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_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 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)"};
85 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)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 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."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 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."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 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"};
103 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"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 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"};
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
119 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)"};
120 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"};
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
132 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)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 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)"};
138 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)"};
139 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)"};
140 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)"};
142 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)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 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"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 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)"};
166 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"};
168 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"};
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
174 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"};
175 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
176 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
177 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
178 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
179 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)"};
181 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
183 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)"};
185 extern cvar_t v_glslgamma;
187 extern qboolean v_flipped_state;
189 static struct r_bloomstate_s
194 int bloomwidth, bloomheight;
196 int screentexturewidth, screentextureheight;
197 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
199 int bloomtexturewidth, bloomtextureheight;
200 rtexture_t *texture_bloom;
202 // arrays for rendering the screen passes
203 float screentexcoord2f[8];
204 float bloomtexcoord2f[8];
205 float offsettexcoord2f[8];
207 r_viewport_t viewport;
211 r_waterstate_t r_waterstate;
213 /// shadow volume bsp struct with automatically growing nodes buffer
216 rtexture_t *r_texture_blanknormalmap;
217 rtexture_t *r_texture_white;
218 rtexture_t *r_texture_grey128;
219 rtexture_t *r_texture_black;
220 rtexture_t *r_texture_notexture;
221 rtexture_t *r_texture_whitecube;
222 rtexture_t *r_texture_normalizationcube;
223 rtexture_t *r_texture_fogattenuation;
224 rtexture_t *r_texture_fogheighttexture;
225 rtexture_t *r_texture_gammaramps;
226 unsigned int r_texture_gammaramps_serial;
227 //rtexture_t *r_texture_fogintensity;
228 rtexture_t *r_texture_reflectcube;
230 // TODO: hash lookups?
231 typedef struct cubemapinfo_s
238 int r_texture_numcubemaps;
239 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
241 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
242 unsigned int r_numqueries;
243 unsigned int r_maxqueries;
245 typedef struct r_qwskincache_s
247 char name[MAX_QPATH];
248 skinframe_t *skinframe;
252 static r_qwskincache_t *r_qwskincache;
253 static int r_qwskincache_size;
255 /// vertex coordinates for a quad that covers the screen exactly
256 const float r_screenvertex3f[12] =
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
267 for (i = 0;i < verts;i++)
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
281 for (i = 0;i < verts;i++)
291 // FIXME: move this to client?
294 if (gamemode == GAME_NEHAHRA)
296 Cvar_Set("gl_fogenable", "0");
297 Cvar_Set("gl_fogdensity", "0.2");
298 Cvar_Set("gl_fogred", "0.3");
299 Cvar_Set("gl_foggreen", "0.3");
300 Cvar_Set("gl_fogblue", "0.3");
302 r_refdef.fog_density = 0;
303 r_refdef.fog_red = 0;
304 r_refdef.fog_green = 0;
305 r_refdef.fog_blue = 0;
306 r_refdef.fog_alpha = 1;
307 r_refdef.fog_start = 0;
308 r_refdef.fog_end = 16384;
309 r_refdef.fog_height = 1<<30;
310 r_refdef.fog_fadedepth = 128;
311 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
314 static void R_BuildBlankTextures(void)
316 unsigned char data[4];
317 data[2] = 128; // normal X
318 data[1] = 128; // normal Y
319 data[0] = 255; // normal Z
320 data[3] = 128; // height
321 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
326 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
331 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
336 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 static void R_BuildNoTexture(void)
342 unsigned char pix[16][16][4];
343 // this makes a light grey/dark grey checkerboard texture
344 for (y = 0;y < 16;y++)
346 for (x = 0;x < 16;x++)
348 if ((y < 8) ^ (x < 8))
364 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
367 static void R_BuildWhiteCube(void)
369 unsigned char data[6*1*1*4];
370 memset(data, 255, sizeof(data));
371 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
374 static void R_BuildNormalizationCube(void)
378 vec_t s, t, intensity;
381 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382 for (side = 0;side < 6;side++)
384 for (y = 0;y < NORMSIZE;y++)
386 for (x = 0;x < NORMSIZE;x++)
388 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
424 intensity = 127.0f / sqrt(DotProduct(v, v));
425 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428 data[((side*64+y)*64+x)*4+3] = 255;
432 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
436 static void R_BuildFogTexture(void)
440 unsigned char data1[FOGWIDTH][4];
441 //unsigned char data2[FOGWIDTH][4];
444 r_refdef.fogmasktable_start = r_refdef.fog_start;
445 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446 r_refdef.fogmasktable_range = r_refdef.fogrange;
447 r_refdef.fogmasktable_density = r_refdef.fog_density;
449 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
452 d = (x * r - r_refdef.fogmasktable_start);
453 if(developer_extra.integer)
454 Con_DPrintf("%f ", d);
456 if (r_fog_exp2.integer)
457 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
459 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460 if(developer_extra.integer)
461 Con_DPrintf(" : %f ", alpha);
462 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463 if(developer_extra.integer)
464 Con_DPrintf(" = %f\n", alpha);
465 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
468 for (x = 0;x < FOGWIDTH;x++)
470 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
475 //data2[x][0] = 255 - b;
476 //data2[x][1] = 255 - b;
477 //data2[x][2] = 255 - b;
480 if (r_texture_fogattenuation)
482 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
487 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);
488 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
492 static void R_BuildFogHeightTexture(void)
494 unsigned char *inpixels;
502 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503 if (r_refdef.fogheighttexturename[0])
504 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
507 r_refdef.fog_height_tablesize = 0;
508 if (r_texture_fogheighttexture)
509 R_FreeTexture(r_texture_fogheighttexture);
510 r_texture_fogheighttexture = NULL;
511 if (r_refdef.fog_height_table2d)
512 Mem_Free(r_refdef.fog_height_table2d);
513 r_refdef.fog_height_table2d = NULL;
514 if (r_refdef.fog_height_table1d)
515 Mem_Free(r_refdef.fog_height_table1d);
516 r_refdef.fog_height_table1d = NULL;
520 r_refdef.fog_height_tablesize = size;
521 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
522 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
523 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
525 // LordHavoc: now the magic - what is that table2d for? it is a cooked
526 // average fog color table accounting for every fog layer between a point
527 // and the camera. (Note: attenuation is handled separately!)
528 for (y = 0;y < size;y++)
530 for (x = 0;x < size;x++)
536 for (j = x;j <= y;j++)
538 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
544 for (j = x;j >= y;j--)
546 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
551 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
557 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
560 //=======================================================================================================================================================
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "# extension GL_EXT_gpu_shader4 : enable\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "# extension GL_ARB_texture_gather : enable\n"
588 "# ifdef GL_AMD_texture_texture4\n"
589 "# extension GL_AMD_texture_texture4 : enable\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
622 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
634 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
639 "#ifdef FRAGMENT_SHADER\n"
642 " gl_FragColor = gl_Color;\n"
645 "#else // !MODE_SHOWDEPTH\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
654 "#ifdef VERTEX_SHADER\n"
657 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
668 "uniform sampler2D Texture_Second;\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
688 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
690 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
692 "#ifdef USEVIEWTINT\n"
693 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// 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"
699 " float sobel = 1.0;\n"
700 " // vec2 ts = textureSize(Texture_First, 0);\n"
701 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 " vec2 px = PixelSize;\n"
703 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
705 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
708 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
711 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
714 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
732 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
733 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
737 "#ifdef USESATURATION\n"
738 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
744 "#ifdef USEGAMMARAMPS\n"
745 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
751 "#else // !MODE_POSTPROCESS\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
763 "#ifdef VERTEX_SHADER\n"
766 " gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
770 "#ifdef USESPECULAR\n"
771 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
773 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
787 " gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
792 "#ifdef USESPECULAR\n"
793 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 " gl_FragColor *= tex2;\n"
798 " gl_FragColor += tex2;\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
806 "#else // !MODE_GENERIC\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
816 " gl_FrontColor = gl_Color;\n"
817 " TexCoord = gl_MultiTexCoord0.xy;\n"
818 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
829 " vec2 tc = TexCoord;\n"
830 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 " tc += BloomBlur_Parameters.xy;\n"
832 " for (i = 1;i < SAMPLES;i++)\n"
834 " color += texture2D(Texture_First, tc).rgb;\n"
835 " tc += BloomBlur_Parameters.xy;\n"
837 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
849 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 " ModelViewProjectionPosition = gl_Position;\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
870 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 " // FIXME temporary hack to detect the case that the reflection\n"
875 " // gets blackened at edges due to leaving the area that contains actual\n"
877 " // Remove this 'ack once we have a better way to stop this thing from\n"
879 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
880 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
881 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
882 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
887 "#else // !MODE_REFRACTION\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
902 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 " ModelViewProjectionPosition = gl_Position;\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
927 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 " // FIXME temporary hack to detect the case that the reflection\n"
933 " // gets blackened at edges due to leaving the area that contains actual\n"
935 " // Remove this 'ack once we have a better way to stop this thing from\n"
937 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
938 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
939 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
940 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
942 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
951 "#else // !MODE_WATER\n"
956 "// common definitions between vertex shader and fragment shader:\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1002 "uniform vec4 FogPlane;\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1012 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1021 "uniform sampler2D Texture_Glow;\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1070 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 " fogfrac = fogheightpixel.a;\n"
1076 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1081 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1083 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 " // 14 sample relief mapping: linear search and then binary search\n"
1094 " // this basically steps forward a small amount repeatedly until it finds\n"
1095 " // itself inside solid, then jitters forward and back using decreasing\n"
1096 " // amounts to find the impact\n"
1097 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 " vec3 RT = vec3(TexCoord, 1);\n"
1101 " OffsetVector *= 0.1;\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1113 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1114 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1115 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1118 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 " // this basically moves forward the full distance, and then backs up based\n"
1120 " // on height of samples\n"
1121 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 " TexCoord += OffsetVector;\n"
1125 " OffsetVector *= 0.333;\n"
1126 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 " return TexCoord;\n"
1132 "#endif // USEOFFSETMAPPING\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1178 "# ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1181 " vec3 adir = abs(dir);\n"
1182 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1189 " vec3 adir = abs(dir);\n"
1190 " float ma = adir.z;\n"
1191 " vec4 proj = vec4(dir, 2.5);\n"
1192 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1204 " vec3 adir = abs(dir);\n"
1205 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1212 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1214 "# ifdef USESHADOWSAMPLER\n"
1216 "# ifdef USESHADOWMAPPCF\n"
1217 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1220 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1225 "# ifdef USESHADOWMAPPCF\n"
1226 "# if USESHADOWMAPPCF > 1\n"
1227 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1230 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1231 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1232 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1233 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1236 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 " vec2 offset = fract(shadowmaptc.xy);\n"
1238 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1240 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1241 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1245 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1249 "# ifdef USESHADOWMAPORTHO\n"
1250 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1260 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1263 "# ifdef USESHADOWSAMPLER\n"
1264 "# ifdef USESHADOWMAPPCF\n"
1265 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1266 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1269 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1272 "# ifdef USESHADOWMAPPCF\n"
1273 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "# ifdef GL_ARB_texture_gather\n"
1275 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1277 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1279 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "# if USESHADOWMAPPCF > 1\n"
1281 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1285 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1286 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1287 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1288 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1289 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1290 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 " locols.yz += group2.ab;\n"
1293 " hicols.yz += group8.rg;\n"
1294 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 " mix(locols, hicols, offset.y);\n"
1297 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 " f = dot(cols, vec4(1.0/25.0));\n"
1301 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1304 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1305 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1310 "# ifdef GL_EXT_gpu_shader4\n"
1311 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1313 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1315 "# if USESHADOWMAPPCF > 1\n"
1316 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 " center *= ShadowMap_TextureScale;\n"
1318 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1319 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1320 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1321 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1322 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1325 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1328 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1329 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1334 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1337 "# ifdef USESHADOWMAPORTHO\n"
1338 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1348 " // apply depth texture cubemap as light filter\n"
1349 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1351 "# ifdef USESHADOWSAMPLER\n"
1352 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1354 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1374 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 " gl_FrontColor = gl_Color;\n"
1377 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1380 " // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1388 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "#endif // VERTEX_SHADER\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 " // apply offsetmapping\n"
1400 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1404 "#ifdef USEALPHAKILL\n"
1405 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1420 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1424 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1437 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#endif // VERTEX_SHADER\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1455 " // calculate viewspace pixel position\n"
1456 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1458 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 " // decode viewspace pixel normal\n"
1461 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 " // surfacenormal = pixel normal in viewspace\n"
1464 " // LightVector = pixel to light in viewspace\n"
1465 " // CubeVector = position in lightspace\n"
1466 " // eyevector = pixel to view in viewspace\n"
1467 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 " // calculate diffuse shading\n"
1471 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1474 "#ifdef USESPECULAR\n"
1475 " // calculate directional shading\n"
1476 " vec3 eyevector = position * -1.0;\n"
1477 "# ifdef USEEXACTSPECULARMATH\n"
1478 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1480 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 " fade *= ShadowMapCompare(CubeVector);\n"
1489 "#ifdef USEDIFFUSE\n"
1490 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1492 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1494 "#ifdef USESPECULAR\n"
1495 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1497 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1500 "# ifdef USECUBEFILTER\n"
1501 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 " gl_FragData[0].rgb *= cubecolor;\n"
1503 " gl_FragData[1].rgb *= cubecolor;\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 " gl_FrontColor = gl_Color;\n"
1528 " // copy the surface texcoord\n"
1529 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1533 "#ifdef USELIGHTMAP\n"
1534 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 " // transform vertex position into light attenuation/cubemap space\n"
1539 " // (-1 to +1 across the light box)\n"
1540 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1542 "# ifdef USEDIFFUSE\n"
1543 " // transform unnormalized light direction into tangent space\n"
1544 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 " // normalize it per pixel)\n"
1546 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1559 " // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1568 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 " VectorS = gl_MultiTexCoord1.xyz;\n"
1574 " VectorT = gl_MultiTexCoord2.xyz;\n"
1575 " VectorR = gl_MultiTexCoord3.xyz;\n"
1578 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1585 "#ifdef USEREFLECTION\n"
1586 " ModelViewProjectionPosition = gl_Position;\n"
1589 "#endif // VERTEX_SHADER\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1605 "uniform myhalf3 Color_Glow;\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 " // apply offsetmapping\n"
1629 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1633 " // combine the diffuse textures (base, pants, shirt)\n"
1634 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 " if (color.a < 0.5)\n"
1639 " color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1649 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1652 " // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1656 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1659 " // get the material colors\n"
1660 " myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1665 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 " // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1689 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1692 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1697 " color.rgb *= LightColor;\n"
1698 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1702 "# ifdef USECUBEFILTER\n"
1703 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1712 "#ifdef USEDIFFUSE\n"
1713 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1719 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 " // convert modelspace light vector to tangentspace\n"
1723 " myhalf3 lightnormal;\n"
1724 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1740 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 " color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1762 "# ifdef USEDIFFUSE\n"
1763 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "# ifdef USESPECULAR\n"
1765 "# ifdef USEEXACTSPECULARMATH\n"
1766 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1768 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1771 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1773 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1776 " color.rgb = diffusetex * Color_Ambient;\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1794 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1799 " color.rgb = FogVertex(color.rgb);\n"
1802 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1803 "#ifdef USEREFLECTION\n"
1804 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 " // FIXME temporary hack to detect the case that the reflection\n"
1809 " // gets blackened at edges due to leaving the area that contains actual\n"
1811 " // Remove this 'ack once we have a better way to stop this thing from\n"
1813 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1814 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1815 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1821 " gl_FragColor = vec4(color);\n"
1823 "#endif // FRAGMENT_SHADER\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1837 =========================================================================================================================================================
1841 =========================================================================================================================================================
