL_ONE;
9514 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9516 blendfunc1 = GL_SRC_ALPHA;
9517 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9519 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9521 blendfunc1 = t->customblendfunc[0];
9522 blendfunc2 = t->customblendfunc[1];
9526 blendfunc1 = GL_ONE;
9527 blendfunc2 = GL_ZERO;
9529 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9530 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9532 // fullbright is not affected by r_refdef.lightmapintensity
9533 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]);
9534 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9535 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]);
9536 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9537 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]);
9541 vec3_t ambientcolor;
9543 // set the color tint used for lights affecting this surface
9544 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9546 // q3bsp has no lightmap updates, so the lightstylevalue that
9547 // would normally be baked into the lightmap must be
9548 // applied to the color
9549 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9550 if (model->type == mod_brushq3)
9551 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9552 colorscale *= r_refdef.lightmapintensity;
9553 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9554 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9555 // basic lit geometry
9556 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]);
9557 // add pants/shirt if needed
9558 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9559 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]);
9560 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9561 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]);
9562 // now add ambient passes if needed
9563 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9565 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]);
9566 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9567 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]);
9568 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9569 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]);
9572 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9573 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]);
9574 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9576 // if this is opaque use alpha blend which will darken the earlier
9579 // if this is an alpha blended material, all the earlier passes
9580 // were darkened by fog already, so we only need to add the fog
9581 // color ontop through the fog mask texture
9583 // if this is an additive blended material, all the earlier passes
9584 // were darkened by fog already, and we should not add fog color
9585 // (because the background was not darkened, there is no fog color
9586 // that was lost behind it).
9587 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]);
9591 return t->currentframe;
9594 rsurfacestate_t rsurface;
9596 void R_Mesh_ResizeArrays(int newvertices)
9599 if (rsurface.array_size >= newvertices)
9601 if (rsurface.array_modelvertex3f)
9602 Mem_Free(rsurface.array_modelvertex3f);
9603 rsurface.array_size = (newvertices + 1023) & ~1023;
9604 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9605 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9606 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9607 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9608 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9609 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9610 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9611 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9612 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9613 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9614 rsurface.array_color4f = base + rsurface.array_size * 27;
9615 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9618 void RSurf_ActiveWorldEntity(void)
9620 dp_model_t *model = r_refdef.scene.worldmodel;
9621 //if (rsurface.entity == r_refdef.scene.worldentity)
9623 rsurface.entity = r_refdef.scene.worldentity;
9624 rsurface.skeleton = NULL;
9625 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9626 rsurface.ent_skinnum = 0;
9627 rsurface.ent_qwskin = -1;
9628 rsurface.ent_shadertime = 0;
9629 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9630 if (rsurface.array_size < model->surfmesh.num_vertices)
9631 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9632 rsurface.matrix = identitymatrix;
9633 rsurface.inversematrix = identitymatrix;
9634 rsurface.matrixscale = 1;
9635 rsurface.inversematrixscale = 1;
9636 R_EntityMatrix(&identitymatrix);
9637 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9638 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9639 rsurface.fograngerecip = r_refdef.fograngerecip;
9640 rsurface.fogheightfade = r_refdef.fogheightfade;
9641 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9642 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9643 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9644 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9645 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9646 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9647 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9648 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9649 rsurface.colormod[3] = 1;
9650 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);
9651 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9652 rsurface.frameblend[0].lerp = 1;
9653 rsurface.ent_alttextures = false;
9654 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9655 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9656 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9657 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9658 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9659 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9660 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9661 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9662 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9663 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9664 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9665 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9666 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9667 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9668 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9669 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9670 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9671 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9672 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9673 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9674 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9675 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9676 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9677 rsurface.modelelement3i = model->surfmesh.data_element3i;
9678 rsurface.modelelement3s = model->surfmesh.data_element3s;
9679 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9680 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9681 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9682 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9683 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9684 rsurface.modelsurfaces = model->data_surfaces;
9685 rsurface.generatedvertex = false;
9686 rsurface.vertex3f = rsurface.modelvertex3f;
9687 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9688 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9689 rsurface.svector3f = rsurface.modelsvector3f;
9690 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9691 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9692 rsurface.tvector3f = rsurface.modeltvector3f;
9693 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9694 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9695 rsurface.normal3f = rsurface.modelnormal3f;
9696 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9697 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9698 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9701 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9703 dp_model_t *model = ent->model;
9704 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9706 rsurface.entity = (entity_render_t *)ent;
9707 rsurface.skeleton = ent->skeleton;
9708 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9709 rsurface.ent_skinnum = ent->skinnum;
9710 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;
9711 rsurface.ent_shadertime = ent->shadertime;
9712 rsurface.ent_flags = ent->flags;
9713 if (rsurface.array_size < model->surfmesh.num_vertices)
9714 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9715 rsurface.matrix = ent->matrix;
9716 rsurface.inversematrix = ent->inversematrix;
9717 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9718 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9719 R_EntityMatrix(&rsurface.matrix);
9720 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9721 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9722 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9723 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9724 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9725 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9726 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9727 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9728 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9729 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9730 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9731 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9732 rsurface.colormod[3] = ent->alpha;
9733 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9734 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9735 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9736 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9737 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9738 if (ent->model->brush.submodel && !prepass)
9740 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9741 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9743 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9745 if (ent->animcache_vertex3f && !r_framedata_failed)
9747 rsurface.modelvertex3f = ent->animcache_vertex3f;
9748 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9749 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9750 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9752 else if (wanttangents)
9754 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9755 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9756 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9757 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9758 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9760 else if (wantnormals)
9762 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9763 rsurface.modelsvector3f = NULL;
9764 rsurface.modeltvector3f = NULL;
9765 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9766 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9770 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9771 rsurface.modelsvector3f = NULL;
9772 rsurface.modeltvector3f = NULL;
9773 rsurface.modelnormal3f = NULL;
9774 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9776 rsurface.modelvertex3f_bufferobject = 0;
9777 rsurface.modelvertex3f_bufferoffset = 0;
9778 rsurface.modelsvector3f_bufferobject = 0;
9779 rsurface.modelsvector3f_bufferoffset = 0;
9780 rsurface.modeltvector3f_bufferobject = 0;
9781 rsurface.modeltvector3f_bufferoffset = 0;
9782 rsurface.modelnormal3f_bufferobject = 0;
9783 rsurface.modelnormal3f_bufferoffset = 0;
9784 rsurface.generatedvertex = true;
9788 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9789 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9790 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9791 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9792 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9793 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9794 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9795 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9796 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9797 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9798 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9799 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9800 rsurface.generatedvertex = false;
9802 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9803 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9804 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9805 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9806 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9807 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9808 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9809 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9810 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9811 rsurface.modelelement3i = model->surfmesh.data_element3i;
9812 rsurface.modelelement3s = model->surfmesh.data_element3s;
9813 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9814 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9815 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9816 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9817 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9818 rsurface.modelsurfaces = model->data_surfaces;
9819 rsurface.vertex3f = rsurface.modelvertex3f;
9820 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9821 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9822 rsurface.svector3f = rsurface.modelsvector3f;
9823 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9824 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9825 rsurface.tvector3f = rsurface.modeltvector3f;
9826 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9827 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9828 rsurface.normal3f = rsurface.modelnormal3f;
9829 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9830 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9831 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9834 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)
9836 rsurface.entity = r_refdef.scene.worldentity;
9837 rsurface.skeleton = NULL;
9838 rsurface.ent_skinnum = 0;
9839 rsurface.ent_qwskin = -1;
9840 rsurface.ent_shadertime = shadertime;
9841 rsurface.ent_flags = entflags;
9842 rsurface.modelnum_vertices = numvertices;
9843 rsurface.modelnum_triangles = numtriangles;
9844 if (rsurface.array_size < rsurface.modelnum_vertices)
9845 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9846 rsurface.matrix = *matrix;
9847 rsurface.inversematrix = *inversematrix;
9848 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9849 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9850 R_EntityMatrix(&rsurface.matrix);
9851 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9852 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9853 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9854 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9855 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9856 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9857 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9858 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9859 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9860 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9861 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9862 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9863 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);
9864 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9865 rsurface.frameblend[0].lerp = 1;
9866 rsurface.ent_alttextures = false;
9867 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9868 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9871 rsurface.modelvertex3f = vertex3f;
9872 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9873 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9874 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9876 else if (wantnormals)
9878 rsurface.modelvertex3f = vertex3f;
9879 rsurface.modelsvector3f = NULL;
9880 rsurface.modeltvector3f = NULL;
9881 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9885 rsurface.modelvertex3f = vertex3f;
9886 rsurface.modelsvector3f = NULL;
9887 rsurface.modeltvector3f = NULL;
9888 rsurface.modelnormal3f = NULL;
9890 rsurface.modelvertex3f_bufferobject = 0;
9891 rsurface.modelvertex3f_bufferoffset = 0;
9892 rsurface.modelsvector3f_bufferobject = 0;
9893 rsurface.modelsvector3f_bufferoffset = 0;
9894 rsurface.modeltvector3f_bufferobject = 0;
9895 rsurface.modeltvector3f_bufferoffset = 0;
9896 rsurface.modelnormal3f_bufferobject = 0;
9897 rsurface.modelnormal3f_bufferoffset = 0;
9898 rsurface.generatedvertex = true;
9899 rsurface.modellightmapcolor4f = color4f;
9900 rsurface.modellightmapcolor4f_bufferobject = 0;
9901 rsurface.modellightmapcolor4f_bufferoffset = 0;
9902 rsurface.modeltexcoordtexture2f = texcoord2f;
9903 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9904 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9905 rsurface.modeltexcoordlightmap2f = NULL;
9906 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9907 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9908 rsurface.modelelement3i = element3i;
9909 rsurface.modelelement3s = element3s;
9910 rsurface.modelelement3i_bufferobject = 0;
9911 rsurface.modelelement3s_bufferobject = 0;
9912 rsurface.modellightmapoffsets = NULL;
9913 rsurface.modelsurfaces = NULL;
9914 rsurface.vertex3f = rsurface.modelvertex3f;
9915 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9916 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9917 rsurface.svector3f = rsurface.modelsvector3f;
9918 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9919 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9920 rsurface.tvector3f = rsurface.modeltvector3f;
9921 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9922 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9923 rsurface.normal3f = rsurface.modelnormal3f;
9924 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9925 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9926 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9928 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9930 if ((wantnormals || wanttangents) && !normal3f)
9931 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9932 if (wanttangents && !svector3f)
9933 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);
9937 float RSurf_FogPoint(const float *v)
9939 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9940 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9941 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9942 float FogHeightFade = r_refdef.fogheightfade;
9944 unsigned int fogmasktableindex;
9945 if (r_refdef.fogplaneviewabove)
9946 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9948 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9949 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9950 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9953 float RSurf_FogVertex(const float *v)
9955 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9956 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9957 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9958 float FogHeightFade = rsurface.fogheightfade;
9960 unsigned int fogmasktableindex;
9961 if (r_refdef.fogplaneviewabove)
9962 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9964 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9965 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9966 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9969 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9970 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9973 int texturesurfaceindex;
9978 const float *v1, *in_tc;
9980 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9982 q3shaderinfo_deform_t *deform;
9983 // 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
9984 if (rsurface.generatedvertex)
9986 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9987 generatenormals = true;
9988 for (i = 0;i < Q3MAXDEFORMS;i++)
9990 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9992 generatetangents = true;
9993 generatenormals = true;
9995 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9996 generatenormals = true;
9998 if (generatenormals && !rsurface.modelnormal3f)
10000 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10001 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10002 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10003 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10005 if (generatetangents && !rsurface.modelsvector3f)
10007 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10008 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10009 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10010 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10011 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10012 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10013 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);
10016 rsurface.vertex3f = rsurface.modelvertex3f;
10017 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10018 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10019 rsurface.svector3f = rsurface.modelsvector3f;
10020 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10021 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10022 rsurface.tvector3f = rsurface.modeltvector3f;
10023 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10024 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10025 rsurface.normal3f = rsurface.modelnormal3f;
10026 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10027 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10028 // if vertices are deformed (sprite flares and things in maps, possibly
10029 // water waves, bulges and other deformations), generate them into
10030 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10031 // (may be static model data or generated data for an animated model, or
10032 // the previous deform pass)
10033 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10035 switch (deform->deform)
10038 case Q3DEFORM_PROJECTIONSHADOW:
10039 case Q3DEFORM_TEXT0:
10040 case Q3DEFORM_TEXT1:
10041 case Q3DEFORM_TEXT2:
10042 case Q3DEFORM_TEXT3:
10043 case Q3DEFORM_TEXT4:
10044 case Q3DEFORM_TEXT5:
10045 case Q3DEFORM_TEXT6:
10046 case Q3DEFORM_TEXT7:
10047 case Q3DEFORM_NONE:
10049 case Q3DEFORM_AUTOSPRITE:
10050 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10051 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10052 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10053 VectorNormalize(newforward);
10054 VectorNormalize(newright);
10055 VectorNormalize(newup);
10056 // make deformed versions of only the model vertices used by the specified surfaces
10057 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10059 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10060 // a single autosprite surface can contain multiple sprites...
10061 for (j = 0;j < surface->num_vertices - 3;j += 4)
10063 VectorClear(center);
10064 for (i = 0;i < 4;i++)
10065 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10066 VectorScale(center, 0.25f, center);
10067 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10068 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10069 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10070 for (i = 0;i < 4;i++)
10072 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10073 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10076 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);
10077 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);
10079 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10080 rsurface.vertex3f_bufferobject = 0;
10081 rsurface.vertex3f_bufferoffset = 0;
10082 rsurface.svector3f = rsurface.array_deformedsvector3f;
10083 rsurface.svector3f_bufferobject = 0;
10084 rsurface.svector3f_bufferoffset = 0;
10085 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10086 rsurface.tvector3f_bufferobject = 0;
10087 rsurface.tvector3f_bufferoffset = 0;
10088 rsurface.normal3f = rsurface.array_deformednormal3f;
10089 rsurface.normal3f_bufferobject = 0;
10090 rsurface.normal3f_bufferoffset = 0;
10092 case Q3DEFORM_AUTOSPRITE2:
10093 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10094 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10095 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10096 VectorNormalize(newforward);
10097 VectorNormalize(newright);
10098 VectorNormalize(newup);
10099 // make deformed versions of only the model vertices used by the specified surfaces
10100 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10102 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10103 const float *v1, *v2;
10113 memset(shortest, 0, sizeof(shortest));
10114 // a single autosprite surface can contain multiple sprites...
10115 for (j = 0;j < surface->num_vertices - 3;j += 4)
10117 VectorClear(center);
10118 for (i = 0;i < 4;i++)
10119 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10120 VectorScale(center, 0.25f, center);
10121 // find the two shortest edges, then use them to define the
10122 // axis vectors for rotating around the central axis
10123 for (i = 0;i < 6;i++)
10125 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10126 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10128 Debug_PolygonBegin(NULL, 0);
10129 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10130 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);
10131 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10132 Debug_PolygonEnd();
10134 l = VectorDistance2(v1, v2);
10135 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10136 if (v1[2] != v2[2])
10137 l += (1.0f / 1024.0f);
10138 if (shortest[0].length2 > l || i == 0)
10140 shortest[1] = shortest[0];
10141 shortest[0].length2 = l;
10142 shortest[0].v1 = v1;
10143 shortest[0].v2 = v2;
10145 else if (shortest[1].length2 > l || i == 1)
10147 shortest[1].length2 = l;
10148 shortest[1].v1 = v1;
10149 shortest[1].v2 = v2;
10152 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10153 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10155 Debug_PolygonBegin(NULL, 0);
10156 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10157 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);
10158 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10159 Debug_PolygonEnd();
10161 // this calculates the right vector from the shortest edge
10162 // and the up vector from the edge midpoints
10163 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10164 VectorNormalize(right);
10165 VectorSubtract(end, start, up);
10166 VectorNormalize(up);
10167 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10168 VectorSubtract(rsurface.localvieworigin, center, forward);
10169 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10170 VectorNegate(forward, forward);
10171 VectorReflect(forward, 0, up, forward);
10172 VectorNormalize(forward);
10173 CrossProduct(up, forward, newright);
10174 VectorNormalize(newright);
10176 Debug_PolygonBegin(NULL, 0);
10177 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);
10178 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10179 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10180 Debug_PolygonEnd();
10183 Debug_PolygonBegin(NULL, 0);
10184 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10185 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10186 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10187 Debug_PolygonEnd();
10189 // rotate the quad around the up axis vector, this is made
10190 // especially easy by the fact we know the quad is flat,
10191 // so we only have to subtract the center position and
10192 // measure distance along the right vector, and then
10193 // multiply that by the newright vector and add back the
10195 // we also need to subtract the old position to undo the
10196 // displacement from the center, which we do with a
10197 // DotProduct, the subtraction/addition of center is also
10198 // optimized into DotProducts here
10199 l = DotProduct(right, center);
10200 for (i = 0;i < 4;i++)
10202 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10203 f = DotProduct(right, v1) - l;
10204 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10207 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);
10208 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);
10210 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10211 rsurface.vertex3f_bufferobject = 0;
10212 rsurface.vertex3f_bufferoffset = 0;
10213 rsurface.svector3f = rsurface.array_deformedsvector3f;
10214 rsurface.svector3f_bufferobject = 0;
10215 rsurface.svector3f_bufferoffset = 0;
10216 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10217 rsurface.tvector3f_bufferobject = 0;
10218 rsurface.tvector3f_bufferoffset = 0;
10219 rsurface.normal3f = rsurface.array_deformednormal3f;
10220 rsurface.normal3f_bufferobject = 0;
10221 rsurface.normal3f_bufferoffset = 0;
10223 case Q3DEFORM_NORMAL:
10224 // deform the normals to make reflections wavey
10225 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10227 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10228 for (j = 0;j < surface->num_vertices;j++)
10231 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10232 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10233 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10234 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10235 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10236 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10237 VectorNormalize(normal);
10239 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);
10241 rsurface.svector3f = rsurface.array_deformedsvector3f;
10242 rsurface.svector3f_bufferobject = 0;
10243 rsurface.svector3f_bufferoffset = 0;
10244 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10245 rsurface.tvector3f_bufferobject = 0;
10246 rsurface.tvector3f_bufferoffset = 0;
10247 rsurface.normal3f = rsurface.array_deformednormal3f;
10248 rsurface.normal3f_bufferobject = 0;
10249 rsurface.normal3f_bufferoffset = 0;
10251 case Q3DEFORM_WAVE:
10252 // deform vertex array to make wavey water and flags and such
10253 waveparms[0] = deform->waveparms[0];
10254 waveparms[1] = deform->waveparms[1];
10255 waveparms[2] = deform->waveparms[2];
10256 waveparms[3] = deform->waveparms[3];
10257 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10258 break; // if wavefunc is a nop, don't make a dynamic vertex array
10259 // this is how a divisor of vertex influence on deformation
10260 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10261 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10262 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10264 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10265 for (j = 0;j < surface->num_vertices;j++)
10267 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10268 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10269 // if the wavefunc depends on time, evaluate it per-vertex
10272 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10273 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10275 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10278 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10279 rsurface.vertex3f_bufferobject = 0;
10280 rsurface.vertex3f_bufferoffset = 0;
10282 case Q3DEFORM_BULGE:
10283 // deform vertex array to make the surface have moving bulges
10284 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10286 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10287 for (j = 0;j < surface->num_vertices;j++)
10289 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10290 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10293 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10294 rsurface.vertex3f_bufferobject = 0;
10295 rsurface.vertex3f_bufferoffset = 0;
10297 case Q3DEFORM_MOVE:
10298 // deform vertex array
10299 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10300 break; // if wavefunc is a nop, don't make a dynamic vertex array
10301 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10302 VectorScale(deform->parms, scale, waveparms);
10303 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10306 for (j = 0;j < surface->num_vertices;j++)
10307 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10309 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10310 rsurface.vertex3f_bufferobject = 0;
10311 rsurface.vertex3f_bufferoffset = 0;
10315 // generate texcoords based on the chosen texcoord source
10316 switch(rsurface.texture->tcgen.tcgen)
10319 case Q3TCGEN_TEXTURE:
10320 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10321 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10322 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10324 case Q3TCGEN_LIGHTMAP:
10325 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10326 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10327 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10329 case Q3TCGEN_VECTOR:
10330 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10332 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10333 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)
10335 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10336 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10339 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10340 rsurface.texcoordtexture2f_bufferobject = 0;
10341 rsurface.texcoordtexture2f_bufferoffset = 0;
10343 case Q3TCGEN_ENVIRONMENT:
10344 // make environment reflections using a spheremap
10345 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10347 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10348 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10349 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10350 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10351 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10353 // identical to Q3A's method, but executed in worldspace so
10354 // carried models can be shiny too
10356 float viewer[3], d, reflected[3], worldreflected[3];
10358 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10359 // VectorNormalize(viewer);
10361 d = DotProduct(normal, viewer);
10363 reflected[0] = normal[0]*2*d - viewer[0];
10364 reflected[1] = normal[1]*2*d - viewer[1];
10365 reflected[2] = normal[2]*2*d - viewer[2];
10366 // note: this is proportinal to viewer, so we can normalize later
10368 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10369 VectorNormalize(worldreflected);
10371 // note: this sphere map only uses world x and z!