1845 =========================================================================================================================================================
1849 =========================================================================================================================================================
1853 =========================================================================================================================================================
1857 =========================================================================================================================================================
1861 =========================================================================================================================================================
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1897 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1915 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = gl_FrontColor;\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1937 "#ifdef VERTEX_SHADER\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1949 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1952 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1964 "uniform sampler2D Texture_Second,\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1984 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1986 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1988 "#ifdef USEVIEWTINT\n"
1989 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1999 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2000 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2003 "#ifdef USESATURATION\n"
2004 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2017 "#else // !MODE_POSTPROCESS\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2037 " gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2041 "#ifdef USESPECULAR\n"
2042 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2044 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2061 "out float4 gl_FragColor : COLOR\n"
2064 " gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2069 "#ifdef USESPECULAR\n"
2070 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 " gl_FragColor *= tex2;\n"
2075 " gl_FragColor += tex2;\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2083 "#else // !MODE_GENERIC\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2099 " TexCoord = gl_MultiTexCoord0.xy;\n"
2100 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2115 " float2 tc = TexCoord;\n"
2116 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2118 " for (i = 1;i < SAMPLES;i++)\n"
2120 " color += tex2D(Texture_First, tc).rgb;\n"
2121 " tc += BloomBlur_Parameters.xy;\n"
2123 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2142 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 " ModelViewProjectionPosition = gl_Position;\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2164 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 " // FIXME temporary hack to detect the case that the reflection\n"
2169 " // gets blackened at edges due to leaving the area that contains actual\n"
2171 " // Remove this 'ack once we have a better way to stop this thing from\n"
2173 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2174 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2175 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2176 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2181 "#else // !MODE_REFRACTION\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2202 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 " ModelViewProjectionPosition = gl_Position;\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2231 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2359 " float3 adir = abs(dir);\n"
2360 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2374 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2377 "# ifdef USESHADOWSAMPLER\n"
2379 "# ifdef USESHADOWMAPPCF\n"
2380 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2383 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2388 "# ifdef USESHADOWMAPPCF\n"
2389 "# if USESHADOWMAPPCF > 1\n"
2390 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2393 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2394 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2395 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2396 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2399 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 " float2 offset = frac(shadowmaptc.xy);\n"
2401 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2403 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2404 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2408 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2412 "# ifdef USESHADOWMAPORTHO\n"
2413 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2430 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2434 "# ifdef USESHADOWSAMPLER\n"
2435 "# ifdef USESHADOWMAPPCF\n"
2436 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2437 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2440 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2443 "# ifdef USESHADOWMAPPCF\n"
2444 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "# ifdef GL_ARB_texture_gather\n"
2446 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2448 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2450 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 " center *= ShadowMap_TextureScale;\n"
2452 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2455 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2456 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2460 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2461 "# if USESHADOWMAPPCF > 1\n"
2462 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 " center *= ShadowMap_TextureScale;\n"
2464 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2465 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2466 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2467 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2468 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2471 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2474 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2475 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2480 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2483 "# ifdef USESHADOWMAPORTHO\n"
2484 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2494 " // apply depth texture cubemap as light filter\n"
2495 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2497 "# ifdef USESHADOWSAMPLER\n"
2498 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2500 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2543 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 " gl_FrontColor = gl_Color;\n"
2546 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2549 " // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2557 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2562 "#endif // VERTEX_SHADER\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2588 " float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 " // apply offsetmapping\n"
2591 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2595 "#ifdef USEALPHAKILL\n"
2596 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2611 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2615 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2634 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "#endif // VERTEX_SHADER\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2699 " // calculate viewspace pixel position\n"
2700 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 " float3 position;\n"
2703 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 " // decode viewspace pixel normal\n"
2706 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 " // surfacenormal = pixel normal in viewspace\n"
2709 " // LightVector = pixel to light in viewspace\n"
2710 " // CubeVector = position in lightspace\n"
2711 " // eyevector = pixel to view in viewspace\n"
2712 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 " // calculate diffuse shading\n"
2716 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2719 "#ifdef USESPECULAR\n"
2720 " // calculate directional shading\n"
2721 " float3 eyevector = position * -1.0;\n"
2722 "# ifdef USEEXACTSPECULARMATH\n"
2723 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2725 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 " fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2748 "#ifdef USEDIFFUSE\n"
2749 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2751 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2753 "#ifdef USESPECULAR\n"
2754 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2756 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2759 "# ifdef USECUBEFILTER\n"
2760 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 " gl_FragData0.rgb *= cubecolor;\n"
2762 " gl_FragData1.rgb *= cubecolor;\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2771 "#ifdef VERTEX_SHADER\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2835 "out float4 gl_Position : POSITION\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 " gl_FrontColor = gl_Color;\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2951 "uniform sampler2D Texture_Glow,\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3015 "uniform half3 Color_Glow,\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3077 "out float4 gl_FragColor : COLOR\n"
3080 " float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 " // apply offsetmapping\n"
3086 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3090 " // combine the diffuse textures (base, pants, shirt)\n"
3091 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 " if (color.a < 0.5)\n"
3096 " color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3106 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3109 " // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3113 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3116 " // get the material colors\n"
3117 " half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3122 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 " // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 " half3 lightnormal = half3(normalize(LightVector));\n"
3140 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3146 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3149 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3152 " color.rgb = diffusetex * Color_Ambient;\n"
3154 " color.rgb *= LightColor;\n"
3155 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3174 "# ifdef USECUBEFILTER\n"
3175 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#ifdef USEDIFFUSE\n"
3185 " half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 " // convert modelspace light vector to tangentspace\n"
3195 " half3 lightnormal;\n"
3196 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 " color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3234 "# ifdef USEDIFFUSE\n"
3235 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "# ifdef USESPECULAR\n"
3237 "# ifdef USEEXACTSPECULARMATH\n"
3238 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3240 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3243 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3245 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3248 " color.rgb = diffusetex * Color_Ambient;\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3273 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3278 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3281 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3282 "#ifdef USEREFLECTION\n"
3283 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 " // FIXME temporary hack to detect the case that the reflection\n"
3288 " // gets blackened at edges due to leaving the area that contains actual\n"
3290 " // Remove this 'ack once we have a better way to stop this thing from\n"
3292 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3293 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3294 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3295 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3300 " gl_FragColor = float4(color);\n"
3302 "#endif // FRAGMENT_SHADER\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3318 //=======================================================================================================================================================
3320 typedef struct shaderpermutationinfo_s
3322 const char *pretext;
3325 shaderpermutationinfo_t;
3327 typedef struct shadermodeinfo_s
3329 const char *vertexfilename;
3330 const char *geometryfilename;
3331 const char *fragmentfilename;
3332 const char *pretext;
3337 typedef enum shaderpermutation_e
3339 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3371 shaderpermutation_t;
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3376 {"#define USEDIFFUSE\n", " diffuse"},
3377 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378 {"#define USEVIEWTINT\n", " viewtint"},
3379 {"#define USECOLORMAPPING\n", " colormapping"},
3380 {"#define USESATURATION\n", " saturation"},
3381 {"#define USEFOGINSIDE\n", " foginside"},
3382 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384 {"#define USEGAMMARAMPS\n", " gammaramps"},
3385 {"#define USECUBEFILTER\n", " cubefilter"},
3386 {"#define USEGLOW\n", " glow"},
3387 {"#define USEBLOOM\n", " bloom"},
3388 {"#define USESPECULAR\n", " specular"},
3389 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391 {"#define USEREFLECTION\n", " reflection"},
3392 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403 {"#define USEALPHAKILL\n", " alphakill"},
3404 {"#define USEREFLECTCUBE\n", " reflectcube"},
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3410 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3473 /// hash lookup data
3474 struct r_glsl_permutation_s *hashnext;
3476 unsigned int permutation;
3478 /// indicates if we have tried compiling this permutation already
3480 /// 0 if compilation failed
3482 /// locations of detected uniforms in program object, or -1 if not found
3483 int loc_Texture_First;
3484 int loc_Texture_Second;
3485 int loc_Texture_GammaRamps;
3486 int loc_Texture_Normal;
3487 int loc_Texture_Color;
3488 int loc_Texture_Gloss;
3489 int loc_Texture_Glow;
3490 int loc_Texture_SecondaryNormal;
3491 int loc_Texture_SecondaryColor;
3492 int loc_Texture_SecondaryGloss;
3493 int loc_Texture_SecondaryGlow;
3494 int loc_Texture_Pants;
3495 int loc_Texture_Shirt;
3496 int loc_Texture_FogHeightTexture;
3497 int loc_Texture_FogMask;
3498 int loc_Texture_Lightmap;
3499 int loc_Texture_Deluxemap;
3500 int loc_Texture_Attenuation;
3501 int loc_Texture_Cube;
3502 int loc_Texture_Refraction;
3503 int loc_Texture_Reflection;
3504 int loc_Texture_ShadowMapRect;
3505 int loc_Texture_ShadowMapCube;
3506 int loc_Texture_ShadowMap2D;
3507 int loc_Texture_CubeProjection;
3508 int loc_Texture_ScreenDepth;
3509 int loc_Texture_ScreenNormalMap;
3510 int loc_Texture_ScreenDiffuse;
3511 int loc_Texture_ScreenSpecular;
3512 int loc_Texture_ReflectMask;
3513 int loc_Texture_ReflectCube;
3515 int loc_BloomBlur_Parameters;
3517 int loc_Color_Ambient;
3518 int loc_Color_Diffuse;
3519 int loc_Color_Specular;
3521 int loc_Color_Pants;
3522 int loc_Color_Shirt;
3523 int loc_DeferredColor_Ambient;
3524 int loc_DeferredColor_Diffuse;
3525 int loc_DeferredColor_Specular;
3526 int loc_DeferredMod_Diffuse;
3527 int loc_DeferredMod_Specular;
3528 int loc_DistortScaleRefractReflect;
3529 int loc_EyePosition;
3531 int loc_FogHeightFade;
3533 int loc_FogPlaneViewDist;
3534 int loc_FogRangeRecip;
3537 int loc_LightPosition;
3538 int loc_OffsetMapping_Scale;
3540 int loc_ReflectColor;
3541 int loc_ReflectFactor;
3542 int loc_ReflectOffset;
3543 int loc_RefractColor;
3545 int loc_ScreenCenterRefractReflect;
3546 int loc_ScreenScaleRefractReflect;
3547 int loc_ScreenToDepth;
3548 int loc_ShadowMap_Parameters;
3549 int loc_ShadowMap_TextureScale;
3550 int loc_SpecularPower;
3555 int loc_ViewTintColor;
3556 int loc_ViewToLight;
3557 int loc_ModelToLight;
3559 int loc_BackgroundTexMatrix;
3560 int loc_ModelViewProjectionMatrix;
3561 int loc_ModelViewMatrix;
3562 int loc_PixelToScreenTexCoord;
3563 int loc_ModelToReflectCube;
3564 int loc_ShadowMapMatrix;
3566 r_glsl_permutation_t;
3568 #define SHADERPERMUTATION_HASHSIZE 256
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3579 //unsigned int hashdepth = 0;
3580 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581 r_glsl_permutation_t *p;
3582 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3584 if (p->mode == mode && p->permutation == permutation)
3586 //if (hashdepth > 10)
3587 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3592 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3594 p->permutation = permutation;
3595 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596 r_glsl_permutationhash[mode][hashindex] = p;
3597 //if (hashdepth > 10)
3598 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 if (!filename || !filename[0])
3607 if (!strcmp(filename, "glsl/default.glsl"))
3609 if (!glslshaderstring)
3611 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612 if (glslshaderstring)
3613 Con_DPrintf("Loading shaders from file %s...\n", filename);
3615 glslshaderstring = (char *)builtinshaderstring;
3617 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619 return shaderstring;
3621 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624 if (printfromdisknotice)
3625 Con_DPrintf("from disk %s... ", filename);
3626 return shaderstring;
3628 return shaderstring;
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635 int vertstrings_count = 0;
3636 int geomstrings_count = 0;
3637 int fragstrings_count = 0;
3638 char *vertexstring, *geometrystring, *fragmentstring;
3639 const char *vertstrings_list[32+3];
3640 const char *geomstrings_list[32+3];
3641 const char *fragstrings_list[32+3];
3642 char permutationname[256];
3649 permutationname[0] = 0;
3650 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3654 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3656 // the first pretext is which type of shader to compile as
3657 // (later these will all be bound together as a program object)
3658 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3662 // the second pretext is the mode (for example a light source)
3663 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3668 // now add all the permutation pretexts
3669 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3671 if (permutation & (1<<i))
3673 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680 // keep line numbers correct
3681 vertstrings_list[vertstrings_count++] = "\n";
3682 geomstrings_list[geomstrings_count++] = "\n";
3683 fragstrings_list[fragstrings_count++] = "\n";
3687 // now append the shader text itself
3688 vertstrings_list[vertstrings_count++] = vertexstring;
3689 geomstrings_list[geomstrings_count++] = geometrystring;
3690 fragstrings_list[fragstrings_count++] = fragmentstring;
3692 // if any sources were NULL, clear the respective list
3694 vertstrings_count = 0;
3695 if (!geometrystring)
3696 geomstrings_count = 0;
3697 if (!fragmentstring)
3698 fragstrings_count = 0;
3700 // compile the shader program
3701 if (vertstrings_count + geomstrings_count + fragstrings_count)
3702 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707 // look up all the uniform variable names we care about, so we don't
3708 // have to look them up every time we set them
3710 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3711 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3712 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3715 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3742 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3744 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3747 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3748 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3749 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3757 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3758 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3760 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3763 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3764 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3767 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3768 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3771 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3772 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3778 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3779 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3780 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3781 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3782 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3784 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3785 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3786 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3792 // initialize the samplers to refer to the texture units we use
3793 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3794 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3795 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3796 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3797 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3798 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3799 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3800 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3804 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3805 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3806 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3808 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3809 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3810 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3811 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3812 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3813 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3814 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3816 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3819 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3821 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3823 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3825 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3828 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3832 Mem_Free(vertexstring);
3834 Mem_Free(geometrystring);
3836 Mem_Free(fragmentstring);
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842 if (r_glsl_permutation != perm)
3844 r_glsl_permutation = perm;
3845 if (!r_glsl_permutation->program)
3847 if (!r_glsl_permutation->compiled)
3848 R_GLSL_CompilePermutation(perm, mode, permutation);
3849 if (!r_glsl_permutation->program)
3851 // remove features until we find a valid permutation
3853 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855 // reduce i more quickly whenever it would not remove any bits
3856 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857 if (!(permutation & j))
3860 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861 if (!r_glsl_permutation->compiled)
3862 R_GLSL_CompilePermutation(perm, mode, permutation);
3863 if (r_glsl_permutation->program)
3866 if (i >= SHADERPERMUTATION_COUNT)
3868 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870 qglUseProgramObjectARB(0);CHECKGLERROR
3871 return; // no bit left to clear, entire mode is broken
3876 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3888 /// hash lookup data
3889 struct r_cg_permutation_s *hashnext;
3891 unsigned int permutation;
3893 /// indicates if we have tried compiling this permutation already
3895 /// 0 if compilation failed
3898 /// locations of detected parameters in programs, or NULL if not found
3899 CGparameter vp_EyePosition;
3900 CGparameter vp_FogPlane;
3901 CGparameter vp_LightDir;
3902 CGparameter vp_LightPosition;
3903 CGparameter vp_ModelToLight;
3904 CGparameter vp_TexMatrix;
3905 CGparameter vp_BackgroundTexMatrix;
3906 CGparameter vp_ModelViewProjectionMatrix;
3907 CGparameter vp_ModelViewMatrix;
3908 CGparameter vp_ShadowMapMatrix;
3910 CGparameter fp_Texture_First;
3911 CGparameter fp_Texture_Second;
3912 CGparameter fp_Texture_GammaRamps;
3913 CGparameter fp_Texture_Normal;
3914 CGparameter fp_Texture_Color;
3915 CGparameter fp_Texture_Gloss;
3916 CGparameter fp_Texture_Glow;
3917 CGparameter fp_Texture_SecondaryNormal;
3918 CGparameter fp_Texture_SecondaryColor;
3919 CGparameter fp_Texture_SecondaryGloss;
3920 CGparameter fp_Texture_SecondaryGlow;
3921 CGparameter fp_Texture_Pants;
3922 CGparameter fp_Texture_Shirt;
3923 CGparameter fp_Texture_FogHeightTexture;
3924 CGparameter fp_Texture_FogMask;
3925 CGparameter fp_Texture_Lightmap;
3926 CGparameter fp_Texture_Deluxemap;
3927 CGparameter fp_Texture_Attenuation;
3928 CGparameter fp_Texture_Cube;
3929 CGparameter fp_Texture_Refraction;
3930 CGparameter fp_Texture_Reflection;
3931 CGparameter fp_Texture_ShadowMapRect;
3932 CGparameter fp_Texture_ShadowMapCube;
3933 CGparameter fp_Texture_ShadowMap2D;
3934 CGparameter fp_Texture_CubeProjection;
3935 CGparameter fp_Texture_ScreenDepth;
3936 CGparameter fp_Texture_ScreenNormalMap;
3937 CGparameter fp_Texture_ScreenDiffuse;