10372 // so positive and negative y will LOOK THE SAME.
10373 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10374 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10377 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10378 rsurface.texcoordtexture2f_bufferobject = 0;
10379 rsurface.texcoordtexture2f_bufferoffset = 0;
10382 // the only tcmod that needs software vertex processing is turbulent, so
10383 // check for it here and apply the changes if needed
10384 // and we only support that as the first one
10385 // (handling a mixture of turbulent and other tcmods would be problematic
10386 // without punting it entirely to a software path)
10387 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10389 amplitude = rsurface.texture->tcmods[0].parms[1];
10390 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10391 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10393 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10394 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)
10396 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10397 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10400 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10401 rsurface.texcoordtexture2f_bufferobject = 0;
10402 rsurface.texcoordtexture2f_bufferoffset = 0;
10404 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10405 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10406 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10407 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10410 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10413 const msurface_t *surface = texturesurfacelist[0];
10414 const msurface_t *surface2;
10419 // TODO: lock all array ranges before render, rather than on each surface
10420 if (texturenumsurfaces == 1)
10421 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);
10422 else if (r_batchmode.integer == 2)
10424 #define MAXBATCHTRIANGLES 65536
10425 int batchtriangles = 0;
10426 static int batchelements[MAXBATCHTRIANGLES*3];
10427 for (i = 0;i < texturenumsurfaces;i = j)
10429 surface = texturesurfacelist[i];
10431 if (surface->num_triangles > MAXBATCHTRIANGLES)
10433 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);
10436 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10437 batchtriangles = surface->num_triangles;
10438 firstvertex = surface->num_firstvertex;
10439 endvertex = surface->num_firstvertex + surface->num_vertices;
10440 for (;j < texturenumsurfaces;j++)
10442 surface2 = texturesurfacelist[j];
10443 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10445 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10446 batchtriangles += surface2->num_triangles;
10447 firstvertex = min(firstvertex, surface2->num_firstvertex);
10448 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10450 surface2 = texturesurfacelist[j-1];
10451 numvertices = endvertex - firstvertex;
10452 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10455 else if (r_batchmode.integer == 1)
10457 for (i = 0;i < texturenumsurfaces;i = j)
10459 surface = texturesurfacelist[i];
10460 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10461 if (texturesurfacelist[j] != surface2)
10463 surface2 = texturesurfacelist[j-1];
10464 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10465 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10466 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10471 for (i = 0;i < texturenumsurfaces;i++)
10473 surface = texturesurfacelist[i];
10474 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);
10479 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10481 switch(vid.renderpath)
10483 case RENDERPATH_CGGL:
10485 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10486 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10489 case RENDERPATH_GL20:
10490 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10491 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10493 case RENDERPATH_GL13:
10494 case RENDERPATH_GL11:
10495 R_Mesh_TexBind(0, surface->lightmaptexture);
10500 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10502 // pick the closest matching water plane and bind textures
10503 int planeindex, vertexindex;
10507 r_waterstate_waterplane_t *p, *bestp;
10510 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10512 if(p->camera_entity != rsurface.texture->camera_entity)
10515 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10517 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10518 d += fabs(PlaneDiff(vert, &p->plane));
10520 if (bestd > d || !bestp)
10526 switch(vid.renderpath)
10528 case RENDERPATH_CGGL:
10530 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10531 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10532 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10535 case RENDERPATH_GL20:
10536 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10537 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10538 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10540 case RENDERPATH_GL13:
10541 case RENDERPATH_GL11:
10546 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10549 const msurface_t *surface;
10550 if (r_waterstate.renderingscene)
10552 for (i = 0;i < texturenumsurfaces;i++)
10554 surface = texturesurfacelist[i];
10555 RSurf_BindLightmapForSurface(surface);
10556 RSurf_BindReflectionForSurface(surface);
10557 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);
10561 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10565 const msurface_t *surface = texturesurfacelist[0];
10566 const msurface_t *surface2;
10571 if (texturenumsurfaces == 1)
10573 RSurf_BindLightmapForSurface(surface);
10574 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10576 else if (r_batchmode.integer == 2)
10578 int batchtriangles = 0;
10579 static int batchelements[MAXBATCHTRIANGLES*3];
10580 for (i = 0;i < texturenumsurfaces;i = j)
10582 surface = texturesurfacelist[i];
10583 RSurf_BindLightmapForSurface(surface);
10585 if (surface->num_triangles > MAXBATCHTRIANGLES)
10587 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);
10590 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10591 batchtriangles = surface->num_triangles;
10592 firstvertex = surface->num_firstvertex;
10593 endvertex = surface->num_firstvertex + surface->num_vertices;
10594 for (;j < texturenumsurfaces;j++)
10596 surface2 = texturesurfacelist[j];
10597 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10599 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10600 batchtriangles += surface2->num_triangles;
10601 firstvertex = min(firstvertex, surface2->num_firstvertex);
10602 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10604 surface2 = texturesurfacelist[j-1];
10605 numvertices = endvertex - firstvertex;
10606 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10609 else if (r_batchmode.integer == 1)
10612 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10613 for (i = 0;i < texturenumsurfaces;i = j)
10615 surface = texturesurfacelist[i];
10616 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10617 if (texturesurfacelist[j] != surface2)
10619 Con_Printf(" %i", j - i);
10622 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10624 for (i = 0;i < texturenumsurfaces;i = j)
10626 surface = texturesurfacelist[i];
10627 RSurf_BindLightmapForSurface(surface);
10628 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10629 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10632 Con_Printf(" %i", j - i);
10634 surface2 = texturesurfacelist[j-1];
10635 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10636 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10637 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10645 for (i = 0;i < texturenumsurfaces;i++)
10647 surface = texturesurfacelist[i];
10648 RSurf_BindLightmapForSurface(surface);
10649 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);
10654 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10657 int texturesurfaceindex;
10658 if (r_showsurfaces.integer == 2)
10660 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10662 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10663 for (j = 0;j < surface->num_triangles;j++)
10665 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10666 GL_Color(f, f, f, 1);
10667 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10676 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10677 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);
10678 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);
10683 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10685 int texturesurfaceindex;
10689 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10691 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10692 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)
10700 rsurface.lightmapcolor4f = rsurface.array_color4f;
10701 rsurface.lightmapcolor4f_bufferobject = 0;
10702 rsurface.lightmapcolor4f_bufferoffset = 0;
10705 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10707 int texturesurfaceindex;
10713 if (rsurface.lightmapcolor4f)
10715 // generate color arrays for the surfaces in this list
10716 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10718 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10719 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)
10721 f = RSurf_FogVertex(v);
10731 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10733 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10734 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)
10736 f = RSurf_FogVertex(v);
10744 rsurface.lightmapcolor4f = rsurface.array_color4f;
10745 rsurface.lightmapcolor4f_bufferobject = 0;
10746 rsurface.lightmapcolor4f_bufferoffset = 0;
10749 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10751 int texturesurfaceindex;
10757 if (!rsurface.lightmapcolor4f)
10759 // generate color arrays for the surfaces in this list
10760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10762 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10763 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)
10765 f = RSurf_FogVertex(v);
10766 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10767 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10768 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10772 rsurface.lightmapcolor4f = rsurface.array_color4f;
10773 rsurface.lightmapcolor4f_bufferobject = 0;
10774 rsurface.lightmapcolor4f_bufferoffset = 0;
10777 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10779 int texturesurfaceindex;
10783 if (!rsurface.lightmapcolor4f)
10785 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10787 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10788 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)
10796 rsurface.lightmapcolor4f = rsurface.array_color4f;
10797 rsurface.lightmapcolor4f_bufferobject = 0;
10798 rsurface.lightmapcolor4f_bufferoffset = 0;
10801 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10803 int texturesurfaceindex;
10807 if (!rsurface.lightmapcolor4f)
10809 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10811 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10812 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)
10814 c2[0] = c[0] + r_refdef.scene.ambient;
10815 c2[1] = c[1] + r_refdef.scene.ambient;
10816 c2[2] = c[2] + r_refdef.scene.ambient;
10820 rsurface.lightmapcolor4f = rsurface.array_color4f;
10821 rsurface.lightmapcolor4f_bufferobject = 0;
10822 rsurface.lightmapcolor4f_bufferoffset = 0;
10825 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10828 rsurface.lightmapcolor4f = NULL;
10829 rsurface.lightmapcolor4f_bufferobject = 0;
10830 rsurface.lightmapcolor4f_bufferoffset = 0;