3938 CGparameter fp_Texture_ScreenSpecular;
3939 CGparameter fp_Texture_ReflectMask;
3940 CGparameter fp_Texture_ReflectCube;
3941 CGparameter fp_Alpha;
3942 CGparameter fp_BloomBlur_Parameters;
3943 CGparameter fp_ClientTime;
3944 CGparameter fp_Color_Ambient;
3945 CGparameter fp_Color_Diffuse;
3946 CGparameter fp_Color_Specular;
3947 CGparameter fp_Color_Glow;
3948 CGparameter fp_Color_Pants;
3949 CGparameter fp_Color_Shirt;
3950 CGparameter fp_DeferredColor_Ambient;
3951 CGparameter fp_DeferredColor_Diffuse;
3952 CGparameter fp_DeferredColor_Specular;
3953 CGparameter fp_DeferredMod_Diffuse;
3954 CGparameter fp_DeferredMod_Specular;
3955 CGparameter fp_DistortScaleRefractReflect;
3956 CGparameter fp_EyePosition;
3957 CGparameter fp_FogColor;
3958 CGparameter fp_FogHeightFade;
3959 CGparameter fp_FogPlane;
3960 CGparameter fp_FogPlaneViewDist;
3961 CGparameter fp_FogRangeRecip;
3962 CGparameter fp_LightColor;
3963 CGparameter fp_LightDir;
3964 CGparameter fp_LightPosition;
3965 CGparameter fp_OffsetMapping_Scale;
3966 CGparameter fp_PixelSize;
3967 CGparameter fp_ReflectColor;
3968 CGparameter fp_ReflectFactor;
3969 CGparameter fp_ReflectOffset;
3970 CGparameter fp_RefractColor;
3971 CGparameter fp_Saturation;
3972 CGparameter fp_ScreenCenterRefractReflect;
3973 CGparameter fp_ScreenScaleRefractReflect;
3974 CGparameter fp_ScreenToDepth;
3975 CGparameter fp_ShadowMap_Parameters;
3976 CGparameter fp_ShadowMap_TextureScale;
3977 CGparameter fp_SpecularPower;
3978 CGparameter fp_UserVec1;
3979 CGparameter fp_UserVec2;
3980 CGparameter fp_UserVec3;
3981 CGparameter fp_UserVec4;
3982 CGparameter fp_ViewTintColor;
3983 CGparameter fp_ViewToLight;
3984 CGparameter fp_PixelToScreenTexCoord;
3985 CGparameter fp_ModelToReflectCube;
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3996 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 //unsigned int hashdepth = 0;
4001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002 r_cg_permutation_t *p;
4003 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005 if (p->mode == mode && p->permutation == permutation)
4007 //if (hashdepth > 10)
4008 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4013 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015 p->permutation = permutation;
4016 p->hashnext = r_cg_permutationhash[mode][hashindex];
4017 r_cg_permutationhash[mode][hashindex] = p;
4018 //if (hashdepth > 10)
4019 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4026 if (!filename || !filename[0])
4028 if (!strcmp(filename, "cg/default.cg"))
4030 if (!cgshaderstring)
4032 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036 cgshaderstring = (char *)builtincgshaderstring;
4038 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040 return shaderstring;
4042 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4045 if (printfromdisknotice)
4046 Con_DPrintf("from disk %s... ", filename);
4047 return shaderstring;
4049 return shaderstring;
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 // TODO: load or create .fp and .vp shader files
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4060 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061 int vertstrings_count = 0, vertstring_length = 0;
4062 int geomstrings_count = 0, geomstring_length = 0;
4063 int fragstrings_count = 0, fragstring_length = 0;
4065 char *vertexstring, *geometrystring, *fragmentstring;
4066 char *vertstring, *geomstring, *fragstring;
4067 const char *vertstrings_list[32+3];
4068 const char *geomstrings_list[32+3];
4069 const char *fragstrings_list[32+3];
4070 char permutationname[256];
4071 char cachename[256];
4072 CGprofile vertexProfile;
4073 CGprofile fragmentProfile;
4081 permutationname[0] = 0;
4083 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4084 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4087 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088 strlcat(cachename, "cg/", sizeof(cachename));
4090 // the first pretext is which type of shader to compile as
4091 // (later these will all be bound together as a program object)
4092 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4096 // the second pretext is the mode (for example a light source)
4097 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101 strlcat(cachename, modeinfo->name, sizeof(cachename));
4103 // now add all the permutation pretexts
4104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4106 if (permutation & (1<<i))
4108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4116 // keep line numbers correct
4117 vertstrings_list[vertstrings_count++] = "\n";
4118 geomstrings_list[geomstrings_count++] = "\n";
4119 fragstrings_list[fragstrings_count++] = "\n";
4123 // replace spaces in the cachename with _ characters
4124 for (i = 0;cachename[i];i++)
4125 if (cachename[i] == ' ')
4128 // now append the shader text itself
4129 vertstrings_list[vertstrings_count++] = vertexstring;
4130 geomstrings_list[geomstrings_count++] = geometrystring;
4131 fragstrings_list[fragstrings_count++] = fragmentstring;
4133 // if any sources were NULL, clear the respective list
4135 vertstrings_count = 0;
4136 if (!geometrystring)
4137 geomstrings_count = 0;
4138 if (!fragmentstring)
4139 fragstrings_count = 0;
4141 vertstring_length = 0;
4142 for (i = 0;i < vertstrings_count;i++)
4143 vertstring_length += strlen(vertstrings_list[i]);
4144 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4148 geomstring_length = 0;
4149 for (i = 0;i < geomstrings_count;i++)
4150 geomstring_length += strlen(geomstrings_list[i]);
4151 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4155 fragstring_length = 0;
4156 for (i = 0;i < fragstrings_count;i++)
4157 fragstring_length += strlen(fragstrings_list[i]);
4158 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164 //vertexProfile = CG_PROFILE_ARBVP1;
4165 //fragmentProfile = CG_PROFILE_ARBFP1;
4166 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4173 // try to load the cached shader, or generate one
4174 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4176 // if caching failed, do a dynamic compile for now
4178 if (vertstring[0] && !p->vprogram)
4179 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4181 if (fragstring[0] && !p->fprogram)
4182 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4185 // look up all the uniform variable names we care about, so we don't
4186 // have to look them up every time we set them
4190 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4193 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4194 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4195 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4196 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4207 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4210 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4241 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4243 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4256 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4257 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4259 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4262 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4263 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4264 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4266 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4270 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4271 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4278 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4279 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4280 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4281 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4288 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4291 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4295 Mem_Free(vertstring);
4297 Mem_Free(geomstring);
4299 Mem_Free(fragstring);
4301 Mem_Free(vertexstring);
4303 Mem_Free(geometrystring);
4305 Mem_Free(fragmentstring);
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4310 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4313 if (r_cg_permutation != perm)
4315 r_cg_permutation = perm;
4316 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4318 if (!r_cg_permutation->compiled)
4319 R_CG_CompilePermutation(perm, mode, permutation);
4320 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4322 // remove features until we find a valid permutation
4324 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4326 // reduce i more quickly whenever it would not remove any bits
4327 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328 if (!(permutation & j))
4331 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332 if (!r_cg_permutation->compiled)
4333 R_CG_CompilePermutation(perm, mode, permutation);
4334 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4337 if (i >= SHADERPERMUTATION_COUNT)
4339 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341 return; // no bit left to clear, entire mode is broken
4347 if (r_cg_permutation->vprogram)
4349 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358 if (r_cg_permutation->fprogram)
4360 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4378 cgGLSetTextureParameter(param, R_GetTexture(tex));
4379 cgGLEnableTextureParameter(param);
4383 void R_GLSL_Restart_f(void)
4385 unsigned int i, limit;
4386 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387 Mem_Free(glslshaderstring);
4388 glslshaderstring = NULL;
4389 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390 Mem_Free(cgshaderstring);
4391 cgshaderstring = NULL;
4392 switch(vid.renderpath)
4394 case RENDERPATH_GL20:
4396 r_glsl_permutation_t *p;
4397 r_glsl_permutation = NULL;
4398 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399 for (i = 0;i < limit;i++)
4401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4403 GL_Backend_FreeProgram(p->program);
4404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4410 case RENDERPATH_CGGL:
4413 r_cg_permutation_t *p;
4414 r_cg_permutation = NULL;
4415 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420 for (i = 0;i < limit;i++)
4422 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4425 cgDestroyProgram(p->vprogram);
4427 cgDestroyProgram(p->fprogram);
4428 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4431 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4435 case RENDERPATH_GL13:
4436 case RENDERPATH_GL11:
4441 void R_GLSL_DumpShader_f(void)
4446 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4449 FS_Print(file, "/* The engine may define the following macros:\n");
4450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451 for (i = 0;i < SHADERMODE_COUNT;i++)
4452 FS_Print(file, glslshadermodeinfo[i].pretext);
4453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454 FS_Print(file, shaderpermutationinfo[i].pretext);
4455 FS_Print(file, "*/\n");
4456 FS_Print(file, builtinshaderstring);
4458 Con_Printf("glsl/default.glsl written\n");
4461 Con_Printf("failed to write to glsl/default.glsl\n");
4464 file = FS_OpenRealFile("cg/default.cg", "w", false);
4467 FS_Print(file, "/* The engine may define the following macros:\n");
4468 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469 for (i = 0;i < SHADERMODE_COUNT;i++)
4470 FS_Print(file, cgshadermodeinfo[i].pretext);
4471 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472 FS_Print(file, shaderpermutationinfo[i].pretext);
4473 FS_Print(file, "*/\n");
4474 FS_Print(file, builtincgshaderstring);
4476 Con_Printf("cg/default.cg written\n");
4479 Con_Printf("failed to write to cg/default.cg\n");
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4486 texturemode = GL_MODULATE;
4487 switch (vid.renderpath)
4489 case RENDERPATH_GL20:
4490 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4491 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4494 case RENDERPATH_CGGL:
4497 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4498 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4502 case RENDERPATH_GL13:
4503 R_Mesh_TexBind(0, first );
4504 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505 R_Mesh_TexBind(1, second);
4507 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4509 case RENDERPATH_GL11:
4510 R_Mesh_TexBind(0, first );
4515 void R_SetupShader_DepthOrShadow(void)
4517 switch (vid.renderpath)
4519 case RENDERPATH_GL20:
4520 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4522 case RENDERPATH_CGGL:
4524 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4527 case RENDERPATH_GL13:
4528 R_Mesh_TexBind(0, 0);
4529 R_Mesh_TexBind(1, 0);
4531 case RENDERPATH_GL11:
4532 R_Mesh_TexBind(0, 0);
4537 void R_SetupShader_ShowDepth(void)
4539 switch (vid.renderpath)
4541 case RENDERPATH_GL20:
4542 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4544 case RENDERPATH_CGGL:
4546 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4549 case RENDERPATH_GL13:
4551 case RENDERPATH_GL11:
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4584 // a blendfunc allows colormod if:
4585 // a) it can never keep the destination pixel invariant, or
4586 // b) it can keep the destination pixel invariant, and still can do so if colormodded
4587 // this is to prevent unintended side effects from colormod
4590 // IF there is a (s, sa) for which for all (d, da),
4591 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4592 // THEN, for this (s, sa) and all (colormod, d, da):
4593 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4594 // OBVIOUSLY, this means that
4595 // s*colormod * src(s*colormod, d, sa, da) = 0
4596 // dst(s*colormod, d, sa, da) = 1
4598 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4600 // main condition to leave dst color invariant:
4601 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4603 // s * 0 + d * dst(s, d, sa, da) == d
4604 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4605 // => colormod is a problem for GL_SRC_COLOR only
4607 // s + d * dst(s, d, sa, da) == d
4609 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4610 // => colormod is never problematic for these
4611 // src == GL_SRC_COLOR:
4612 // s*s + d * dst(s, d, sa, da) == d
4614 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4615 // => colormod is never problematic for these
4616 // src == GL_ONE_MINUS_SRC_COLOR:
4617 // s*(1-s) + d * dst(s, d, sa, da) == d
4618 // => s == 0 or s == 1
4619 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4620 // => colormod is a problem for GL_SRC_COLOR only
4621 // src == GL_DST_COLOR
4622 // s*d + d * dst(s, d, sa, da) == d
4624 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4625 // => colormod is always a problem
4628 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4629 // => colormod is never problematic for these
4630 // => BUT, we do not know s! We must assume it is problematic
4631 // then... except in GL_ONE case, where we know all invariant
4633 // src == GL_ONE_MINUS_DST_COLOR
4634 // s*(1-d) + d * dst(s, d, sa, da) == d
4635 // => s == 0 (1-d is impossible to handle for our desired result)
4636 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4637 // => colormod is never problematic for these
4638 // src == GL_SRC_ALPHA
4639 // s*sa + d * dst(s, d, sa, da) == d
4640 // => s == 0, or sa == 0
4641 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4642 // => colormod breaks in the case GL_SRC_COLOR only
4643 // src == GL_ONE_MINUS_SRC_ALPHA
4644 // s*(1-sa) + d * dst(s, d, sa, da) == d
4645 // => s == 0, or sa == 1
4646 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4647 // => colormod breaks in the case GL_SRC_COLOR only
4648 // src == GL_DST_ALPHA
4649 // s*da + d * dst(s, d, sa, da) == d
4651 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4652 // => colormod is never problematic for these
4657 case GL_ONE_MINUS_SRC_COLOR:
4659 case GL_ONE_MINUS_SRC_ALPHA:
4660 if(dst == GL_SRC_COLOR)
4665 case GL_ONE_MINUS_DST_COLOR:
4667 case GL_ONE_MINUS_DST_ALPHA:
4677 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4679 // select a permutation of the lighting shader appropriate to this
4680 // combination of texture, entity, light source, and fogging, only use the
4681 // minimum features necessary to avoid wasting rendering time in the
4682 // fragment shader on features that are not being used
4683 unsigned int permutation = 0;
4684 unsigned int mode = 0;
4685 qboolean allow_colormod;
4686 static float dummy_colormod[3] = {1, 1, 1};
4687 float *colormod = rsurface.colormod;
4689 if (rsurfacepass == RSURFPASS_BACKGROUND)
4691 // distorted background
4692 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4693 mode = SHADERMODE_WATER;
4694 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4695 mode = SHADERMODE_REFRACTION;
4698 mode = SHADERMODE_GENERIC;
4699 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4702 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4703 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4704 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4705 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4706 R_Mesh_ColorPointer(NULL, 0, 0);
4707 GL_AlphaTest(false);
4708 GL_BlendFunc(GL_ONE, GL_ZERO);
4709 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4711 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4713 if (r_glsl_offsetmapping.integer)
4715 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4716 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4717 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4718 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4719 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4721 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4722 if (r_glsl_offsetmapping_reliefmapping.integer)
4723 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4726 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4727 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4728 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4729 permutation |= SHADERPERMUTATION_ALPHAKILL;
4730 // normalmap (deferred prepass), may use alpha test on diffuse
4731 mode = SHADERMODE_DEFERREDGEOMETRY;
4732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4733 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4734 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4735 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4736 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4737 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4738 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4739 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4740 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4742 R_Mesh_ColorPointer(NULL, 0, 0);
4743 GL_AlphaTest(false);
4744 GL_BlendFunc(GL_ONE, GL_ZERO);
4745 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4747 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4749 if (r_glsl_offsetmapping.integer)
4751 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4752 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4753 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4754 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4755 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4757 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4758 if (r_glsl_offsetmapping_reliefmapping.integer)
4759 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4762 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4763 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4765 mode = SHADERMODE_LIGHTSOURCE;
4766 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4767 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4768 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4769 permutation |= SHADERPERMUTATION_CUBEFILTER;
4770 if (diffusescale > 0)
4771 permutation |= SHADERPERMUTATION_DIFFUSE;
4772 if (specularscale > 0)
4774 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4775 if (r_shadow_glossexact.integer)
4776 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4778 if (r_refdef.fogenabled)
4779 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4780 if (rsurface.texture->colormapping)
4781 permutation |= SHADERPERMUTATION_COLORMAPPING;
4782 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4784 if (r_shadow_usingshadowmaprect)
4785 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4786 if (r_shadow_usingshadowmap2d)
4787 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4788 if (r_shadow_usingshadowmapcube)
4789 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4790 else if(r_shadow_shadowmapvsdct)
4791 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4793 if (r_shadow_shadowmapsampler)
4794 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4795 if (r_shadow_shadowmappcf > 1)
4796 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4797 else if (r_shadow_shadowmappcf)
4798 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4800 if (rsurface.texture->reflectmasktexture)
4801 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4802 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4803 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4805 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4806 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4807 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4811 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4812 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4813 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4815 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4816 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4817 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4819 R_Mesh_ColorPointer(NULL, 0, 0);
4820 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4822 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4824 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4826 if (r_glsl_offsetmapping.integer)
4828 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4829 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4830 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4831 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4832 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4834 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4835 if (r_glsl_offsetmapping_reliefmapping.integer)
4836 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4839 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4840 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4841 // unshaded geometry (fullbright or ambient model lighting)
4842 mode = SHADERMODE_FLATCOLOR;
4843 ambientscale = diffusescale = specularscale = 0;
4844 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4845 permutation |= SHADERPERMUTATION_GLOW;
4846 if (r_refdef.fogenabled)
4847 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4848 if (rsurface.texture->colormapping)
4849 permutation |= SHADERPERMUTATION_COLORMAPPING;
4850 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4852 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4853 if (r_shadow_usingshadowmaprect)
4854 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4855 if (r_shadow_usingshadowmap2d)
4856 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4858 if (r_shadow_shadowmapsampler)
4859 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4860 if (r_shadow_shadowmappcf > 1)
4861 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4862 else if (r_shadow_shadowmappcf)
4863 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4865 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4866 permutation |= SHADERPERMUTATION_REFLECTION;
4867 if (rsurface.texture->reflectmasktexture)
4868 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4869 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4870 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4872 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4873 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4874 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4878 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4879 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4880 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4882 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4883 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4884 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4886 R_Mesh_ColorPointer(NULL, 0, 0);
4887 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4888 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4889 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4891 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4893 if (r_glsl_offsetmapping.integer)
4895 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4896 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4897 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4898 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4899 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4901 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4902 if (r_glsl_offsetmapping_reliefmapping.integer)
4903 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4906 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4907 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4908 // directional model lighting
4909 mode = SHADERMODE_LIGHTDIRECTION;
4910 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4911 permutation |= SHADERPERMUTATION_GLOW;
4912 permutation |= SHADERPERMUTATION_DIFFUSE;
4913 if (specularscale > 0)