10831 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10832 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10833 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10834 GL_Color(r, g, b, a);
10835 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10838 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10840 // TODO: optimize applyfog && applycolor case
10841 // just apply fog if necessary, and tint the fog color array if necessary
10842 rsurface.lightmapcolor4f = NULL;
10843 rsurface.lightmapcolor4f_bufferobject = 0;
10844 rsurface.lightmapcolor4f_bufferoffset = 0;
10845 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10846 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10847 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10848 GL_Color(r, g, b, a);
10849 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10852 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10854 int texturesurfaceindex;
10858 if (texturesurfacelist[0]->lightmapinfo)
10860 // generate color arrays for the surfaces in this list
10861 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10863 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10864 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10866 if (surface->lightmapinfo->samples)
10868 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10869 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10870 VectorScale(lm, scale, c);
10871 if (surface->lightmapinfo->styles[1] != 255)
10873 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10875 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10876 VectorMA(c, scale, lm, c);
10877 if (surface->lightmapinfo->styles[2] != 255)
10880 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10881 VectorMA(c, scale, lm, c);
10882 if (surface->lightmapinfo->styles[3] != 255)
10885 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10886 VectorMA(c, scale, lm, c);
10896 rsurface.lightmapcolor4f = rsurface.array_color4f;
10897 rsurface.lightmapcolor4f_bufferobject = 0;
10898 rsurface.lightmapcolor4f_bufferoffset = 0;
10902 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10903 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10904 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10906 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10907 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10908 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10909 GL_Color(r, g, b, a);
10910 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10913 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10915 int texturesurfaceindex;
10922 vec3_t ambientcolor;
10923 vec3_t diffusecolor;
10927 VectorCopy(rsurface.modellight_lightdir, lightdir);
10928 f = 0.5f * r_refdef.lightmapintensity;
10929 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10930 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10931 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10932 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10933 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10934 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10936 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10938 // generate color arrays for the surfaces in this list
10939 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10941 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10942 int numverts = surface->num_vertices;
10943 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10944 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10945 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10946 // q3-style directional shading
10947 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10949 if ((f = DotProduct(n, lightdir)) > 0)
10950 VectorMA(ambientcolor, f, diffusecolor, c);
10952 VectorCopy(ambientcolor, c);
10960 rsurface.lightmapcolor4f = rsurface.array_color4f;
10961 rsurface.lightmapcolor4f_bufferobject = 0;
10962 rsurface.lightmapcolor4f_bufferoffset = 0;
10963 *applycolor = false;
10967 *r = ambientcolor[0];
10968 *g = ambientcolor[1];
10969 *b = ambientcolor[2];
10970 rsurface.lightmapcolor4f = NULL;
10971 rsurface.lightmapcolor4f_bufferobject = 0;
10972 rsurface.lightmapcolor4f_bufferoffset = 0;
10976 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10978 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10979 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10980 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10981 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10982 GL_Color(r, g, b, a);
10983 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10986 void RSurf_SetupDepthAndCulling(void)
10988 // submodels are biased to avoid z-fighting with world surfaces that they
10989 // may be exactly overlapping (avoids z-fighting artifacts on certain
10990 // doors and things in Quake maps)
10991 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10992 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10993 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10994 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10997 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10999 // transparent sky would be ridiculous
11000 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11002 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11003 skyrenderlater = true;
11004 RSurf_SetupDepthAndCulling();
11005 GL_DepthMask(true);
11006 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11007 // skymasking on them, and Quake3 never did sky masking (unlike
11008 // software Quake and software Quake2), so disable the sky masking
11009 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11010 // and skymasking also looks very bad when noclipping outside the
11011 // level, so don't use it then either.
11012 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11014 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11015 R_Mesh_ColorPointer(NULL, 0, 0);
11016 R_Mesh_ResetTextureState();
11017 if (skyrendermasked)
11019 R_SetupShader_DepthOrShadow();
11020 // depth-only (masking)
11021 GL_ColorMask(0,0,0,0);
11022 // just to make sure that braindead drivers don't draw
11023 // anything despite that colormask...
11024 GL_BlendFunc(GL_ZERO, GL_ONE);
11028 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11030 GL_BlendFunc(GL_ONE, GL_ZERO);
11032 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11033 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11034 if (skyrendermasked)
11035 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11037 R_Mesh_ResetTextureState();
11038 GL_Color(1, 1, 1, 1);
11041 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11042 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11043 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11045 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11047 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11050 // render screenspace normalmap to texture
11051 GL_DepthMask(true);
11052 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11053 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11055 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11057 // render water or distortion background, then blend surface on top
11058 GL_DepthMask(true);
11059 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11060 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11061 GL_DepthMask(false);
11062 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11063 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11064 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11066 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11070 // render surface normally
11071 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11072 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11073 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11074 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11075 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11076 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11078 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11082 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11084 // OpenGL 1.3 path - anything not completely ancient
11085 int texturesurfaceindex;
11086 qboolean applycolor;
11089 const texturelayer_t *layer;
11090 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11092 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11095 int layertexrgbscale;
11096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11098 if (layerindex == 0)
11099 GL_AlphaTest(true);
11102 GL_AlphaTest(false);
11103 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11106 GL_DepthMask(layer->depthmask && writedepth);
11107 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11108 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11110 layertexrgbscale = 4;
11111 VectorScale(layer->color, 0.25f, layercolor);
11113 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11115 layertexrgbscale = 2;
11116 VectorScale(layer->color, 0.5f, layercolor);
11120 layertexrgbscale = 1;
11121 VectorScale(layer->color, 1.0f, layercolor);
11123 layercolor[3] = layer->color[3];
11124 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11125 R_Mesh_ColorPointer(NULL, 0, 0);
11126 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11127 switch (layer->type)
11129 case TEXTURELAYERTYPE_LITTEXTURE:
11130 // single-pass lightmapped texture with 2x rgbscale
11131 R_Mesh_TexBind(0, r_texture_white);
11132 R_Mesh_TexMatrix(0, NULL);
11133 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11134 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11135 R_Mesh_TexBind(1, layer->texture);
11136 R_Mesh_TexMatrix(1, &layer->texmatrix);
11137 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11138 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11140 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11141 else if (rsurface.uselightmaptexture)
11142 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11144 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11146 case TEXTURELAYERTYPE_TEXTURE:
11147 // singletexture unlit texture with transparency support
11148 R_Mesh_TexBind(0, layer->texture);
11149 R_Mesh_TexMatrix(0, &layer->texmatrix);
11150 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11151 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11152 R_Mesh_TexBind(1, 0);
11153 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11154 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11156 case TEXTURELAYERTYPE_FOG:
11157 // singletexture fogging
11158 if (layer->texture)
11160 R_Mesh_TexBind(0, layer->texture);
11161 R_Mesh_TexMatrix(0, &layer->texmatrix);
11162 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11163 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11167 R_Mesh_TexBind(0, 0);
11168 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11170 R_Mesh_TexBind(1, 0);
11171 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11172 // generate a color array for the fog pass
11173 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11174 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11181 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)
11183 f = 1 - RSurf_FogVertex(v);
11184 c[0] = layercolor[0];
11185 c[1] = layercolor[1];
11186 c[2] = layercolor[2];
11187 c[3] = f * layercolor[3];
11190 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11193 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11199 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11200 GL_AlphaTest(false);
11204 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11206 // OpenGL 1.1 - crusty old voodoo path
11207 int texturesurfaceindex;
11210 const texturelayer_t *layer;
11211 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11213 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11217 if (layerindex == 0)
11218 GL_AlphaTest(true);
11221 GL_AlphaTest(false);
11222 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11225 GL_DepthMask(layer->depthmask && writedepth);
11226 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11227 R_Mesh_ColorPointer(NULL, 0, 0);
11228 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11229 switch (layer->type)
11231 case TEXTURELAYERTYPE_LITTEXTURE:
11232 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11234 // two-pass lit texture with 2x rgbscale
11235 // first the lightmap pass
11236 R_Mesh_TexBind(0, r_texture_white);
11237 R_Mesh_TexMatrix(0, NULL);
11238 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11239 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11240 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11241 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11242 else if (rsurface.uselightmaptexture)
11243 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11245 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11246 // then apply the texture to it
11247 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11248 R_Mesh_TexBind(0, layer->texture);
11249 R_Mesh_TexMatrix(0, &layer->texmatrix);
11250 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11251 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11252 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);
11256 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11257 R_Mesh_TexBind(0, layer->texture);
11258 R_Mesh_TexMatrix(0, &layer->texmatrix);
11259 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11260 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11261 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11262 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);
11264 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);
11267 case TEXTURELAYERTYPE_TEXTURE:
11268 // singletexture unlit texture with transparency support
11269 R_Mesh_TexBind(0, layer->texture);
11270 R_Mesh_TexMatrix(0, &layer->texmatrix);
11271 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11272 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11273 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);
11275 case TEXTURELAYERTYPE_FOG:
11276 // singletexture fogging
11277 if (layer->texture)
11279 R_Mesh_TexBind(0, layer->texture);
11280 R_Mesh_TexMatrix(0, &layer->texmatrix);
11281 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11282 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11286 R_Mesh_TexBind(0, 0);
11287 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11289 // generate a color array for the fog pass
11290 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11291 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11297 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11298 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)
11300 f = 1 - RSurf_FogVertex(v);
11301 c[0] = layer->color[0];
11302 c[1] = layer->color[1];
11303 c[2] = layer->color[2];
11304 c[3] = f * layer->color[3];
11307 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11310 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11314 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11316 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11317 GL_AlphaTest(false);
11321 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11325 GL_AlphaTest(false);
11326 R_Mesh_ColorPointer(NULL, 0, 0);
11327 R_Mesh_ResetTextureState();
11328 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11330 if(rsurface.texture && rsurface.texture->currentskinframe)
11332 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11333 c[3] *= rsurface.texture->currentalpha;
11343 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11345 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11346 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11347 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11350 // brighten it up (as texture value 127 means "unlit")
11351 c[0] *= 2 * r_refdef.view.colorscale;
11352 c[1] *= 2 * r_refdef.view.colorscale;
11353 c[2] *= 2 * r_refdef.view.colorscale;
11355 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11356 c[3] *= r_wateralpha.value;
11358 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11360 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11361 GL_DepthMask(false);
11363 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11365 GL_BlendFunc(GL_ONE, GL_ONE);
11366 GL_DepthMask(false);
11368 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11370 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11371 GL_DepthMask(false);
11373 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11375 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11376 GL_DepthMask(false);
11380 GL_BlendFunc(GL_ONE, GL_ZERO);
11381 GL_DepthMask(writedepth);
11384 rsurface.lightmapcolor4f = NULL;
11386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11388 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11390 rsurface.lightmapcolor4f = NULL;
11391 rsurface.lightmapcolor4f_bufferobject = 0;
11392 rsurface.lightmapcolor4f_bufferoffset = 0;
11394 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11396 qboolean applycolor = true;
11399 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11401 r_refdef.lightmapintensity = 1;
11402 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11403 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11407 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11409 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11410 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11411 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11414 if(!rsurface.lightmapcolor4f)
11415 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11417 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11418 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11419 if(r_refdef.fogenabled)
11420 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11422 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11423 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11426 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11429 RSurf_SetupDepthAndCulling();
11430 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11432 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11435 switch (vid.renderpath)
11437 case RENDERPATH_GL20:
11438 case RENDERPATH_CGGL:
11439 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11441 case RENDERPATH_GL13:
11442 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11444 case RENDERPATH_GL11:
11445 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11451 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11454 RSurf_SetupDepthAndCulling();
11455 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11457 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11460 switch (vid.renderpath)
11462 case RENDERPATH_GL20:
11463 case RENDERPATH_CGGL:
11464 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11466 case RENDERPATH_GL13:
11467 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11469 case RENDERPATH_GL11:
11470 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11476 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11479 int texturenumsurfaces, endsurface;
11480 texture_t *texture;
11481 const msurface_t *surface;
11482 #define MAXBATCH_TRANSPARENTSURFACES 256
11483 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11485 // if the model is static it doesn't matter what value we give for
11486 // wantnormals and wanttangents, so this logic uses only rules applicable
11487 // to a model, knowing that they are meaningless otherwise
11488 if (ent == r_refdef.scene.worldentity)
11489 RSurf_ActiveWorldEntity();
11490 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11491 RSurf_ActiveModelEntity(ent, false, false, false);
11494 switch (vid.renderpath)
11496 case RENDERPATH_GL20:
11497 case RENDERPATH_CGGL:
11498 RSurf_ActiveModelEntity(ent, true, true, false);
11500 case RENDERPATH_GL13:
11501 case RENDERPATH_GL11:
11502 RSurf_ActiveModelEntity(ent, true, false, false);
11507 if (r_transparentdepthmasking.integer)
11509 qboolean setup = false;
11510 for (i = 0;i < numsurfaces;i = j)
11513 surface = rsurface.modelsurfaces + surfacelist[i];
11514 texture = surface->texture;
11515 rsurface.texture = R_GetCurrentTexture(texture);
11516 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11517 // scan ahead until we find a different texture
11518 endsurface = min(i + 1024, numsurfaces);
11519 texturenumsurfaces = 0;
11520 texturesurfacelist[texturenumsurfaces++] = surface;
11521 for (;j < endsurface;j++)
11523 surface = rsurface.modelsurfaces + surfacelist[j];
11524 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11526 texturesurfacelist[texturenumsurfaces++] = surface;
11528 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11530 // render the range of surfaces as depth
11534 GL_ColorMask(0,0,0,0);
11536 GL_DepthTest(true);
11537 GL_BlendFunc(GL_ONE, GL_ZERO);
11538 GL_DepthMask(true);
11539 GL_AlphaTest(false);
11540 R_Mesh_ColorPointer(NULL, 0, 0);
11541 R_Mesh_ResetTextureState();
11542 R_SetupShader_DepthOrShadow();
11544 RSurf_SetupDepthAndCulling();
11545 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11546 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11549 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11552 for (i = 0;i < numsurfaces;i = j)
11555 surface = rsurface.modelsurfaces + surfacelist[i];
11556 texture = surface->texture;
11557 rsurface.texture = R_GetCurrentTexture(texture);
11558 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11559 // scan ahead until we find a different texture
11560 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11561 texturenumsurfaces = 0;
11562 texturesurfacelist[texturenumsurfaces++] = surface;
11563 for (;j < endsurface;j++)
11565 surface = rsurface.modelsurfaces + surfacelist[j];
11566 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11568 texturesurfacelist[texturenumsurfaces++] = surface;
11570 // render the range of surfaces
11571 if (ent == r_refdef.scene.worldentity)
11572 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11574 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11576 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11577 GL_AlphaTest(false);
11580 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11582 // transparent surfaces get pushed off into the transparent queue
11583 int surfacelistindex;
11584 const msurface_t *surface;
11585 vec3_t tempcenter, center;
11586 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11588 surface = texturesurfacelist[surfacelistindex];
11589 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11590 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11591 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11592 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11593 if (queueentity->transparent_offset) // transparent offset
11595 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11596 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11597 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11599 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11603 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11605 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11609 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11611 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11613 RSurf_SetupDepthAndCulling();
11614 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11615 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11619 if (!rsurface.texture->currentnumlayers)