4915 permutation |= SHADERPERMUTATION_SPECULAR;
4916 if (r_shadow_glossexact.integer)
4917 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4919 if (r_refdef.fogenabled)
4920 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4921 if (rsurface.texture->colormapping)
4922 permutation |= SHADERPERMUTATION_COLORMAPPING;
4923 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4925 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4926 if (r_shadow_usingshadowmaprect)
4927 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4928 if (r_shadow_usingshadowmap2d)
4929 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4931 if (r_shadow_shadowmapsampler)
4932 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4933 if (r_shadow_shadowmappcf > 1)
4934 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4935 else if (r_shadow_shadowmappcf)
4936 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4938 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4939 permutation |= SHADERPERMUTATION_REFLECTION;
4940 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4941 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4942 if (rsurface.texture->reflectmasktexture)
4943 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4944 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4945 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4947 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4948 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4949 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4953 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4954 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4955 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4957 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4958 R_Mesh_ColorPointer(NULL, 0, 0);
4959 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4960 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4961 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4963 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4965 if (r_glsl_offsetmapping.integer)
4967 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4968 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4969 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4970 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4971 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4973 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4974 if (r_glsl_offsetmapping_reliefmapping.integer)
4975 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4978 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4979 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4980 // ambient model lighting
4981 mode = SHADERMODE_LIGHTDIRECTION;
4982 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4983 permutation |= SHADERPERMUTATION_GLOW;
4984 if (r_refdef.fogenabled)
4985 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4986 if (rsurface.texture->colormapping)
4987 permutation |= SHADERPERMUTATION_COLORMAPPING;
4988 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4990 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4991 if (r_shadow_usingshadowmaprect)
4992 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4993 if (r_shadow_usingshadowmap2d)
4994 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4996 if (r_shadow_shadowmapsampler)
4997 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4998 if (r_shadow_shadowmappcf > 1)
4999 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5000 else if (r_shadow_shadowmappcf)
5001 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5003 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5004 permutation |= SHADERPERMUTATION_REFLECTION;
5005 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5006 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5007 if (rsurface.texture->reflectmasktexture)
5008 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5009 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5010 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5012 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5013 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5014 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5018 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5019 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5020 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5022 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5023 R_Mesh_ColorPointer(NULL, 0, 0);
5024 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5025 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5026 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5030 if (r_glsl_offsetmapping.integer)
5032 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5033 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5034 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5035 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5036 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5038 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5039 if (r_glsl_offsetmapping_reliefmapping.integer)
5040 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5043 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5044 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5046 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5047 permutation |= SHADERPERMUTATION_GLOW;
5048 if (r_refdef.fogenabled)
5049 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5050 if (rsurface.texture->colormapping)
5051 permutation |= SHADERPERMUTATION_COLORMAPPING;
5052 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5054 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5055 if (r_shadow_usingshadowmaprect)
5056 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5057 if (r_shadow_usingshadowmap2d)
5058 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5060 if (r_shadow_shadowmapsampler)
5061 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5062 if (r_shadow_shadowmappcf > 1)
5063 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5064 else if (r_shadow_shadowmappcf)
5065 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5067 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5068 permutation |= SHADERPERMUTATION_REFLECTION;
5069 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5070 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5071 if (rsurface.texture->reflectmasktexture)
5072 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5073 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5075 // deluxemapping (light direction texture)
5076 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5077 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5079 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5080 permutation |= SHADERPERMUTATION_DIFFUSE;
5081 if (specularscale > 0)
5083 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5084 if (r_shadow_glossexact.integer)
5085 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5087 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5088 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5089 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5091 R_Mesh_ColorPointer(NULL, 0, 0);
5093 else if (r_glsl_deluxemapping.integer >= 2)
5095 // fake deluxemapping (uniform light direction in tangentspace)
5096 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5097 permutation |= SHADERPERMUTATION_DIFFUSE;
5098 if (specularscale > 0)
5100 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5101 if (r_shadow_glossexact.integer)
5102 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5104 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5105 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5106 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5108 R_Mesh_ColorPointer(NULL, 0, 0);
5110 else if (rsurface.uselightmaptexture)
5112 // ordinary lightmapping (q1bsp, q3bsp)
5113 mode = SHADERMODE_LIGHTMAP;
5114 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5115 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5116 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5118 R_Mesh_ColorPointer(NULL, 0, 0);
5122 // ordinary vertex coloring (q3bsp)
5123 mode = SHADERMODE_VERTEXCOLOR;
5124 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5125 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5127 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5128 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5130 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5131 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5132 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5136 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5137 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5138 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5140 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5141 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5142 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5145 colormod = dummy_colormod;
5146 switch(vid.renderpath)
5148 case RENDERPATH_GL20:
5149 R_SetupShader_SetPermutationGLSL(mode, permutation);
5150 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5151 if (mode == SHADERMODE_LIGHTSOURCE)
5153 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5154 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5155 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5156 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5157 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5158 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);
5160 // additive passes are only darkened by fog, not tinted
5161 if (r_glsl_permutation->loc_FogColor >= 0)
5162 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5163 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5167 if (mode == SHADERMODE_FLATCOLOR)
5169 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5171 else if (mode == SHADERMODE_LIGHTDIRECTION)
5173 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5174 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5175 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);
5176 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5177 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);
5178 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]);
5179 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]);
5183 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5184 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]);
5185 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);
5186 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5187 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);
5189 // additive passes are only darkened by fog, not tinted
5190 if (r_glsl_permutation->loc_FogColor >= 0)
5192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5193 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5195 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5197 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);
5198 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]);
5199 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]);
5200 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5201 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5202 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5203 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5204 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5206 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5207 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5208 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5209 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]);
5210 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]);
5212 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5213 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5214 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5215 if (r_glsl_permutation->loc_Color_Pants >= 0)
5217 if (rsurface.texture->pantstexture)
5218 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5220 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5222 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5224 if (rsurface.texture->shirttexture)
5225 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5227 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5229 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]);
5230 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5231 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5232 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5233 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5234 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]);
5235 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5237 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5238 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5239 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5240 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5241 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5242 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5243 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5244 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5245 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5246 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5247 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5248 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5249 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5250 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5251 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5252 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5253 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5254 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5255 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5256 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5257 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5258 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5259 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5260 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5261 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5262 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5263 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5265 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5266 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5267 if (rsurface.rtlight)
5269 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5270 if (r_shadow_usingshadowmapcube)
5271 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5272 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5277 case RENDERPATH_CGGL:
5279 R_SetupShader_SetPermutationCG(mode, permutation);
5280 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5281 if (mode == SHADERMODE_LIGHTSOURCE)
5283 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5284 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5288 if (mode == SHADERMODE_LIGHTDIRECTION)
5290 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
5293 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5294 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5295 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5296 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5297 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
5300 if (mode == SHADERMODE_LIGHTSOURCE)
5302 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5303 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5304 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5305 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5306 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
5308 // additive passes are only darkened by fog, not tinted
5309 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5310 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5314 if (mode == SHADERMODE_FLATCOLOR)
5316 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5318 else if (mode == SHADERMODE_LIGHTDIRECTION)
5320 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5321 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5322 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
5323 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5324 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
5325 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
5326 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
5330 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5331 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
5332 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
5333 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5334 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
5336 // additive passes are only darkened by fog, not tinted
5337 if (r_cg_permutation->fp_FogColor)
5339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5340 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5342 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5345 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
5346 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
5347 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
5348 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5349 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5350 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5351 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5352 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5354 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
5355 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
5356 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5357 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5358 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5359 if (r_cg_permutation->fp_Color_Pants)
5361 if (rsurface.texture->pantstexture)
5362 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5364 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5367 if (r_cg_permutation->fp_Color_Shirt)
5369 if (rsurface.texture->shirttexture)
5370 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5372 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5375 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
5376 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5377 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5378 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5379 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5380 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
5381 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5383 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5384 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5385 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5386 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5387 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5388 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5389 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5390 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5391 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5392 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5393 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5394 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5395 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5396 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5397 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
5398 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5399 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5400 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5401 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5402 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5403 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5404 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5405 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5406 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5407 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5408 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5409 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5411 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5412 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5413 if (rsurface.rtlight)
5415 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5416 if (r_shadow_usingshadowmapcube)
5417 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5418 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5425 case RENDERPATH_GL13:
5426 case RENDERPATH_GL11:
5431 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5433 // select a permutation of the lighting shader appropriate to this
5434 // combination of texture, entity, light source, and fogging, only use the
5435 // minimum features necessary to avoid wasting rendering time in the
5436 // fragment shader on features that are not being used
5437 unsigned int permutation = 0;
5438 unsigned int mode = 0;
5439 const float *lightcolorbase = rtlight->currentcolor;
5440 float ambientscale = rtlight->ambientscale;
5441 float diffusescale = rtlight->diffusescale;
5442 float specularscale = rtlight->specularscale;
5443 // this is the location of the light in view space
5444 vec3_t viewlightorigin;
5445 // this transforms from view space (camera) to light space (cubemap)
5446 matrix4x4_t viewtolight;
5447 matrix4x4_t lighttoview;
5448 float viewtolight16f[16];
5449 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5451 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5452 if (rtlight->currentcubemap != r_texture_whitecube)
5453 permutation |= SHADERPERMUTATION_CUBEFILTER;
5454 if (diffusescale > 0)
5455 permutation |= SHADERPERMUTATION_DIFFUSE;
5456 if (specularscale > 0)
5458 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5459 if (r_shadow_glossexact.integer)
5460 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5462 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5464 if (r_shadow_usingshadowmaprect)
5465 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5466 if (r_shadow_usingshadowmap2d)
5467 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5468 if (r_shadow_usingshadowmapcube)
5469 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5470 else if(r_shadow_shadowmapvsdct)
5471 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5473 if (r_shadow_shadowmapsampler)
5474 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5475 if (r_shadow_shadowmappcf > 1)
5476 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5477 else if (r_shadow_shadowmappcf)
5478 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5480 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5481 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5482 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5483 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5484 switch(vid.renderpath)
5486 case RENDERPATH_GL20:
5487 R_SetupShader_SetPermutationGLSL(mode, permutation);
5488 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5489 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5490 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);
5491 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);
5492 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);
5493 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]);
5494 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]);
5495 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));
5496 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]);
5497 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5499 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5500 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5501 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5502 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5503 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5504 if (r_shadow_usingshadowmapcube)
5505 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5506 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5507 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5509 case RENDERPATH_CGGL:
5511 R_SetupShader_SetPermutationCG(mode, permutation);
5512 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5513 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5514 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
5515 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
5516 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
5517 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
5518 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
5519 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
5520 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
5521 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5523 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5524 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5525 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5526 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5527 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5528 if (r_shadow_usingshadowmapcube)
5529 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5530 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5531 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5534 case RENDERPATH_GL13:
5535 case RENDERPATH_GL11:
5540 #define SKINFRAME_HASH 1024
5544 int loadsequence; // incremented each level change
5545 memexpandablearray_t array;
5546 skinframe_t *hash[SKINFRAME_HASH];