11621 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11622 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11624 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11626 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11628 RSurf_SetupDepthAndCulling();
11629 GL_AlphaTest(false);
11630 R_Mesh_ColorPointer(NULL, 0, 0);
11631 R_Mesh_ResetTextureState();
11632 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11633 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11634 GL_DepthMask(true);
11635 GL_BlendFunc(GL_ONE, GL_ZERO);
11636 GL_Color(0, 0, 0, 1);
11637 GL_DepthTest(writedepth);
11638 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11640 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11642 RSurf_SetupDepthAndCulling();
11643 GL_AlphaTest(false);
11644 R_Mesh_ColorPointer(NULL, 0, 0);
11645 R_Mesh_ResetTextureState();
11646 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11647 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11648 GL_DepthMask(true);
11649 GL_BlendFunc(GL_ONE, GL_ZERO);
11650 GL_DepthTest(true);
11651 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11653 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11654 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11655 else if (!rsurface.texture->currentnumlayers)
11657 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11659 // in the deferred case, transparent surfaces were queued during prepass
11660 if (!r_shadow_usingdeferredprepass)
11661 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11665 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11666 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11671 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11674 texture_t *texture;
11675 // break the surface list down into batches by texture and use of lightmapping
11676 for (i = 0;i < numsurfaces;i = j)
11679 // texture is the base texture pointer, rsurface.texture is the
11680 // current frame/skin the texture is directing us to use (for example
11681 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11682 // use skin 1 instead)
11683 texture = surfacelist[i]->texture;
11684 rsurface.texture = R_GetCurrentTexture(texture);
11685 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11686 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11688 // if this texture is not the kind we want, skip ahead to the next one
11689 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11693 // simply scan ahead until we find a different texture or lightmap state
11694 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11696 // render the range of surfaces
11697 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11701 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11706 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11708 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11710 RSurf_SetupDepthAndCulling();
11711 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11712 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11716 if (!rsurface.texture->currentnumlayers)
11718 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11719 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11721 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11723 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11725 RSurf_SetupDepthAndCulling();
11726 GL_AlphaTest(false);
11727 R_Mesh_ColorPointer(NULL, 0, 0);
11728 R_Mesh_ResetTextureState();
11729 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11730 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11731 GL_DepthMask(true);
11732 GL_BlendFunc(GL_ONE, GL_ZERO);
11733 GL_Color(0, 0, 0, 1);
11734 GL_DepthTest(writedepth);
11735 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11737 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11739 RSurf_SetupDepthAndCulling();
11740 GL_AlphaTest(false);
11741 R_Mesh_ColorPointer(NULL, 0, 0);
11742 R_Mesh_ResetTextureState();
11743 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11744 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11745 GL_DepthMask(true);
11746 GL_BlendFunc(GL_ONE, GL_ZERO);
11747 GL_DepthTest(true);
11748 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11750 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11751 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11752 else if (!rsurface.texture->currentnumlayers)
11754 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11756 // in the deferred case, transparent surfaces were queued during prepass
11757 if (!r_shadow_usingdeferredprepass)
11758 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11762 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11763 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11768 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11771 texture_t *texture;
11772 // break the surface list down into batches by texture and use of lightmapping
11773 for (i = 0;i < numsurfaces;i = j)
11776 // texture is the base texture pointer, rsurface.texture is the
11777 // current frame/skin the texture is directing us to use (for example
11778 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11779 // use skin 1 instead)
11780 texture = surfacelist[i]->texture;
11781 rsurface.texture = R_GetCurrentTexture(texture);
11782 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11783 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11785 // if this texture is not the kind we want, skip ahead to the next one
11786 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11790 // simply scan ahead until we find a different texture or lightmap state
11791 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11793 // render the range of surfaces
11794 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11798 float locboxvertex3f[6*4*3] =
11800 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11801 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11802 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11803 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11804 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11805 1,0,0, 0,0,0, 0,1,0, 1,1,0
11808 unsigned short locboxelements[6*2*3] =
11813 12,13,14, 12,14,15,
11814 16,17,18, 16,18,19,
11818 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11821 cl_locnode_t *loc = (cl_locnode_t *)ent;
11823 float vertex3f[6*4*3];
11825 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11826 GL_DepthMask(false);
11827 GL_DepthRange(0, 1);
11828 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11829 GL_DepthTest(true);
11830 GL_CullFace(GL_NONE);
11831 R_EntityMatrix(&identitymatrix);
11833 R_Mesh_VertexPointer(vertex3f, 0, 0);
11834 R_Mesh_ColorPointer(NULL, 0, 0);
11835 R_Mesh_ResetTextureState();
11836 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11838 i = surfacelist[0];
11839 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11840 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11841 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11842 surfacelist[0] < 0 ? 0.5f : 0.125f);
11844 if (VectorCompare(loc->mins, loc->maxs))
11846 VectorSet(size, 2, 2, 2);
11847 VectorMA(loc->mins, -0.5f, size, mins);
11851 VectorCopy(loc->mins, mins);
11852 VectorSubtract(loc->maxs, loc->mins, size);
11855 for (i = 0;i < 6*4*3;)
11856 for (j = 0;j < 3;j++, i++)
11857 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11859 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11862 void R_DrawLocs(void)
11865 cl_locnode_t *loc, *nearestloc;
11867 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11868 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11870 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11871 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11875 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11877 if (decalsystem->decals)
11878 Mem_Free(decalsystem->decals);
11879 memset(decalsystem, 0, sizeof(*decalsystem));
11882 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)
11885 tridecal_t *decals;
11888 // expand or initialize the system
11889 if (decalsystem->maxdecals <= decalsystem->numdecals)
11891 decalsystem_t old = *decalsystem;
11892 qboolean useshortelements;
11893 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11894 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11895 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)));
11896 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11897 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11898 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11899 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11900 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11901 if (decalsystem->numdecals)
11902 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11904 Mem_Free(old.decals);
11905 for (i = 0;i < decalsystem->maxdecals*3;i++)
11906 decalsystem->element3i[i] = i;
11907 if (useshortelements)
11908 for (i = 0;i < decalsystem->maxdecals*3;i++)
11909 decalsystem->element3s[i] = i;
11912 // grab a decal and search for another free slot for the next one
11913 decals = decalsystem->decals;
11914 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11915 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11917 decalsystem->freedecal = i;
11918 if (decalsystem->numdecals <= i)
11919 decalsystem->numdecals = i + 1;
11921 // initialize the decal
11923 decal->triangleindex = triangleindex;
11924 decal->surfaceindex = surfaceindex;
11925 decal->decalsequence = decalsequence;
11926 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11927 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11928 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11929 decal->color4ub[0][3] = 255;
11930 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11931 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11932 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11933 decal->color4ub[1][3] = 255;
11934 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11935 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11936 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11937 decal->color4ub[2][3] = 255;
11938 decal->vertex3f[0][0] = v0[0];
11939 decal->vertex3f[0][1] = v0[1];
11940 decal->vertex3f[0][2] = v0[2];
11941 decal->vertex3f[1][0] = v1[0];
11942 decal->vertex3f[1][1] = v1[1];
11943 decal->vertex3f[1][2] = v1[2];
11944 decal->vertex3f[2][0] = v2[0];
11945 decal->vertex3f[2][1] = v2[1];
11946 decal->vertex3f[2][2] = v2[2];
11947 decal->texcoord2f[0][0] = t0[0];
11948 decal->texcoord2f[0][1] = t0[1];
11949 decal->texcoord2f[1][0] = t1[0];
11950 decal->texcoord2f[1][1] = t1[1];
11951 decal->texcoord2f[2][0] = t2[0];
11952 decal->texcoord2f[2][1] = t2[1];
11955 extern cvar_t cl_decals_bias;
11956 extern cvar_t cl_decals_models;
11957 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11958 // baseparms, parms, temps
11959 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11964 const float *vertex3f;
11966 float points[2][9][3];
11973 e = rsurface.modelelement3i + 3*triangleindex;
11975 vertex3f = rsurface.modelvertex3f;
11977 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11979 index = 3*e[cornerindex];
11980 VectorCopy(vertex3f + index, v[cornerindex]);
11983 //TriangleNormal(v[0], v[1], v[2], normal);
11984 //if (DotProduct(normal, localnormal) < 0.0f)
11986 // clip by each of the box planes formed from the projection matrix
11987 // if anything survives, we emit the decal
11988 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]);
11991 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]);
11994 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]);
11997 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]);
12000 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]);
12003 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]);
12006 // some part of the triangle survived, so we have to accept it...
12009 // dynamic always uses the original triangle
12011 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12013 index = 3*e[cornerindex];
12014 VectorCopy(vertex3f + index, v[cornerindex]);
12017 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12019 // convert vertex positions to texcoords
12020 Matrix4x4_Transform(projection, v[cornerindex], temp);
12021 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12022 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12023 // calculate distance fade from the projection origin
12024 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12025 f = bound(0.0f, f, 1.0f);
12026 c[cornerindex][0] = r * f;
12027 c[cornerindex][1] = g * f;
12028 c[cornerindex][2] = b * f;
12029 c[cornerindex][3] = 1.0f;
12030 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12033 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12035 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12036 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);
12038 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)
12040 matrix4x4_t projection;
12041 decalsystem_t *decalsystem;
12044 const msurface_t *surface;
12045 const msurface_t *surfaces;
12046 const int *surfacelist;
12047 const texture_t *texture;
12049 int numsurfacelist;
12050 int surfacelistindex;
12053 float localorigin[3];
12054 float localnormal[3];
12055 float localmins[3];
12056 float localmaxs[3];
12059 float planes[6][4];
12062 int bih_triangles_count;
12063 int bih_triangles[256];
12064 int bih_surfaces[256];
12066 decalsystem = &ent->decalsystem;
12067 model = ent->model;
12068 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12070 R_DecalSystem_Reset(&ent->decalsystem);
12074 if (!model->brush.data_nodes && !cl_decals_models.integer)
12076 if (decalsystem->model)
12077 R_DecalSystem_Reset(decalsystem);
12081 if (decalsystem->model != model)
12082 R_DecalSystem_Reset(decalsystem);
12083 decalsystem->model = model;
12085 RSurf_ActiveModelEntity(ent, false, false, false);
12087 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12088 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12089 VectorNormalize(localnormal);
12090 localsize = worldsize*rsurface.inversematrixscale;
12091 localmins[0] = localorigin[0] - localsize;
12092 localmins[1] = localorigin[1] - localsize;
12093 localmins[2] = localorigin[2] - localsize;
12094 localmaxs[0] = localorigin[0] + localsize;
12095 localmaxs[1] = localorigin[1] + localsize;
12096 localmaxs[2] = localorigin[2] + localsize;
12098 //VectorCopy(localnormal, planes[4]);
12099 //VectorVectors(planes[4], planes[2], planes[0]);
12100 AnglesFromVectors(angles, localnormal, NULL, false);
12101 AngleVectors(angles, planes[0], planes[2], planes[4]);
12102 VectorNegate(planes[0], planes[1]);
12103 VectorNegate(planes[2], planes[3]);
12104 VectorNegate(planes[4], planes[5]);
12105 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12106 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12107 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12108 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12109 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12110 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12115 matrix4x4_t forwardprojection;
12116 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12117 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12122 float projectionvector[4][3];
12123 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12124 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12125 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12126 projectionvector[0][0] = planes[0][0] * ilocalsize;
12127 projectionvector[0][1] = planes[1][0] * ilocalsize;
12128 projectionvector[0][2] = planes[2][0] * ilocalsize;
12129 projectionvector[1][0] = planes[0][1] * ilocalsize;
12130 projectionvector[1][1] = planes[1][1] * ilocalsize;
12131 projectionvector[1][2] = planes[2][1] * ilocalsize;
12132 projectionvector[2][0] = planes[0][2] * ilocalsize;
12133 projectionvector[2][1] = planes[1][2] * ilocalsize;
12134 projectionvector[2][2] = planes[2][2] * ilocalsize;
12135 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12136 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12137 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12138 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12142 dynamic = model->surfmesh.isanimated;
12143 numsurfacelist = model->nummodelsurfaces;
12144 surfacelist = model->sortedmodelsurfaces;
12145 surfaces = model->data_surfaces;
12148 bih_triangles_count = -1;
12151 if(model->render_bih.numleafs)
12152 bih = &model->render_bih;
12153 else if(model->collision_bih.numleafs)
12154 bih = &model->collision_bih;
12157 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12158 if(bih_triangles_count == 0)
12160 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12162 if(bih_triangles_count > 0)
12164 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12166 surfaceindex = bih_surfaces[triangleindex];
12167 surface = surfaces + surfaceindex;
12168 texture = surface->texture;
12169 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12171 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12173 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12178 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12180 surfaceindex = surfacelist[surfacelistindex];
12181 surface = surfaces + surfaceindex;
12182 // check cull box first because it rejects more than any other check
12183 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12185 // skip transparent surfaces
12186 texture = surface->texture;
12187 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12189 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12191 numtriangles = surface->num_triangles;
12192 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12193 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12198 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12199 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)
12201 int renderentityindex;
12202 float worldmins[3];
12203 float worldmaxs[3];
12204 entity_render_t *ent;
12206 if (!cl_decals_newsystem.integer)
12209 worldmins[0] = worldorigin[0] - worldsize;
12210 worldmins[1] = worldorigin[1] - worldsize;
12211 worldmins[2] = worldorigin[2] - worldsize;
12212 worldmaxs[0] = worldorigin[0] + worldsize;
12213 worldmaxs[1] = worldorigin[1] + worldsize;
12214 worldmaxs[2] = worldorigin[2] + worldsize;
12216 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12218 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12220 ent = r_refdef.scene.entities[renderentityindex];
12221 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12224 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12228 typedef struct r_decalsystem_splatqueue_s
12230 vec3_t worldorigin;
12231 vec3_t worldnormal;
12237 r_decalsystem_splatqueue_t;
12239 int r_decalsystem_numqueued = 0;
12240 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12242 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)
12244 r_decalsystem_splatqueue_t *queue;
12246 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12249 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12250 VectorCopy(worldorigin, queue->worldorigin);
12251 VectorCopy(worldnormal, queue->worldnormal);
12252 Vector4Set(queue->color, r, g, b, a);
12253 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12254 queue->worldsize = worldsize;
12255 queue->decalsequence = cl.decalsequence++;
12258 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12261 r_decalsystem_splatqueue_t *queue;
12263 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12264 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);
12265 r_decalsystem_numqueued = 0;
12268 extern cvar_t cl_decals_max;
12269 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12272 decalsystem_t *decalsystem = &ent->decalsystem;
12279 if (!decalsystem->numdecals)
12282 if (r_showsurfaces.integer)
12285 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12287 R_DecalSystem_Reset(decalsystem);
12291 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12292 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12294 if (decalsystem->lastupdatetime)
12295 frametime = (cl.time - decalsystem->lastupdatetime);
12298 decalsystem->lastupdatetime = cl.time;
12299 decal = decalsystem->decals;
12300 numdecals = decalsystem->numdecals;
12302 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12304 if (decal->color4ub[0][3])
12306 decal->lived += frametime;
12307 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12309 memset(decal, 0, sizeof(*decal));
12310 if (decalsystem->freedecal > i)
12311 decalsystem->freedecal = i;
12315 decal = decalsystem->decals;
12316 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12319 // collapse the array by shuffling the tail decals into the gaps
12322 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12323 decalsystem->freedecal++;
12324 if (decalsystem->freedecal == numdecals)
12326 decal[decalsystem->freedecal] = decal[--numdecals];
12329 decalsystem->numdecals = numdecals;
12331 if (numdecals <= 0)
12333 // if there are no decals left, reset decalsystem
12334 R_DecalSystem_Reset(decalsystem);
12338 extern skinframe_t *decalskinframe;
12339 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12342 decalsystem_t *decalsystem = &ent->decalsystem;
12351 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12354 numdecals = decalsystem->numdecals;
12358 if (r_showsurfaces.integer)
12361 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12363 R_DecalSystem_Reset(decalsystem);
12367 // if the model is static it doesn't matter what value we give for
12368 // wantnormals and wanttangents, so this logic uses only rules applicable
12369 // to a model, knowing that they are meaningless otherwise
12370 if (ent == r_refdef.scene.worldentity)
12371 RSurf_ActiveWorldEntity();
12373 RSurf_ActiveModelEntity(ent, false, false, false);
12375 decalsystem->lastupdatetime = cl.time;
12376 decal = decalsystem->decals;
12378 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12380 // update vertex positions for animated models
12381 v3f = decalsystem->vertex3f;
12382 c4f = decalsystem->color4f;
12383 t2f = decalsystem->texcoord2f;
12384 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12386 if (!decal->color4ub[0][3])
12389 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12392 // update color values for fading decals
12393 if (decal->lived >= cl_decals_time.value)
12395 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12396 alpha *= (1.0f/255.0f);
12399 alpha = 1.0f/255.0f;
12401 c4f[ 0] = decal->color4ub[0][0] * alpha;
12402 c4f[ 1] = decal->color4ub[0][1] * alpha;
12403 c4f[ 2] = decal->color4ub[0][2] * alpha;
12405 c4f[ 4] = decal->color4ub[1][0] * alpha;
12406 c4f[ 5] = decal->color4ub[1][1] * alpha;
12407 c4f[ 6] = decal->color4ub[1][2] * alpha;
12409 c4f[ 8] = decal->color4ub[2][0] * alpha;
12410 c4f[ 9] = decal->color4ub[2][1] * alpha;
12411 c4f[10] = decal->color4ub[2][2] * alpha;
12414 t2f[0] = decal->texcoord2f[0][0];
12415 t2f[1] = decal->texcoord2f[0][1];
12416 t2f[2] = decal->texcoord2f[1][0];
12417 t2f[3] = decal->texcoord2f[1][1];
12418 t2f[4] = decal->texcoord2f[2][0];
12419 t2f[5] = decal->texcoord2f[2][1];
12421 // update vertex positions for animated models
12422 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12424 e = rsurface.modelelement3i + 3*decal->triangleindex;
12425 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12426 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12427 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12431 VectorCopy(decal->vertex3f[0], v3f);
12432 VectorCopy(decal->vertex3f[1], v3f + 3);
12433 VectorCopy(decal->vertex3f[2], v3f + 6);
12436 if (r_refdef.fogenabled)
12438 alpha = RSurf_FogVertex(v3f);
12439 VectorScale(c4f, alpha, c4f);
12440 alpha = RSurf_FogVertex(v3f + 3);
12441 VectorScale(c4f + 4, alpha, c4f + 4);
12442 alpha = RSurf_FogVertex(v3f + 6);
12443 VectorScale(c4f + 8, alpha, c4f + 8);
12454 r_refdef.stats.drawndecals += numtris;
12456 // now render the decals all at once
12457 // (this assumes they all use one particle font texture!)