5549 r_skinframe_t r_skinframe;
5551 void R_SkinFrame_PrepareForPurge(void)
5553 r_skinframe.loadsequence++;
5554 // wrap it without hitting zero
5555 if (r_skinframe.loadsequence >= 200)
5556 r_skinframe.loadsequence = 1;
5559 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5563 // mark the skinframe as used for the purging code
5564 skinframe->loadsequence = r_skinframe.loadsequence;
5567 void R_SkinFrame_Purge(void)
5571 for (i = 0;i < SKINFRAME_HASH;i++)
5573 for (s = r_skinframe.hash[i];s;s = s->next)
5575 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5577 if (s->merged == s->base)
5579 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5580 R_PurgeTexture(s->stain );s->stain = NULL;
5581 R_PurgeTexture(s->merged);s->merged = NULL;
5582 R_PurgeTexture(s->base );s->base = NULL;
5583 R_PurgeTexture(s->pants );s->pants = NULL;
5584 R_PurgeTexture(s->shirt );s->shirt = NULL;
5585 R_PurgeTexture(s->nmap );s->nmap = NULL;
5586 R_PurgeTexture(s->gloss );s->gloss = NULL;
5587 R_PurgeTexture(s->glow );s->glow = NULL;
5588 R_PurgeTexture(s->fog );s->fog = NULL;
5589 R_PurgeTexture(s->reflect);s->reflect = NULL;
5590 s->loadsequence = 0;
5596 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5598 char basename[MAX_QPATH];
5600 Image_StripImageExtension(name, basename, sizeof(basename));
5602 if( last == NULL ) {
5604 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5605 item = r_skinframe.hash[hashindex];
5610 // linearly search through the hash bucket
5611 for( ; item ; item = item->next ) {
5612 if( !strcmp( item->basename, basename ) ) {
5619 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5623 char basename[MAX_QPATH];
5625 Image_StripImageExtension(name, basename, sizeof(basename));
5627 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5628 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5629 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5633 rtexture_t *dyntexture;
5634 // check whether its a dynamic texture
5635 dyntexture = CL_GetDynTexture( basename );
5636 if (!add && !dyntexture)
5638 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5639 memset(item, 0, sizeof(*item));
5640 strlcpy(item->basename, basename, sizeof(item->basename));
5641 item->base = dyntexture; // either NULL or dyntexture handle
5642 item->textureflags = textureflags;
5643 item->comparewidth = comparewidth;
5644 item->compareheight = compareheight;
5645 item->comparecrc = comparecrc;
5646 item->next = r_skinframe.hash[hashindex];
5647 r_skinframe.hash[hashindex] = item;
5649 else if( item->base == NULL )
5651 rtexture_t *dyntexture;
5652 // check whether its a dynamic texture
5653 // 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]
5654 dyntexture = CL_GetDynTexture( basename );
5655 item->base = dyntexture; // either NULL or dyntexture handle
5658 R_SkinFrame_MarkUsed(item);
5662 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5664 unsigned long long avgcolor[5], wsum; \
5672 for(pix = 0; pix < cnt; ++pix) \
5675 for(comp = 0; comp < 3; ++comp) \
5677 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5680 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5682 for(comp = 0; comp < 3; ++comp) \
5683 avgcolor[comp] += getpixel * w; \
5686 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5687 avgcolor[4] += getpixel; \
5689 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5691 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5692 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5693 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5694 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5697 extern cvar_t gl_picmip;
5698 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5701 unsigned char *pixels;
5702 unsigned char *bumppixels;
5703 unsigned char *basepixels = NULL;
5704 int basepixels_width = 0;
5705 int basepixels_height = 0;
5706 skinframe_t *skinframe;
5707 rtexture_t *ddsbase = NULL;
5708 qboolean ddshasalpha = false;
5709 float ddsavgcolor[4];
5710 char basename[MAX_QPATH];
5711 int miplevel = R_PicmipForFlags(textureflags);
5712 int savemiplevel = miplevel;
5715 if (cls.state == ca_dedicated)
5718 // return an existing skinframe if already loaded
5719 // if loading of the first image fails, don't make a new skinframe as it
5720 // would cause all future lookups of this to be missing
5721 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5722 if (skinframe && skinframe->base)
5725 Image_StripImageExtension(name, basename, sizeof(basename));
5727 // check for DDS texture file first
5728 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5730 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5731 if (basepixels == NULL)
5735 // FIXME handle miplevel
5737 if (developer_loading.integer)
5738 Con_Printf("loading skin \"%s\"\n", name);
5740 // we've got some pixels to store, so really allocate this new texture now
5742 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5743 skinframe->stain = NULL;
5744 skinframe->merged = NULL;
5745 skinframe->base = NULL;
5746 skinframe->pants = NULL;
5747 skinframe->shirt = NULL;
5748 skinframe->nmap = NULL;
5749 skinframe->gloss = NULL;
5750 skinframe->glow = NULL;
5751 skinframe->fog = NULL;
5752 skinframe->reflect = NULL;
5753 skinframe->hasalpha = false;
5757 skinframe->base = ddsbase;
5758 skinframe->hasalpha = ddshasalpha;
5759 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5760 if (r_loadfog && skinframe->hasalpha)
5761 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5762 //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]);
5766 basepixels_width = image_width;
5767 basepixels_height = image_height;
5768 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5769 if (textureflags & TEXF_ALPHA)
5771 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5773 if (basepixels[j] < 255)
5775 skinframe->hasalpha = true;
5779 if (r_loadfog && skinframe->hasalpha)
5781 // has transparent pixels
5782 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5783 for (j = 0;j < image_width * image_height * 4;j += 4)
5788 pixels[j+3] = basepixels[j+3];
5790 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5794 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5795 //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]);
5796 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5797 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5798 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5799 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5804 mymiplevel = savemiplevel;
5805 if (r_loadnormalmap)
5806 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
5807 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5809 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5810 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5811 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5812 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5815 // _norm is the name used by tenebrae and has been adopted as standard
5816 if (r_loadnormalmap && skinframe->nmap == NULL)
5818 mymiplevel = savemiplevel;
5819 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5821 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5825 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5827 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5828 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5829 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5831 Mem_Free(bumppixels);
5833 else if (r_shadow_bumpscale_basetexture.value > 0)
5835 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5836 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5837 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5840 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5841 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5844 // _luma is supported only for tenebrae compatibility
5845 // _glow is the preferred name
5846 mymiplevel = savemiplevel;
5847 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))))
5849 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5850 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5851 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5852 Mem_Free(pixels);pixels = NULL;
5855 mymiplevel = savemiplevel;
5856 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5858 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5859 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5860 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5865 mymiplevel = savemiplevel;
5866 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5868 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5869 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5870 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5875 mymiplevel = savemiplevel;
5876 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5878 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5879 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5880 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5885 mymiplevel = savemiplevel;
5886 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5888 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5889 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5890 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5896 Mem_Free(basepixels);
5901 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5902 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5905 unsigned char *temp1, *temp2;
5906 skinframe_t *skinframe;
5908 if (cls.state == ca_dedicated)
5911 // if already loaded just return it, otherwise make a new skinframe
5912 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5913 if (skinframe && skinframe->base)
5916 skinframe->stain = NULL;
5917 skinframe->merged = NULL;
5918 skinframe->base = NULL;
5919 skinframe->pants = NULL;
5920 skinframe->shirt = NULL;
5921 skinframe->nmap = NULL;
5922 skinframe->gloss = NULL;
5923 skinframe->glow = NULL;
5924 skinframe->fog = NULL;
5925 skinframe->reflect = NULL;
5926 skinframe->hasalpha = false;
5928 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5932 if (developer_loading.integer)
5933 Con_Printf("loading 32bit skin \"%s\"\n", name);
5935 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5937 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5938 temp2 = temp1 + width * height * 4;
5939 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5940 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5943 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5944 if (textureflags & TEXF_ALPHA)
5946 for (i = 3;i < width * height * 4;i += 4)
5948 if (skindata[i] < 255)
5950 skinframe->hasalpha = true;
5954 if (r_loadfog && skinframe->hasalpha)
5956 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5957 memcpy(fogpixels, skindata, width * height * 4);
5958 for (i = 0;i < width * height * 4;i += 4)
5959 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5960 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5961 Mem_Free(fogpixels);
5965 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5966 //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]);
5971 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5975 skinframe_t *skinframe;
5977 if (cls.state == ca_dedicated)
5980 // if already loaded just return it, otherwise make a new skinframe
5981 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5982 if (skinframe && skinframe->base)
5985 skinframe->stain = NULL;
5986 skinframe->merged = NULL;
5987 skinframe->base = NULL;
5988 skinframe->pants = NULL;
5989 skinframe->shirt = NULL;
5990 skinframe->nmap = NULL;
5991 skinframe->gloss = NULL;
5992 skinframe->glow = NULL;
5993 skinframe->fog = NULL;
5994 skinframe->reflect = NULL;
5995 skinframe->hasalpha = false;
5997 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6001 if (developer_loading.integer)
6002 Con_Printf("loading quake skin \"%s\"\n", name);
6004 // 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)
6005 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6006 memcpy(skinframe->qpixels, skindata, width*height);
6007 skinframe->qwidth = width;
6008 skinframe->qheight = height;
6011 for (i = 0;i < width * height;i++)
6012 featuresmask |= palette_featureflags[skindata[i]];
6014 skinframe->hasalpha = false;
6015 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6016 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6017 skinframe->qgeneratemerged = true;
6018 skinframe->qgeneratebase = skinframe->qhascolormapping;
6019 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6021 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6022 //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]);
6027 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6031 unsigned char *skindata;
6033 if (!skinframe->qpixels)
6036 if (!skinframe->qhascolormapping)
6037 colormapped = false;
6041 if (!skinframe->qgeneratebase)
6046 if (!skinframe->qgeneratemerged)
6050 width = skinframe->qwidth;
6051 height = skinframe->qheight;
6052 skindata = skinframe->qpixels;
6054 if (skinframe->qgeneratenmap)
6056 unsigned char *temp1, *temp2;
6057 skinframe->qgeneratenmap = false;
6058 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6059 temp2 = temp1 + width * height * 4;
6060 // use either a custom palette or the quake palette
6061 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6062 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6063 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6067 if (skinframe->qgenerateglow)
6069 skinframe->qgenerateglow = false;
6070 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6075 skinframe->qgeneratebase = false;
6076 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);
6077 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6078 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6082 skinframe->qgeneratemerged = false;
6083 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);
6086 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6088 Mem_Free(skinframe->qpixels);
6089 skinframe->qpixels = NULL;
6093 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)
6096 skinframe_t *skinframe;
6098 if (cls.state == ca_dedicated)
6101 // if already loaded just return it, otherwise make a new skinframe
6102 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6103 if (skinframe && skinframe->base)
6106 skinframe->stain = NULL;
6107 skinframe->merged = NULL;
6108 skinframe->base = NULL;
6109 skinframe->pants = NULL;
6110 skinframe->shirt = NULL;
6111 skinframe->nmap = NULL;
6112 skinframe->gloss = NULL;
6113 skinframe->glow = NULL;
6114 skinframe->fog = NULL;
6115 skinframe->reflect = NULL;
6116 skinframe->hasalpha = false;
6118 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6122 if (developer_loading.integer)
6123 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6125 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6126 if (textureflags & TEXF_ALPHA)
6128 for (i = 0;i < width * height;i++)
6130 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6132 skinframe->hasalpha = true;
6136 if (r_loadfog && skinframe->hasalpha)
6137 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6140 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6141 //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]);
6146 skinframe_t *R_SkinFrame_LoadMissing(void)
6148 skinframe_t *skinframe;
6150 if (cls.state == ca_dedicated)
6153 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6154 skinframe->stain = NULL;
6155 skinframe->merged = NULL;
6156 skinframe->base = NULL;
6157 skinframe->pants = NULL;
6158 skinframe->shirt = NULL;
6159 skinframe->nmap = NULL;
6160 skinframe->gloss = NULL;
6161 skinframe->glow = NULL;
6162 skinframe->fog = NULL;
6163 skinframe->reflect = NULL;
6164 skinframe->hasalpha = false;
6166 skinframe->avgcolor[0] = rand() / RAND_MAX;
6167 skinframe->avgcolor[1] = rand() / RAND_MAX;
6168 skinframe->avgcolor[2] = rand() / RAND_MAX;
6169 skinframe->avgcolor[3] = 1;
6174 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6175 typedef struct suffixinfo_s
6178 qboolean flipx, flipy, flipdiagonal;
6181 static suffixinfo_t suffix[3][6] =
6184 {"px", false, false, false},
6185 {"nx", false, false, false},
6186 {"py", false, false, false},
6187 {"ny", false, false, false},
6188 {"pz", false, false, false},
6189 {"nz", false, false, false}
6192 {"posx", false, false, false},
6193 {"negx", false, false, false},
6194 {"posy", false, false, false},
6195 {"negy", false, false, false},
6196 {"posz", false, false, false},
6197 {"negz", false, false, false}
6200 {"rt", true, false, true},
6201 {"lf", false, true, true},
6202 {"ft", true, true, false},
6203 {"bk", false, false, false},
6204 {"up", true, false, true},
6205 {"dn", true, false, true}
6209 static int componentorder[4] = {0, 1, 2, 3};
6211 rtexture_t *R_LoadCubemap(const char *basename)
6213 int i, j, cubemapsize;
6214 unsigned char *cubemappixels, *image_buffer;
6215 rtexture_t *cubemaptexture;
6217 // must start 0 so the first loadimagepixels has no requested width/height
6219 cubemappixels = NULL;
6220 cubemaptexture = NULL;
6221 // keep trying different suffix groups (posx, px, rt) until one loads
6222 for (j = 0;j < 3 && !cubemappixels;j++)
6224 // load the 6 images in the suffix group
6225 for (i = 0;i < 6;i++)
6227 // generate an image name based on the base and and suffix
6228 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6230 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6232 // an image loaded, make sure width and height are equal
6233 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6235 // if this is the first image to load successfully, allocate the cubemap memory
6236 if (!cubemappixels && image_width >= 1)
6238 cubemapsize = image_width;
6239 // note this clears to black, so unavailable sides are black
6240 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6242 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6244 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);
6247 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6249 Mem_Free(image_buffer);
6253 // if a cubemap loaded, upload it
6256 if (developer_loading.integer)
6257 Con_Printf("loading cubemap \"%s\"\n", basename);
6259 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6260 Mem_Free(cubemappixels);
6264 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6265 if (developer_loading.integer)
6267 Con_Printf("(tried tried images ");
6268 for (j = 0;j < 3;j++)
6269 for (i = 0;i < 6;i++)
6270 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6271 Con_Print(" and was unable to find any of them).\n");
6274 return cubemaptexture;
6277 rtexture_t *R_GetCubemap(const char *basename)
6280 for (i = 0;i < r_texture_numcubemaps;i++)
6281 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6282 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6283 if (i >= MAX_CUBEMAPS)
6284 return r_texture_whitecube;
6285 r_texture_numcubemaps++;
6286 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6287 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6288 return r_texture_cubemaps[i].texture;
6291 void R_FreeCubemaps(void)
6294 for (i = 0;i < r_texture_numcubemaps;i++)
6296 if (developer_loading.integer)
6297 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6298 if (r_texture_cubemaps[i].texture)
6299 R_FreeTexture(r_texture_cubemaps[i].texture);
6301 r_texture_numcubemaps = 0;
6304 void R_Main_FreeViewCache(void)
6306 if (r_refdef.viewcache.entityvisible)
6307 Mem_Free(r_refdef.viewcache.entityvisible);
6308 if (r_refdef.viewcache.world_pvsbits)
6309 Mem_Free(r_refdef.viewcache.world_pvsbits);
6310 if (r_refdef.viewcache.world_leafvisible)
6311 Mem_Free(r_refdef.viewcache.world_leafvisible);
6312 if (r_refdef.viewcache.world_surfacevisible)
6313 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6314 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6317 void R_Main_ResizeViewCache(void)
6319 int numentities = r_refdef.scene.numentities;
6320 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6321 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6322 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6323 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6324 if (r_refdef.viewcache.maxentities < numentities)
6326 r_refdef.viewcache.maxentities = numentities;
6327 if (r_refdef.viewcache.entityvisible)
6328 Mem_Free(r_refdef.viewcache.entityvisible);
6329 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6331 if (r_refdef.viewcache.world_numclusters != numclusters)
6333 r_refdef.viewcache.world_numclusters = numclusters;
6334 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6335 if (r_refdef.viewcache.world_pvsbits)
6336 Mem_Free(r_refdef.viewcache.world_pvsbits);
6337 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6339 if (r_refdef.viewcache.world_numleafs != numleafs)
6341 r_refdef.viewcache.world_numleafs = numleafs;
6342 if (r_refdef.viewcache.world_leafvisible)
6343 Mem_Free(r_refdef.viewcache.world_leafvisible);
6344 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6346 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6348 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6349 if (r_refdef.viewcache.world_surfacevisible)
6350 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6351 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6355 extern rtexture_t *loadingscreentexture;
6356 void gl_main_start(void)
6358 loadingscreentexture = NULL;
6359 r_texture_blanknormalmap = NULL;
6360 r_texture_white = NULL;
6361 r_texture_grey128 = NULL;
6362 r_texture_black = NULL;
6363 r_texture_whitecube = NULL;
6364 r_texture_normalizationcube = NULL;
6365 r_texture_fogattenuation = NULL;
6366 r_texture_fogheighttexture = NULL;
6367 r_texture_gammaramps = NULL;
6368 r_texture_numcubemaps = 0;
6370 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6371 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6373 switch(vid.renderpath)
6375 case RENDERPATH_GL20:
6376 case RENDERPATH_CGGL:
6377 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6378 Cvar_SetValueQuick(&gl_combine, 1);
6379 Cvar_SetValueQuick(&r_glsl, 1);
6380 r_loadnormalmap = true;
6384 case RENDERPATH_GL13:
6385 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6386 Cvar_SetValueQuick(&gl_combine, 1);
6387 Cvar_SetValueQuick(&r_glsl, 0);
6388 r_loadnormalmap = false;
6389 r_loadgloss = false;
6392 case RENDERPATH_GL11:
6393 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6394 Cvar_SetValueQuick(&gl_combine, 0);
6395 Cvar_SetValueQuick(&r_glsl, 0);
6396 r_loadnormalmap = false;
6397 r_loadgloss = false;
6403 R_FrameData_Reset();
6407 memset(r_queries, 0, sizeof(r_queries));
6409 r_qwskincache = NULL;
6410 r_qwskincache_size = 0;
6412 // set up r_skinframe loading system for textures
6413 memset(&r_skinframe, 0, sizeof(r_skinframe));
6414 r_skinframe.loadsequence = 1;
6415 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6417 r_main_texturepool = R_AllocTexturePool();
6418 R_BuildBlankTextures();
6420 if (vid.support.arb_texture_cube_map)
6423 R_BuildNormalizationCube();
6425 r_texture_fogattenuation = NULL;
6426 r_texture_fogheighttexture = NULL;
6427 r_texture_gammaramps = NULL;
6428 //r_texture_fogintensity = NULL;
6429 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6430 memset(&r_waterstate, 0, sizeof(r_waterstate));
6431 r_glsl_permutation = NULL;
6432 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6433 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6434 glslshaderstring = NULL;
6436 r_cg_permutation = NULL;
6437 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6438 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6439 cgshaderstring = NULL;
6441 memset(&r_svbsp, 0, sizeof (r_svbsp));
6443 r_refdef.fogmasktable_density = 0;
6446 void gl_main_shutdown(void)
6449 R_FrameData_Reset();
6451 R_Main_FreeViewCache();
6454 qglDeleteQueriesARB(r_maxqueries, r_queries);
6458 memset(r_queries, 0, sizeof(r_queries));
6460 r_qwskincache = NULL;
6461 r_qwskincache_size = 0;
6463 // clear out the r_skinframe state
6464 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6465 memset(&r_skinframe, 0, sizeof(r_skinframe));
6468 Mem_Free(r_svbsp.nodes);
6469 memset(&r_svbsp, 0, sizeof (r_svbsp));
6470 R_FreeTexturePool(&r_main_texturepool);
6471 loadingscreentexture = NULL;
6472 r_texture_blanknormalmap = NULL;
6473 r_texture_white = NULL;
6474 r_texture_grey128 = NULL;
6475 r_texture_black = NULL;
6476 r_texture_whitecube = NULL;
6477 r_texture_normalizationcube = NULL;
6478 r_texture_fogattenuation = NULL;
6479 r_texture_fogheighttexture = NULL;
6480 r_texture_gammaramps = NULL;
6481 r_texture_numcubemaps = 0;
6482 //r_texture_fogintensity = NULL;
6483 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6484 memset(&r_waterstate, 0, sizeof(r_waterstate));
6485 r_glsl_permutation = NULL;
6486 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6487 glslshaderstring = NULL;
6489 r_cg_permutation = NULL;
6490 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6491 cgshaderstring = NULL;
6496 extern void CL_ParseEntityLump(char *entitystring);
6497 void gl_main_newmap(void)
6499 // FIXME: move this code to client
6500 char *entities, entname[MAX_QPATH];
6502 Mem_Free(r_qwskincache);
6503 r_qwskincache = NULL;
6504 r_qwskincache_size = 0;
6507 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6508 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6510 CL_ParseEntityLump(entities);
6514 if (cl.worldmodel->brush.entities)