12458 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);
12459 R_Mesh_ResetTextureState();
12460 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12461 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12462 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12463 GL_DepthMask(false);
12464 GL_DepthRange(0, 1);
12465 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12466 GL_DepthTest(true);
12467 GL_CullFace(GL_NONE);
12468 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12469 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12470 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12474 static void R_DrawModelDecals(void)
12478 // fade faster when there are too many decals
12479 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12480 for (i = 0;i < r_refdef.scene.numentities;i++)
12481 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12483 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12484 for (i = 0;i < r_refdef.scene.numentities;i++)
12485 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12486 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12488 R_DecalSystem_ApplySplatEntitiesQueue();
12490 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12491 for (i = 0;i < r_refdef.scene.numentities;i++)
12492 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12494 r_refdef.stats.totaldecals += numdecals;
12496 if (r_showsurfaces.integer)
12499 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12501 for (i = 0;i < r_refdef.scene.numentities;i++)
12503 if (!r_refdef.viewcache.entityvisible[i])
12505 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12506 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12510 extern cvar_t mod_collision_bih;
12511 void R_DrawDebugModel(void)
12513 entity_render_t *ent = rsurface.entity;
12514 int i, j, k, l, flagsmask;
12515 const msurface_t *surface;
12516 dp_model_t *model = ent->model;
12519 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12521 R_Mesh_ColorPointer(NULL, 0, 0);
12522 R_Mesh_ResetTextureState();
12523 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12524 GL_DepthRange(0, 1);
12525 GL_DepthTest(!r_showdisabledepthtest.integer);
12526 GL_DepthMask(false);
12527 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12529 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12533 qboolean cullbox = ent == r_refdef.scene.worldentity;
12534 const q3mbrush_t *brush;
12535 const bih_t *bih = &model->collision_bih;
12536 const bih_leaf_t *bihleaf;
12537 float vertex3f[3][3];
12538 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12540 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12542 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12544 switch (bihleaf->type)
12547 brush = model->brush.data_brushes + bihleaf->itemindex;
12548 if (brush->colbrushf && brush->colbrushf->numtriangles)
12550 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12551 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);
12552 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12555 case BIH_COLLISIONTRIANGLE:
12556 triangleindex = bihleaf->itemindex;
12557 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12558 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12559 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12560 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12561 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);
12562 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12564 case BIH_RENDERTRIANGLE:
12565 triangleindex = bihleaf->itemindex;
12566 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12567 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12568 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12569 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12570 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);
12571 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12577 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12579 if (r_showtris.integer || r_shownormals.integer)
12581 if (r_showdisabledepthtest.integer)
12583 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12584 GL_DepthMask(false);
12588 GL_BlendFunc(GL_ONE, GL_ZERO);
12589 GL_DepthMask(true);
12591 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12593 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12595 rsurface.texture = R_GetCurrentTexture(surface->texture);
12596 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12598 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12599 if (r_showtris.value > 0)
12601 if (!rsurface.texture->currentlayers->depthmask)
12602 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12603 else if (ent == r_refdef.scene.worldentity)
12604 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12606 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12607 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12608 R_Mesh_ColorPointer(NULL, 0, 0);
12609 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12610 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12611 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12612 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);
12613 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12616 if (r_shownormals.value < 0)
12618 qglBegin(GL_LINES);
12619 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12621 VectorCopy(rsurface.vertex3f + l * 3, v);
12622 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12623 qglVertex3f(v[0], v[1], v[2]);
12624 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12625 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12626 qglVertex3f(v[0], v[1], v[2]);
12631 if (r_shownormals.value > 0)
12633 qglBegin(GL_LINES);
12634 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12636 VectorCopy(rsurface.vertex3f + l * 3, v);
12637 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12638 qglVertex3f(v[0], v[1], v[2]);
12639 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12640 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12641 qglVertex3f(v[0], v[1], v[2]);
12645 qglBegin(GL_LINES);
12646 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12648 VectorCopy(rsurface.vertex3f + l * 3, v);
12649 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12650 qglVertex3f(v[0], v[1], v[2]);
12651 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12652 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12653 qglVertex3f(v[0], v[1], v[2]);
12657 qglBegin(GL_LINES);
12658 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12660 VectorCopy(rsurface.vertex3f + l * 3, v);
12661 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12662 qglVertex3f(v[0], v[1], v[2]);
12663 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12664 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12665 qglVertex3f(v[0], v[1], v[2]);
12672 rsurface.texture = NULL;
12676 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12677 int r_maxsurfacelist = 0;
12678 const msurface_t **r_surfacelist = NULL;
12679 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12681 int i, j, endj, flagsmask;
12682 dp_model_t *model = r_refdef.scene.worldmodel;
12683 msurface_t *surfaces;
12684 unsigned char *update;
12685 int numsurfacelist = 0;
12689 if (r_maxsurfacelist < model->num_surfaces)
12691 r_maxsurfacelist = model->num_surfaces;
12693 Mem_Free((msurface_t**)r_surfacelist);
12694 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12697 RSurf_ActiveWorldEntity();
12699 surfaces = model->data_surfaces;
12700 update = model->brushq1.lightmapupdateflags;
12702 // update light styles on this submodel
12703 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12705 model_brush_lightstyleinfo_t *style;
12706 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12708 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12710 int *list = style->surfacelist;
12711 style->value = r_refdef.scene.lightstylevalue[style->style];
12712 for (j = 0;j < style->numsurfaces;j++)
12713 update[list[j]] = true;
12718 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12722 R_DrawDebugModel();
12723 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12727 rsurface.uselightmaptexture = false;
12728 rsurface.texture = NULL;
12729 rsurface.rtlight = NULL;
12730 numsurfacelist = 0;
12731 // add visible surfaces to draw list
12732 for (i = 0;i < model->nummodelsurfaces;i++)
12734 j = model->sortedmodelsurfaces[i];
12735 if (r_refdef.viewcache.world_surfacevisible[j])
12736 r_surfacelist[numsurfacelist++] = surfaces + j;
12738 // update lightmaps if needed
12739 if (model->brushq1.firstrender)
12741 model->brushq1.firstrender = false;
12742 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12744 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12748 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12749 if (r_refdef.viewcache.world_surfacevisible[j])
12751 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12753 // don't do anything if there were no surfaces
12754 if (!numsurfacelist)
12756 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12759 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12760 GL_AlphaTest(false);
12762 // add to stats if desired
12763 if (r_speeds.integer && !skysurfaces && !depthonly)
12765 r_refdef.stats.world_surfaces += numsurfacelist;
12766 for (j = 0;j < numsurfacelist;j++)
12767 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12770 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12773 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12775 int i, j, endj, flagsmask;
12776 dp_model_t *model = ent->model;
12777 msurface_t *surfaces;
12778 unsigned char *update;
12779 int numsurfacelist = 0;
12783 if (r_maxsurfacelist < model->num_surfaces)
12785 r_maxsurfacelist = model->num_surfaces;
12787 Mem_Free((msurface_t **)r_surfacelist);
12788 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12791 // if the model is static it doesn't matter what value we give for
12792 // wantnormals and wanttangents, so this logic uses only rules applicable
12793 // to a model, knowing that they are meaningless otherwise
12794 if (ent == r_refdef.scene.worldentity)
12795 RSurf_ActiveWorldEntity();
12796 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12797 RSurf_ActiveModelEntity(ent, false, false, false);
12799 RSurf_ActiveModelEntity(ent, true, true, true);
12800 else if (depthonly)
12802 switch (vid.renderpath)
12804 case RENDERPATH_GL20:
12805 case RENDERPATH_CGGL:
12806 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12808 case RENDERPATH_GL13:
12809 case RENDERPATH_GL11:
12810 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12816 switch (vid.renderpath)
12818 case RENDERPATH_GL20:
12819 case RENDERPATH_CGGL:
12820 RSurf_ActiveModelEntity(ent, true, true, false);
12822 case RENDERPATH_GL13:
12823 case RENDERPATH_GL11:
12824 RSurf_ActiveModelEntity(ent, true, false, false);
12829 surfaces = model->data_surfaces;
12830 update = model->brushq1.lightmapupdateflags;
12832 // update light styles
12833 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12835 model_brush_lightstyleinfo_t *style;
12836 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12838 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12840 int *list = style->surfacelist;
12841 style->value = r_refdef.scene.lightstylevalue[style->style];
12842 for (j = 0;j < style->numsurfaces;j++)
12843 update[list[j]] = true;
12848 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12852 R_DrawDebugModel();
12853 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12857 rsurface.uselightmaptexture = false;
12858 rsurface.texture = NULL;
12859 rsurface.rtlight = NULL;
12860 numsurfacelist = 0;
12861 // add visible surfaces to draw list
12862 for (i = 0;i < model->nummodelsurfaces;i++)
12863 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12864 // don't do anything if there were no surfaces
12865 if (!numsurfacelist)
12867 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12870 // update lightmaps if needed
12874 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12879 R_BuildLightMap(ent, surfaces + j);
12884 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12886 R_BuildLightMap(ent, surfaces + j);
12887 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12888 GL_AlphaTest(false);
12890 // add to stats if desired
12891 if (r_speeds.integer && !skysurfaces && !depthonly)
12893 r_refdef.stats.entities_surfaces += numsurfacelist;
12894 for (j = 0;j < numsurfacelist;j++)
12895 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12898 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12901 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12903 static texture_t texture;
12904 static msurface_t surface;
12905 const msurface_t *surfacelist = &surface;
12907 // fake enough texture and surface state to render this geometry
12909 texture.update_lastrenderframe = -1; // regenerate this texture
12910 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12911 texture.currentskinframe = skinframe;
12912 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12913 texture.offsetmapping = OFFSETMAPPING_OFF;
12914 texture.offsetscale = 1;
12915 texture.specularscalemod = 1;
12916 texture.specularpowermod = 1;
12918 surface.texture = &texture;
12919 surface.num_triangles = numtriangles;
12920 surface.num_firsttriangle = firsttriangle;
12921 surface.num_vertices = numvertices;
12922 surface.num_firstvertex = firstvertex;
12925 rsurface.texture = R_GetCurrentTexture(surface.texture);
12926 rsurface.uselightmaptexture = false;
12927 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12930 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)
12932 static msurface_t surface;
12933 const msurface_t *surfacelist = &surface;
12935 // fake enough texture and surface state to render this geometry
12937 surface.texture = texture;
12938 surface.num_triangles = numtriangles;
12939 surface.num_firsttriangle = firsttriangle;
12940 surface.num_vertices = numvertices;
12941 surface.num_firstvertex = firstvertex;
12944 rsurface.texture = R_GetCurrentTexture(surface.texture);
12945 rsurface.uselightmaptexture = false;
12946 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);