6515 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6517 R_Main_FreeViewCache();
6519 R_FrameData_Reset();
6522 void GL_Main_Init(void)
6524 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6526 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6527 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6528 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6529 if (gamemode == GAME_NEHAHRA)
6531 Cvar_RegisterVariable (&gl_fogenable);
6532 Cvar_RegisterVariable (&gl_fogdensity);
6533 Cvar_RegisterVariable (&gl_fogred);
6534 Cvar_RegisterVariable (&gl_foggreen);
6535 Cvar_RegisterVariable (&gl_fogblue);
6536 Cvar_RegisterVariable (&gl_fogstart);
6537 Cvar_RegisterVariable (&gl_fogend);
6538 Cvar_RegisterVariable (&gl_skyclip);
6540 Cvar_RegisterVariable(&r_motionblur);
6541 Cvar_RegisterVariable(&r_motionblur_maxblur);
6542 Cvar_RegisterVariable(&r_motionblur_bmin);
6543 Cvar_RegisterVariable(&r_motionblur_vmin);
6544 Cvar_RegisterVariable(&r_motionblur_vmax);
6545 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6546 Cvar_RegisterVariable(&r_motionblur_randomize);
6547 Cvar_RegisterVariable(&r_damageblur);
6548 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6549 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6550 Cvar_RegisterVariable(&r_equalize_entities_by);
6551 Cvar_RegisterVariable(&r_equalize_entities_to);
6552 Cvar_RegisterVariable(&r_depthfirst);
6553 Cvar_RegisterVariable(&r_useinfinitefarclip);
6554 Cvar_RegisterVariable(&r_farclip_base);
6555 Cvar_RegisterVariable(&r_farclip_world);
6556 Cvar_RegisterVariable(&r_nearclip);
6557 Cvar_RegisterVariable(&r_showbboxes);
6558 Cvar_RegisterVariable(&r_showsurfaces);
6559 Cvar_RegisterVariable(&r_showtris);
6560 Cvar_RegisterVariable(&r_shownormals);
6561 Cvar_RegisterVariable(&r_showlighting);
6562 Cvar_RegisterVariable(&r_showshadowvolumes);
6563 Cvar_RegisterVariable(&r_showcollisionbrushes);
6564 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6565 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6566 Cvar_RegisterVariable(&r_showdisabledepthtest);
6567 Cvar_RegisterVariable(&r_drawportals);
6568 Cvar_RegisterVariable(&r_drawentities);
6569 Cvar_RegisterVariable(&r_draw2d);
6570 Cvar_RegisterVariable(&r_drawworld);
6571 Cvar_RegisterVariable(&r_cullentities_trace);
6572 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6573 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6574 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6575 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6576 Cvar_RegisterVariable(&r_drawviewmodel);
6577 Cvar_RegisterVariable(&r_drawexteriormodel);
6578 Cvar_RegisterVariable(&r_speeds);
6579 Cvar_RegisterVariable(&r_fullbrights);
6580 Cvar_RegisterVariable(&r_wateralpha);
6581 Cvar_RegisterVariable(&r_dynamic);
6582 Cvar_RegisterVariable(&r_fullbright);
6583 Cvar_RegisterVariable(&r_shadows);
6584 Cvar_RegisterVariable(&r_shadows_darken);
6585 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6586 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6587 Cvar_RegisterVariable(&r_shadows_throwdistance);
6588 Cvar_RegisterVariable(&r_shadows_throwdirection);
6589 Cvar_RegisterVariable(&r_shadows_focus);
6590 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6591 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6592 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6593 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6594 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6595 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6596 Cvar_RegisterVariable(&r_fog_exp2);
6597 Cvar_RegisterVariable(&r_drawfog);
6598 Cvar_RegisterVariable(&r_transparentdepthmasking);
6599 Cvar_RegisterVariable(&r_texture_dds_load);
6600 Cvar_RegisterVariable(&r_texture_dds_save);
6601 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6602 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6603 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6604 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6605 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6606 Cvar_RegisterVariable(&r_textureunits);
6607 Cvar_RegisterVariable(&gl_combine);
6608 Cvar_RegisterVariable(&r_glsl);
6609 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6610 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6611 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6612 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6613 Cvar_RegisterVariable(&r_glsl_postprocess);
6614 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6615 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6616 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6617 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6618 Cvar_RegisterVariable(&r_water);
6619 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6620 Cvar_RegisterVariable(&r_water_clippingplanebias);
6621 Cvar_RegisterVariable(&r_water_refractdistort);
6622 Cvar_RegisterVariable(&r_water_reflectdistort);
6623 Cvar_RegisterVariable(&r_lerpsprites);
6624 Cvar_RegisterVariable(&r_lerpmodels);
6625 Cvar_RegisterVariable(&r_lerplightstyles);
6626 Cvar_RegisterVariable(&r_waterscroll);
6627 Cvar_RegisterVariable(&r_bloom);
6628 Cvar_RegisterVariable(&r_bloom_colorscale);
6629 Cvar_RegisterVariable(&r_bloom_brighten);
6630 Cvar_RegisterVariable(&r_bloom_blur);
6631 Cvar_RegisterVariable(&r_bloom_resolution);
6632 Cvar_RegisterVariable(&r_bloom_colorexponent);
6633 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6634 Cvar_RegisterVariable(&r_hdr);
6635 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6636 Cvar_RegisterVariable(&r_hdr_glowintensity);
6637 Cvar_RegisterVariable(&r_hdr_range);
6638 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6639 Cvar_RegisterVariable(&developer_texturelogging);
6640 Cvar_RegisterVariable(&gl_lightmaps);
6641 Cvar_RegisterVariable(&r_test);
6642 Cvar_RegisterVariable(&r_batchmode);
6643 Cvar_RegisterVariable(&r_glsl_saturation);
6644 Cvar_RegisterVariable(&r_framedatasize);
6645 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6646 Cvar_SetValue("r_fullbrights", 0);
6647 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6649 Cvar_RegisterVariable(&r_track_sprites);
6650 Cvar_RegisterVariable(&r_track_sprites_flags);
6651 Cvar_RegisterVariable(&r_track_sprites_scalew);
6652 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6653 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6654 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6657 extern void R_Textures_Init(void);
6658 extern void GL_Draw_Init(void);
6659 extern void GL_Main_Init(void);
6660 extern void R_Shadow_Init(void);
6661 extern void R_Sky_Init(void);
6662 extern void GL_Surf_Init(void);
6663 extern void R_Particles_Init(void);
6664 extern void R_Explosion_Init(void);
6665 extern void gl_backend_init(void);
6666 extern void Sbar_Init(void);
6667 extern void R_LightningBeams_Init(void);
6668 extern void Mod_RenderInit(void);
6669 extern void Font_Init(void);
6671 void Render_Init(void)
6684 R_LightningBeams_Init();
6693 extern char *ENGINE_EXTENSIONS;
6696 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6697 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6698 gl_version = (const char *)qglGetString(GL_VERSION);
6699 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6703 if (!gl_platformextensions)
6704 gl_platformextensions = "";
6706 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6707 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6708 Con_Printf("GL_VERSION: %s\n", gl_version);
6709 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6710 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6712 VID_CheckExtensions();
6714 // LordHavoc: report supported extensions
6715 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6717 // clear to black (loading plaque will be seen over this)
6719 qglClearColor(0,0,0,1);CHECKGLERROR
6720 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6723 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6727 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6729 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6732 p = r_refdef.view.frustum + i;
6737 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6741 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6745 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6749 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6753 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6757 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6761 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6765 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6773 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6777 for (i = 0;i < numplanes;i++)
6784 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6788 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6792 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6796 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6800 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6804 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6808 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6812 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6820 //==================================================================================
6822 // LordHavoc: this stores temporary data used within the same frame
6824 qboolean r_framedata_failed;
6825 static size_t r_framedata_size;
6826 static size_t r_framedata_current;
6827 static void *r_framedata_base;
6829 void R_FrameData_Reset(void)
6831 if (r_framedata_base)
6832 Mem_Free(r_framedata_base);
6833 r_framedata_base = NULL;
6834 r_framedata_size = 0;
6835 r_framedata_current = 0;
6836 r_framedata_failed = false;
6839 void R_FrameData_NewFrame(void)
6842 if (r_framedata_failed)
6843 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6844 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6845 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6846 if (r_framedata_size != wantedsize)
6848 r_framedata_size = wantedsize;
6849 if (r_framedata_base)
6850 Mem_Free(r_framedata_base);
6851 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6853 r_framedata_current = 0;
6854 r_framedata_failed = false;
6857 void *R_FrameData_Alloc(size_t size)
6861 // align to 16 byte boundary
6862 size = (size + 15) & ~15;
6863 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6864 r_framedata_current += size;
6867 if (r_framedata_current > r_framedata_size)
6868 r_framedata_failed = true;
6870 // return NULL on everything after a failure
6871 if (r_framedata_failed)
6877 void *R_FrameData_Store(size_t size, void *data)
6879 void *d = R_FrameData_Alloc(size);
6881 memcpy(d, data, size);
6885 //==================================================================================
6887 // LordHavoc: animcache originally written by Echon, rewritten since then
6890 * Animation cache prevents re-generating mesh data for an animated model
6891 * multiple times in one frame for lighting, shadowing, reflections, etc.
6894 void R_AnimCache_Free(void)
6898 void R_AnimCache_ClearCache(void)
6901 entity_render_t *ent;
6903 for (i = 0;i < r_refdef.scene.numentities;i++)
6905 ent = r_refdef.scene.entities[i];
6906 ent->animcache_vertex3f = NULL;
6907 ent->animcache_normal3f = NULL;
6908 ent->animcache_svector3f = NULL;
6909 ent->animcache_tvector3f = NULL;
6913 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6915 dp_model_t *model = ent->model;
6917 // see if it's already cached this frame
6918 if (ent->animcache_vertex3f)
6920 // add normals/tangents if needed
6921 if (wantnormals || wanttangents)
6923 if (ent->animcache_normal3f)
6924 wantnormals = false;
6925 if (ent->animcache_svector3f)
6926 wanttangents = false;
6927 if (wantnormals || wanttangents)
6929 numvertices = model->surfmesh.num_vertices;
6931 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6934 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6935 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6937 if (!r_framedata_failed)
6938 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6944 // see if this ent is worth caching
6945 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6947 // get some memory for this entity and generate mesh data
6948 numvertices = model->surfmesh.num_vertices;
6949 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6951 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6954 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6955 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6957 if (!r_framedata_failed)
6958 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6960 return !r_framedata_failed;
6963 void R_AnimCache_CacheVisibleEntities(void)
6966 qboolean wantnormals = !r_showsurfaces.integer;
6967 qboolean wanttangents = !r_showsurfaces.integer;
6969 switch(vid.renderpath)
6971 case RENDERPATH_GL20:
6972 case RENDERPATH_CGGL:
6974 case RENDERPATH_GL13:
6975 case RENDERPATH_GL11:
6976 wanttangents = false;
6980 // TODO: thread this
6981 // NOTE: R_PrepareRTLights() also caches entities
6983 for (i = 0;i < r_refdef.scene.numentities;i++)
6984 if (r_refdef.viewcache.entityvisible[i])
6985 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6988 //==================================================================================
6990 static void R_View_UpdateEntityLighting (void)
6993 entity_render_t *ent;
6994 vec3_t tempdiffusenormal, avg;
6995 vec_t f, fa, fd, fdd;
6996 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6998 for (i = 0;i < r_refdef.scene.numentities;i++)
7000 ent = r_refdef.scene.entities[i];
7002 // skip unseen models
7003 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7007 if (ent->model && ent->model->brush.num_leafs)
7009 // TODO: use modellight for r_ambient settings on world?
7010 VectorSet(ent->modellight_ambient, 0, 0, 0);
7011 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7012 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7016 // fetch the lighting from the worldmodel data
7017 VectorClear(ent->modellight_ambient);
7018 VectorClear(ent->modellight_diffuse);
7019 VectorClear(tempdiffusenormal);
7020 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7023 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7024 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7025 if(ent->flags & RENDER_EQUALIZE)
7027 // first fix up ambient lighting...
7028 if(r_equalize_entities_minambient.value > 0)
7030 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7033 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7034 if(fa < r_equalize_entities_minambient.value * fd)
7037 // fa'/fd' = minambient
7038 // fa'+0.25*fd' = fa+0.25*fd
7040 // fa' = fd' * minambient
7041 // fd'*(0.25+minambient) = fa+0.25*fd
7043 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7044 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7046 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7047 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
7048 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7049 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7054 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7056 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7057 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7060 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7061 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7062 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7068 VectorSet(ent->modellight_ambient, 1, 1, 1);
7070 // move the light direction into modelspace coordinates for lighting code
7071 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7072 if(VectorLength2(ent->modellight_lightdir) == 0)
7073 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7074 VectorNormalize(ent->modellight_lightdir);
7078 #define MAX_LINEOFSIGHTTRACES 64
7080 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7083 vec3_t boxmins, boxmaxs;
7086 dp_model_t *model = r_refdef.scene.worldmodel;
7088 if (!model || !model->brush.TraceLineOfSight)
7091 // expand the box a little
7092 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7093 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7094 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7095 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7096 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7097 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7099 // return true if eye is inside enlarged box
7100 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7104 VectorCopy(eye, start);
7105 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7106 if (model->brush.TraceLineOfSight(model, start, end))
7109 // try various random positions
7110 for (i = 0;i < numsamples;i++)
7112 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7113 if (model->brush.TraceLineOfSight(model, start, end))
7121 static void R_View_UpdateEntityVisible (void)
7126 entity_render_t *ent;
7128 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7129 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7130 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7131 : RENDER_EXTERIORMODEL;
7132 if (!r_drawviewmodel.integer)
7133 renderimask |= RENDER_VIEWMODEL;
7134 if (!r_drawexteriormodel.integer)
7135 renderimask |= RENDER_EXTERIORMODEL;
7136 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7138 // worldmodel can check visibility
7139 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7140 for (i = 0;i < r_refdef.scene.numentities;i++)
7142 ent = r_refdef.scene.entities[i];
7143 if (!(ent->flags & renderimask))
7144 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)))
7145 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))
7146 r_refdef.viewcache.entityvisible[i] = true;
7148 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7149 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7151 for (i = 0;i < r_refdef.scene.numentities;i++)
7153 ent = r_refdef.scene.entities[i];
7154 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7156 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7158 continue; // temp entities do pvs only
7159 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7160 ent->last_trace_visibility = realtime;
7161 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7162 r_refdef.viewcache.entityvisible[i] = 0;
7169 // no worldmodel or it can't check visibility
7170 for (i = 0;i < r_refdef.scene.numentities;i++)
7172 ent = r_refdef.scene.entities[i];
7173 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));
7178 /// only used if skyrendermasked, and normally returns false
7179 int R_DrawBrushModelsSky (void)
7182 entity_render_t *ent;
7185 for (i = 0;i < r_refdef.scene.numentities;i++)
7187 if (!r_refdef.viewcache.entityvisible[i])
7189 ent = r_refdef.scene.entities[i];
7190 if (!ent->model || !ent->model->DrawSky)
7192 ent->model->DrawSky(ent);
7198 static void R_DrawNoModel(entity_render_t *ent);
7199 static void R_DrawModels(void)
7202 entity_render_t *ent;
7204 for (i = 0;i < r_refdef.scene.numentities;i++)
7206 if (!r_refdef.viewcache.entityvisible[i])
7208 ent = r_refdef.scene.entities[i];
7209 r_refdef.stats.entities++;
7210 if (ent->model && ent->model->Draw != NULL)
7211 ent->model->Draw(ent);
7217 static void R_DrawModelsDepth(void)
7220 entity_render_t *ent;
7222 for (i = 0;i < r_refdef.scene.numentities;i++)
7224 if (!r_refdef.viewcache.entityvisible[i])
7226 ent = r_refdef.scene.entities[i];
7227 if (ent->model && ent->model->DrawDepth != NULL)
7228 ent->model->DrawDepth(ent);
7232 static void R_DrawModelsDebug(void)
7235 entity_render_t *ent;
7237 for (i = 0;i < r_refdef.scene.numentities;i++)
7239 if (!r_refdef.viewcache.entityvisible[i])
7241 ent = r_refdef.scene.entities[i];
7242 if (ent->model && ent->model->DrawDebug != NULL)
7243 ent->model->DrawDebug(ent);
7247 static void R_DrawModelsAddWaterPlanes(void)
7250 entity_render_t *ent;
7252 for (i = 0;i < r_refdef.scene.numentities;i++)
7254 if (!r_refdef.viewcache.entityvisible[i])
7256 ent = r_refdef.scene.entities[i];
7257 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7258 ent->model->DrawAddWaterPlanes(ent);
7262 static void R_View_SetFrustum(void)
7265 double slopex, slopey;
7266 vec3_t forward, left, up, origin;
7268 // we can't trust r_refdef.view.forward and friends in reflected scenes
7269 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7272 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7273 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7274 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7275 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7276 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7277 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7278 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7279 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7280 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7281 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7282 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7283 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7287 zNear = r_refdef.nearclip;
7288 nudge = 1.0 - 1.0 / (1<<23);
7289 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7290 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7291 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7292 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7293 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7294 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7295 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7296 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7302 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7303 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7304 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7305 r_refdef.view.frustum[0].dist = m[15] - m[12];
7307 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7308 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7309 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7310 r_refdef.view.frustum[1].dist = m[15] + m[12];
7312 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7313 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7314 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7315 r_refdef.view.frustum[2].dist = m[15] - m[13];
7317 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7318 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7319 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7320 r_refdef.view.frustum[3].dist = m[15] + m[13];
7322 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7323 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7324 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7325 r_refdef.view.frustum[4].dist = m[15] - m[14];
7327 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7328 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7329 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7330 r_refdef.view.frustum[5].dist = m[15] + m[14];
7333 if (r_refdef.view.useperspective)
7335 slopex = 1.0 / r_refdef.view.frustum_x;
7336 slopey = 1.0 / r_refdef.view.frustum_y;
7337 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7338 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7339 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7340 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7341 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7343 // Leaving those out was a mistake, those were in the old code, and they
7344 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7345 // I couldn't reproduce it after adding those normalizations. --blub
7346 VectorNormalize(r_refdef.view.frustum[0].normal);
7347 VectorNormalize(r_refdef.view.frustum[1].normal);
7348 VectorNormalize(r_refdef.view.frustum[2].normal);
7349 VectorNormalize(r_refdef.view.frustum[3].normal);
7351 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7352 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]);
7353 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]);
7354 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]);
7355 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]);
7357 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7358 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7359 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7360 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7361 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7365 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7366 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7367 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7368 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7369 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7370 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7371 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7372 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7373 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7374 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7376 r_refdef.view.numfrustumplanes = 5;
7378 if (r_refdef.view.useclipplane)
7380 r_refdef.view.numfrustumplanes = 6;
7381 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7384 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7385 PlaneClassify(r_refdef.view.frustum + i);
7387 // LordHavoc: note to all quake engine coders, Quake had a special case
7388 // for 90 degrees which assumed a square view (wrong), so I removed it,
7389 // Quake2 has it disabled as well.
7391 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7392 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7393 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7394 //PlaneClassify(&frustum[0]);
7396 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7397 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7398 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7399 //PlaneClassify(&frustum[1]);
7401 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7402 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7403 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7404 //PlaneClassify(&frustum[2]);
7406 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7407 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7408 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7409 //PlaneClassify(&frustum[3]);
7412 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7413 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7414 //PlaneClassify(&frustum[4]);
7417 void R_View_Update(void)
7419 R_Main_ResizeViewCache();
7420 R_View_SetFrustum();
7421 R_View_WorldVisibility(r_refdef.view.useclipplane);
7422 R_View_UpdateEntityVisible();
7423 R_View_UpdateEntityLighting();
7426 void R_SetupView(qboolean allowwaterclippingplane)
7428 const float *customclipplane = NULL;
7430 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7432 // LordHavoc: couldn't figure out how to make this approach the
7433 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7434 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7435 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7436 dist = r_refdef.view.clipplane.dist;
7437 plane[0] = r_refdef.view.clipplane.normal[0];
7438 plane[1] = r_refdef.view.clipplane.normal[1];
7439 plane[2] = r_refdef.view.clipplane.normal[2];
7441 customclipplane = plane;
7444 if (!r_refdef.view.useperspective)
7445 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);
7446 else if (vid.stencil && r_useinfinitefarclip.integer)
7447 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);
7449 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);
7450 R_SetViewport(&r_refdef.view.viewport);
7453 void R_EntityMatrix(const matrix4x4_t *matrix)
7455 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7457 gl_modelmatrixchanged = false;
7458 gl_modelmatrix = *matrix;
7459 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7460 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7461 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7462 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7464 switch(vid.renderpath)
7466 case RENDERPATH_GL20:
7467 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7468 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7469 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7471 case RENDERPATH_CGGL:
7474 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7475 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7476 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7479 case RENDERPATH_GL13:
7480 case RENDERPATH_GL11:
7481 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7487 void R_ResetViewRendering2D(void)
7489 r_viewport_t viewport;
7492 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7493 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);
7494 R_SetViewport(&viewport);
7495 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7496 GL_Color(1, 1, 1, 1);
7497 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7498 GL_BlendFunc(GL_ONE, GL_ZERO);
7499 GL_AlphaTest(false);
7500 GL_ScissorTest(false);
7501 GL_DepthMask(false);
7502 GL_DepthRange(0, 1);
7503 GL_DepthTest(false);
7504 R_EntityMatrix(&identitymatrix);
7505 R_Mesh_ResetTextureState();
7506 GL_PolygonOffset(0, 0);
7507 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7508 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7509 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7510 qglStencilMask(~0);CHECKGLERROR
7511 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7512 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7513 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7516 void R_ResetViewRendering3D(void)
7521 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7522 GL_Color(1, 1, 1, 1);
7523 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7524 GL_BlendFunc(GL_ONE, GL_ZERO);
7525 GL_AlphaTest(false);
7526 GL_ScissorTest(true);
7528 GL_DepthRange(0, 1);
7530 R_EntityMatrix(&identitymatrix);
7531 R_Mesh_ResetTextureState();
7532 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7533 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7534 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7535 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7536 qglStencilMask(~0);CHECKGLERROR
7537 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7538 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7539 GL_CullFace(r_refdef.view.cullface_back);
7544 R_RenderView_UpdateViewVectors
7547 static void R_RenderView_UpdateViewVectors(void)
7549 // break apart the view matrix into vectors for various purposes
7550 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7551 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7552 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7553 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7554 // make an inverted copy of the view matrix for tracking sprites
7555 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7558 void R_RenderScene(void);
7559 void R_RenderWaterPlanes(void);
7561 static void R_Water_StartFrame(void)
7564 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7565 r_waterstate_waterplane_t *p;
7567 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7570 switch(vid.renderpath)
7572 case RENDERPATH_GL20:
7573 case RENDERPATH_CGGL:
7575 case RENDERPATH_GL13:
7576 case RENDERPATH_GL11:
7580 // set waterwidth and waterheight to the water resolution that will be
7581 // used (often less than the screen resolution for faster rendering)
7582 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7583 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7585 // calculate desired texture sizes
7586 // can't use water if the card does not support the texture size
7587 if (!r_water.integer || r_showsurfaces.integer)
7588 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7589 else if (vid.support.arb_texture_non_power_of_two)
7591 texturewidth = waterwidth;
7592 textureheight = waterheight;
7593 camerawidth = waterwidth;
7594 cameraheight = waterheight;
7598 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7599 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7600 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7601 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7604 // allocate textures as needed
7605 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7607 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7608 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7610 if (p->texture_refraction)
7611 R_FreeTexture(p->texture_refraction);
7612 p->texture_refraction = NULL;
7613 if (p->texture_reflection)
7614 R_FreeTexture(p->texture_reflection);
7615 p->texture_reflection = NULL;
7616 if (p->texture_camera)
7617 R_FreeTexture(p->texture_camera);
7618 p->texture_camera = NULL;
7620 memset(&r_waterstate, 0, sizeof(r_waterstate));
7621 r_waterstate.texturewidth = texturewidth;
7622 r_waterstate.textureheight = textureheight;
7623 r_waterstate.camerawidth = camerawidth;
7624 r_waterstate.cameraheight = cameraheight;
7627 if (r_waterstate.texturewidth)
7629 r_waterstate.enabled = true;
7631 // when doing a reduced render (HDR) we want to use a smaller area
7632 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7633 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7635 // set up variables that will be used in shader setup
7636 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7637 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7638 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7639 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7642 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7643 r_waterstate.numwaterplanes = 0;
7646 void R_Water_AddWaterPlane(msurface_t *surface)
7648 int triangleindex, planeindex;
7655 r_waterstate_waterplane_t *p;
7656 texture_t *t = R_GetCurrentTexture(surface->texture);
7657 cam_ent = t->camera_entity;
7658 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7661 // just use the first triangle with a valid normal for any decisions
7662 VectorClear(normal);
7663 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7665 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7666 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7667 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7668 TriangleNormal(vert[0], vert[1], vert[2], normal);
7669 if (VectorLength2(normal) >= 0.001)
7673 VectorCopy(normal, plane.normal);
7674 VectorNormalize(plane.normal);
7675 plane.dist = DotProduct(vert[0], plane.normal);
7676 PlaneClassify(&plane);
7677 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7679 // skip backfaces (except if nocullface is set)
7680 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7682 VectorNegate(plane.normal, plane.normal);
7684 PlaneClassify(&plane);
7688 // find a matching plane if there is one
7689 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7690 if(p->camera_entity == t->camera_entity)
7691 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7693 if (planeindex >= r_waterstate.maxwaterplanes)
7694 return; // nothing we can do, out of planes
7696 // if this triangle does not fit any known plane rendered this frame, add one
7697 if (planeindex >= r_waterstate.numwaterplanes)
7699 // store the new plane
7700 r_waterstate.numwaterplanes++;
7702 // clear materialflags and pvs
7703 p->materialflags = 0;
7704 p->pvsvalid = false;
7705 p->camera_entity = t->camera_entity;
7707 // merge this surface's materialflags into the waterplane
7708 p->materialflags |= t->currentmaterialflags;
7709 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7711 // merge this surface's PVS into the waterplane
7712 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7713 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7714 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7716 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7722 static void R_Water_ProcessPlanes(void)
7724 r_refdef_view_t originalview;
7725 r_refdef_view_t myview;
7727 r_waterstate_waterplane_t *p;
7730 originalview = r_refdef.view;
7732 // make sure enough textures are allocated
7733 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7735 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7737 if (!p->texture_refraction)
7738 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);
7739 if (!p->texture_refraction)
7742 else if (p->materialflags & MATERIALFLAG_CAMERA)
7744 if (!p->texture_camera)
7745 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);
7746 if (!p->texture_camera)
7750 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7752 if (!p->texture_reflection)
7753 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);
7754 if (!p->texture_reflection)
7760 r_refdef.view = originalview;
7761 r_refdef.view.showdebug = false;
7762 r_refdef.view.width = r_waterstate.waterwidth;
7763 r_refdef.view.height = r_waterstate.waterheight;
7764 r_refdef.view.useclipplane = true;
7765 myview = r_refdef.view;
7766 r_waterstate.renderingscene = true;
7767 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7769 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7771 r_refdef.view = myview;
7772 // render reflected scene and copy into texture
7773 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7774 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7775 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7776 r_refdef.view.clipplane = p->plane;
7777 // reverse the cullface settings for this render
7778 r_refdef.view.cullface_front = GL_FRONT;
7779 r_refdef.view.cullface_back = GL_BACK;
7780 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7782 r_refdef.view.usecustompvs = true;
7784 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7786 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7789 R_ResetViewRendering3D();
7790 R_ClearScreen(r_refdef.fogenabled);
7794 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);
7797 // render the normal view scene and copy into texture
7798 // (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)
7799 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7801 r_waterstate.renderingrefraction = true;
7802 r_refdef.view = myview;
7804 r_refdef.view.clipplane = p->plane;
7805 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7806 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7808 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7810 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7811 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7812 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7813 R_RenderView_UpdateViewVectors();
7814 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);
7817 PlaneClassify(&r_refdef.view.clipplane);
7819 R_ResetViewRendering3D();
7820 R_ClearScreen(r_refdef.fogenabled);
7824 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);
7825 r_waterstate.renderingrefraction = false;
7827 else if (p->materialflags & MATERIALFLAG_CAMERA)
7829 r_refdef.view = myview;
7831 r_refdef.view.clipplane = p->plane;
7832 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7833 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7835 r_refdef.view.width = r_waterstate.camerawidth;
7836 r_refdef.view.height = r_waterstate.cameraheight;
7837 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7838 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7840 if(p->camera_entity)
7842 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7843 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7846 // reverse the cullface settings for this render
7847 r_refdef.view.cullface_front = GL_FRONT;
7848 r_refdef.view.cullface_back = GL_BACK;
7849 // also reverse the view matrix
7850 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
7851 R_RenderView_UpdateViewVectors();
7852 if(p->camera_entity)
7853 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);
7855 // camera needs no clipplane
7856 r_refdef.view.useclipplane = false;
7858 PlaneClassify(&r_refdef.view.clipplane);
7860 R_ResetViewRendering3D();
7861 R_ClearScreen(r_refdef.fogenabled);
7865 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);
7866 r_waterstate.renderingrefraction = false;
7870 r_waterstate.renderingscene = false;
7871 r_refdef.view = originalview;
7872 R_ResetViewRendering3D();
7873 R_ClearScreen(r_refdef.fogenabled);
7877 r_refdef.view = originalview;
7878 r_waterstate.renderingscene = false;
7879 Cvar_SetValueQuick(&r_water, 0);
7880 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7884 void R_Bloom_StartFrame(void)
7886 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7888 switch(vid.renderpath)
7890 case RENDERPATH_GL20:
7891 case RENDERPATH_CGGL:
7893 case RENDERPATH_GL13:
7894 case RENDERPATH_GL11:
7898 // set bloomwidth and bloomheight to the bloom resolution that will be
7899 // used (often less than the screen resolution for faster rendering)
7900 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7901 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7902 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7903 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7904 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7906 // calculate desired texture sizes
7907 if (vid.support.arb_texture_non_power_of_two)
7909 screentexturewidth = r_refdef.view.width;
7910 screentextureheight = r_refdef.view.height;
7911 bloomtexturewidth = r_bloomstate.bloomwidth;
7912 bloomtextureheight = r_bloomstate.bloomheight;
7916 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7917 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7918 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7919 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7922 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))
7924 Cvar_SetValueQuick(&r_hdr, 0);
7925 Cvar_SetValueQuick(&r_bloom, 0);
7926 Cvar_SetValueQuick(&r_motionblur, 0);
7927 Cvar_SetValueQuick(&r_damageblur, 0);
7930 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)))
7931 screentexturewidth = screentextureheight = 0;
7932 if (!r_hdr.integer && !r_bloom.integer)
7933 bloomtexturewidth = bloomtextureheight = 0;
7935 // allocate textures as needed
7936 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7938 if (r_bloomstate.texture_screen)
7939 R_FreeTexture(r_bloomstate.texture_screen);
7940 r_bloomstate.texture_screen = NULL;
7941 r_bloomstate.screentexturewidth = screentexturewidth;
7942 r_bloomstate.screentextureheight = screentextureheight;
7943 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7944 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);
7946 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7948 if (r_bloomstate.texture_bloom)
7949 R_FreeTexture(r_bloomstate.texture_bloom);
7950 r_bloomstate.texture_bloom = NULL;
7951 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7952 r_bloomstate.bloomtextureheight = bloomtextureheight;
7953 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7954 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);
7957 // when doing a reduced render (HDR) we want to use a smaller area
7958 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7959 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7960 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7961 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7962 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7964 // set up a texcoord array for the full resolution screen image
7965 // (we have to keep this around to copy back during final render)
7966 r_bloomstate.screentexcoord2f[0] = 0;
7967 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7968 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7969 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7970 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7971 r_bloomstate.screentexcoord2f[5] = 0;
7972 r_bloomstate.screentexcoord2f[6] = 0;
7973 r_bloomstate.screentexcoord2f[7] = 0;
7975 // set up a texcoord array for the reduced resolution bloom image
7976 // (which will be additive blended over the screen image)
7977 r_bloomstate.bloomtexcoord2f[0] = 0;
7978 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7979 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7980 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7981 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7982 r_bloomstate.bloomtexcoord2f[5] = 0;
7983 r_bloomstate.bloomtexcoord2f[6] = 0;
7984 r_bloomstate.bloomtexcoord2f[7] = 0;
7986 if (r_hdr.integer || r_bloom.integer)
7988 r_bloomstate.enabled = true;
7989 r_bloomstate.hdr = r_hdr.integer != 0;
7992 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);
7995 void R_Bloom_CopyBloomTexture(float colorscale)
7997 r_refdef.stats.bloom++;
7999 // scale down screen texture to the bloom texture size
8001 R_SetViewport(&r_bloomstate.viewport);
8002 GL_BlendFunc(GL_ONE, GL_ZERO);
8003 GL_Color(colorscale, colorscale, colorscale, 1);
8004 // TODO: optimize with multitexture or GLSL
8005 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8006 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8007 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8008 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8010 // we now have a bloom image in the framebuffer
8011 // copy it into the bloom image texture for later processing
8012 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);
8013 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8016 void R_Bloom_CopyHDRTexture(void)
8018 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);
8019 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8022 void R_Bloom_MakeTexture(void)
8025 float xoffset, yoffset, r, brighten;
8027 r_refdef.stats.bloom++;
8029 R_ResetViewRendering2D();
8030 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8031 R_Mesh_ColorPointer(NULL, 0, 0);
8033 // we have a bloom image in the framebuffer
8035 R_SetViewport(&r_bloomstate.viewport);
8037 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8040 r = bound(0, r_bloom_colorexponent.value / x, 1);
8041 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8042 GL_Color(r, r, r, 1);
8043 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8044 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8045 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8046 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8048 // copy the vertically blurred bloom view to a texture
8049 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);
8050 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8053 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8054 brighten = r_bloom_brighten.value;
8056 brighten *= r_hdr_range.value;
8057 brighten = sqrt(brighten);
8059 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8060 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8061 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8063 for (dir = 0;dir < 2;dir++)
8065 // blend on at multiple vertical offsets to achieve a vertical blur
8066 // TODO: do offset blends using GLSL
8067 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8068 GL_BlendFunc(GL_ONE, GL_ZERO);
8069 for (x = -range;x <= range;x++)
8071 if (!dir){xoffset = 0;yoffset = x;}
8072 else {xoffset = x;yoffset = 0;}
8073 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8074 yoffset /= (float)r_bloomstate.bloomtextureheight;
8075 // compute a texcoord array with the specified x and y offset
8076 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8077 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8078 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8079 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8080 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8081 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8082 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8083 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8084 // this r value looks like a 'dot' particle, fading sharply to
8085 // black at the edges
8086 // (probably not realistic but looks good enough)
8087 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8088 //r = brighten/(range*2+1);
8089 r = brighten / (range * 2 + 1);
8091 r *= (1 - x*x/(float)(range*range));
8092 GL_Color(r, r, r, 1);
8093 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8094 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8095 GL_BlendFunc(GL_ONE, GL_ONE);
8098 // copy the vertically blurred bloom view to a texture
8099 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);
8100 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8103 // apply subtract last
8104 // (just like it would be in a GLSL shader)
8105 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8107 GL_BlendFunc(GL_ONE, GL_ZERO);
8108 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8109 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8110 GL_Color(1, 1, 1, 1);
8111 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8112 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8114 GL_BlendFunc(GL_ONE, GL_ONE);
8115 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8116 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8117 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8118 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8119 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8120 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8121 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8123 // copy the darkened bloom view to a texture
8124 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);
8125 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8129 void R_HDR_RenderBloomTexture(void)
8131 int oldwidth, oldheight;
8132 float oldcolorscale;
8134 oldcolorscale = r_refdef.view.colorscale;
8135 oldwidth = r_refdef.view.width;
8136 oldheight = r_refdef.view.height;
8137 r_refdef.view.width = r_bloomstate.bloomwidth;
8138 r_refdef.view.height = r_bloomstate.bloomheight;
8140 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8141 // TODO: add exposure compensation features
8142 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8144 r_refdef.view.showdebug = false;
8145 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8147 R_ResetViewRendering3D();
8149 R_ClearScreen(r_refdef.fogenabled);
8150 if (r_timereport_active)
8151 R_TimeReport("HDRclear");
8154 if (r_timereport_active)
8155 R_TimeReport("visibility");
8157 // only do secondary renders with HDR if r_hdr is 2 or higher
8158 r_waterstate.numwaterplanes = 0;
8159 if (r_waterstate.enabled && r_hdr.integer >= 2)
8160 R_RenderWaterPlanes();
8162 r_refdef.view.showdebug = true;
8164 r_waterstate.numwaterplanes = 0;
8166 R_ResetViewRendering2D();
8168 R_Bloom_CopyHDRTexture();
8169 R_Bloom_MakeTexture();
8171 // restore the view settings
8172 r_refdef.view.width = oldwidth;
8173 r_refdef.view.height = oldheight;
8174 r_refdef.view.colorscale = oldcolorscale;
8176 R_ResetViewRendering3D();
8178 R_ClearScreen(r_refdef.fogenabled);
8179 if (r_timereport_active)
8180 R_TimeReport("viewclear");
8183 static void R_BlendView(void)
8185 unsigned int permutation;
8186 float uservecs[4][4];
8188 switch (vid.renderpath)
8190 case RENDERPATH_GL20:
8191 case RENDERPATH_CGGL:
8193 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8194 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8195 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8196 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8197 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8199 if (r_bloomstate.texture_screen)
8201 // make sure the buffer is available
8202 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8204 R_ResetViewRendering2D();
8205 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8206 R_Mesh_ColorPointer(NULL, 0, 0);
8208 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8210 // declare variables
8212 static float avgspeed;
8214 speed = VectorLength(cl.movement_velocity);
8216 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8217 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8219 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8220 speed = bound(0, speed, 1);
8221 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8223 // calculate values into a standard alpha
8224 cl.motionbluralpha = 1 - exp(-
8226 (r_motionblur.value * speed / 80)
8228 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8231 max(0.0001, cl.time - cl.oldtime) // fps independent
8234 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8235 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8237 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8240 GL_Color(1, 1, 1, cl.motionbluralpha);
8241 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8243 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8244 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8248 // copy view into the screen texture
8249 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);
8250 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8252 else if (!r_bloomstate.texture_bloom)
8254 // we may still have to do view tint...
8255 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8257 // apply a color tint to the whole view
8258 R_ResetViewRendering2D();
8259 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8260 R_Mesh_ColorPointer(NULL, 0, 0);
8261 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8262 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8263 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8264 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8266 break; // no screen processing, no bloom, skip it
8269 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8271 // render simple bloom effect
8272 // copy the screen and shrink it and darken it for the bloom process
8273 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8274 // make the bloom texture
8275 R_Bloom_MakeTexture();
8278 #if _MSC_VER >= 1400
8279 #define sscanf sscanf_s
8281 memset(uservecs, 0, sizeof(uservecs));
8282 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8283 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8284 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8285 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8287 R_ResetViewRendering2D();
8288 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8289 R_Mesh_ColorPointer(NULL, 0, 0);
8290 GL_Color(1, 1, 1, 1);
8291 GL_BlendFunc(GL_ONE, GL_ZERO);
8292 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8293 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8295 switch(vid.renderpath)
8297 case RENDERPATH_GL20:
8298 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8299 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8300 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8301 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8302 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]);
8303 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8304 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]);
8305 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]);
8306 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]);
8307 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]);
8308 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8309 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8311 case RENDERPATH_CGGL:
8313 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8314 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8315 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8316 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8317 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
8318 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8319 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
8320 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
8321 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
8322 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
8323 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8324 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8330 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8331 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8333 case RENDERPATH_GL13:
8334 case RENDERPATH_GL11:
8335 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8337 // apply a color tint to the whole view
8338 R_ResetViewRendering2D();
8339 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8340 R_Mesh_ColorPointer(NULL, 0, 0);
8341 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8343 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8344 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8350 matrix4x4_t r_waterscrollmatrix;
8352 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8354 if (r_refdef.fog_density)
8356 r_refdef.fogcolor[0] = r_refdef.fog_red;
8357 r_refdef.fogcolor[1] = r_refdef.fog_green;
8358 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8360 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8361 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8362 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8363 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8367 VectorCopy(r_refdef.fogcolor, fogvec);
8368 // color.rgb *= ContrastBoost * SceneBrightness;
8369 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8370 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8371 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8372 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8377 void R_UpdateVariables(void)
8381 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8383 r_refdef.farclip = r_farclip_base.value;
8384 if (r_refdef.scene.worldmodel)
8385 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8386 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8388 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8389 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8390 r_refdef.polygonfactor = 0;
8391 r_refdef.polygonoffset = 0;
8392 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8393 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8395 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8396 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8397 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8398 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8399 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8400 if (r_showsurfaces.integer)
8402 r_refdef.scene.rtworld = false;
8403 r_refdef.scene.rtworldshadows = false;
8404 r_refdef.scene.rtdlight = false;
8405 r_refdef.scene.rtdlightshadows = false;
8406 r_refdef.lightmapintensity = 0;
8409 if (gamemode == GAME_NEHAHRA)
8411 if (gl_fogenable.integer)
8413 r_refdef.oldgl_fogenable = true;
8414 r_refdef.fog_density = gl_fogdensity.value;
8415 r_refdef.fog_red = gl_fogred.value;
8416 r_refdef.fog_green = gl_foggreen.value;
8417 r_refdef.fog_blue = gl_fogblue.value;
8418 r_refdef.fog_alpha = 1;
8419 r_refdef.fog_start = 0;
8420 r_refdef.fog_end = gl_skyclip.value;
8421 r_refdef.fog_height = 1<<30;
8422 r_refdef.fog_fadedepth = 128;
8424 else if (r_refdef.oldgl_fogenable)
8426 r_refdef.oldgl_fogenable = false;
8427 r_refdef.fog_density = 0;
8428 r_refdef.fog_red = 0;
8429 r_refdef.fog_green = 0;
8430 r_refdef.fog_blue = 0;
8431 r_refdef.fog_alpha = 0;
8432 r_refdef.fog_start = 0;
8433 r_refdef.fog_end = 0;
8434 r_refdef.fog_height = 1<<30;
8435 r_refdef.fog_fadedepth = 128;
8439 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8440 r_refdef.fog_start = max(0, r_refdef.fog_start);
8441 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8443 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8445 if (r_refdef.fog_density && r_drawfog.integer)
8447 r_refdef.fogenabled = true;
8448 // this is the point where the fog reaches 0.9986 alpha, which we
8449 // consider a good enough cutoff point for the texture
8450 // (0.9986 * 256 == 255.6)
8451 if (r_fog_exp2.integer)
8452 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8454 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8455 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8456 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8457 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8458 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8459 R_BuildFogHeightTexture();
8460 // fog color was already set
8461 // update the fog texture
8462 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)
8463 R_BuildFogTexture();
8464 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8465 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8468 r_refdef.fogenabled = false;
8470 switch(vid.renderpath)
8472 case RENDERPATH_GL20:
8473 case RENDERPATH_CGGL:
8474 if(v_glslgamma.integer && !vid_gammatables_trivial)
8476 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8478 // build GLSL gamma texture
8479 #define RAMPWIDTH 256
8480 unsigned short ramp[RAMPWIDTH * 3];
8481 unsigned char rampbgr[RAMPWIDTH][4];
8484 r_texture_gammaramps_serial = vid_gammatables_serial;
8486 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8487 for(i = 0; i < RAMPWIDTH; ++i)
8489 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8490 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8491 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8494 if (r_texture_gammaramps)
8496 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8500 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);
8506 // remove GLSL gamma texture
8509 case RENDERPATH_GL13:
8510 case RENDERPATH_GL11:
8515 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8516 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8522 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8523 if( scenetype != r_currentscenetype ) {
8524 // store the old scenetype
8525 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8526 r_currentscenetype = scenetype;
8527 // move in the new scene
8528 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8537 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8539 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8540 if( scenetype == r_currentscenetype ) {
8541 return &r_refdef.scene;
8543 return &r_scenes_store[ scenetype ];
8552 void R_RenderView(void)
8554 if (r_timereport_active)
8555 R_TimeReport("start");
8556 r_textureframe++; // used only by R_GetCurrentTexture
8557 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8559 if (!r_drawentities.integer)
8560 r_refdef.scene.numentities = 0;
8562 R_AnimCache_ClearCache();
8563 R_FrameData_NewFrame();
8565 if (r_refdef.view.isoverlay)
8567 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8568 GL_Clear( GL_DEPTH_BUFFER_BIT );
8569 R_TimeReport("depthclear");
8571 r_refdef.view.showdebug = false;
8573 r_waterstate.enabled = false;
8574 r_waterstate.numwaterplanes = 0;
8582 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8583 return; //Host_Error ("R_RenderView: NULL worldmodel");
8585 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8587 R_RenderView_UpdateViewVectors();
8589 R_Shadow_UpdateWorldLightSelection();
8591 R_Bloom_StartFrame();
8592 R_Water_StartFrame();
8595 if (r_timereport_active)
8596 R_TimeReport("viewsetup");
8598 R_ResetViewRendering3D();
8600 if (r_refdef.view.clear || r_refdef.fogenabled)
8602 R_ClearScreen(r_refdef.fogenabled);
8603 if (r_timereport_active)
8604 R_TimeReport("viewclear");
8606 r_refdef.view.clear = true;
8608 // this produces a bloom texture to be used in R_BlendView() later
8609 if (r_hdr.integer && r_bloomstate.bloomwidth)
8611 R_HDR_RenderBloomTexture();
8612 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8613 r_textureframe++; // used only by R_GetCurrentTexture
8616 r_refdef.view.showdebug = true;
8619 if (r_timereport_active)
8620 R_TimeReport("visibility");
8622 r_waterstate.numwaterplanes = 0;
8623 if (r_waterstate.enabled)
8624 R_RenderWaterPlanes();
8627 r_waterstate.numwaterplanes = 0;
8630 if (r_timereport_active)
8631 R_TimeReport("blendview");
8633 GL_Scissor(0, 0, vid.width, vid.height);
8634 GL_ScissorTest(false);
8638 void R_RenderWaterPlanes(void)
8640 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8642 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8643 if (r_timereport_active)
8644 R_TimeReport("waterworld");
8647 // don't let sound skip if going slow
8648 if (r_refdef.scene.extraupdate)
8651 R_DrawModelsAddWaterPlanes();
8652 if (r_timereport_active)
8653 R_TimeReport("watermodels");
8655 if (r_waterstate.numwaterplanes)
8657 R_Water_ProcessPlanes();
8658 if (r_timereport_active)
8659 R_TimeReport("waterscenes");
8663 extern void R_DrawLightningBeams (void);
8664 extern void VM_CL_AddPolygonsToMeshQueue (void);
8665 extern void R_DrawPortals (void);
8666 extern cvar_t cl_locs_show;
8667 static void R_DrawLocs(void);
8668 static void R_DrawEntityBBoxes(void);
8669 static void R_DrawModelDecals(void);
8670 extern void R_DrawModelShadows(void);
8671 extern void R_DrawModelShadowMaps(void);
8672 extern cvar_t cl_decals_newsystem;
8673 extern qboolean r_shadow_usingdeferredprepass;
8674 void R_RenderScene(void)
8676 qboolean shadowmapping = false;
8678 if (r_timereport_active)
8679 R_TimeReport("beginscene");
8681 r_refdef.stats.renders++;
8685 // don't let sound skip if going slow
8686 if (r_refdef.scene.extraupdate)
8689 R_MeshQueue_BeginScene();
8693 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);
8695 if (r_timereport_active)
8696 R_TimeReport("skystartframe");
8698 if (cl.csqc_vidvars.drawworld)
8700 // don't let sound skip if going slow
8701 if (r_refdef.scene.extraupdate)
8704 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8706 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8707 if (r_timereport_active)
8708 R_TimeReport("worldsky");
8711 if (R_DrawBrushModelsSky() && r_timereport_active)
8712 R_TimeReport("bmodelsky");
8714 if (skyrendermasked && skyrenderlater)
8716 // we have to force off the water clipping plane while rendering sky
8720 if (r_timereport_active)
8721 R_TimeReport("sky");
8725 R_AnimCache_CacheVisibleEntities();
8726 if (r_timereport_active)
8727 R_TimeReport("animation");
8729 R_Shadow_PrepareLights();
8730 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8731 R_Shadow_PrepareModelShadows();
8732 if (r_timereport_active)
8733 R_TimeReport("preparelights");
8735 if (R_Shadow_ShadowMappingEnabled())
8736 shadowmapping = true;
8738 if (r_shadow_usingdeferredprepass)
8739 R_Shadow_DrawPrepass();
8741 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8743 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8744 if (r_timereport_active)
8745 R_TimeReport("worlddepth");
8747 if (r_depthfirst.integer >= 2)
8749 R_DrawModelsDepth();
8750 if (r_timereport_active)
8751 R_TimeReport("modeldepth");
8754 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8756 R_DrawModelShadowMaps();
8757 R_ResetViewRendering3D();
8758 // don't let sound skip if going slow
8759 if (r_refdef.scene.extraupdate)
8763 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8765 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8766 if (r_timereport_active)
8767 R_TimeReport("world");
8770 // don't let sound skip if going slow
8771 if (r_refdef.scene.extraupdate)
8775 if (r_timereport_active)
8776 R_TimeReport("models");
8778 // don't let sound skip if going slow
8779 if (r_refdef.scene.extraupdate)
8782 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8784 R_DrawModelShadows();
8785 R_ResetViewRendering3D();
8786 // don't let sound skip if going slow
8787 if (r_refdef.scene.extraupdate)
8791 if (!r_shadow_usingdeferredprepass)
8793 R_Shadow_DrawLights();
8794 if (r_timereport_active)
8795 R_TimeReport("rtlights");
8798 // don't let sound skip if going slow
8799 if (r_refdef.scene.extraupdate)
8802 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8804 R_DrawModelShadows();
8805 R_ResetViewRendering3D();
8806 // don't let sound skip if going slow
8807 if (r_refdef.scene.extraupdate)
8811 if (cl.csqc_vidvars.drawworld)
8813 if (cl_decals_newsystem.integer)
8815 R_DrawModelDecals();
8816 if (r_timereport_active)
8817 R_TimeReport("modeldecals");
8822 if (r_timereport_active)
8823 R_TimeReport("decals");
8827 if (r_timereport_active)
8828 R_TimeReport("particles");
8831 if (r_timereport_active)
8832 R_TimeReport("explosions");
8834 R_DrawLightningBeams();
8835 if (r_timereport_active)
8836 R_TimeReport("lightning");
8839 VM_CL_AddPolygonsToMeshQueue();
8841 if (r_refdef.view.showdebug)
8843 if (cl_locs_show.integer)
8846 if (r_timereport_active)
8847 R_TimeReport("showlocs");
8850 if (r_drawportals.integer)
8853 if (r_timereport_active)
8854 R_TimeReport("portals");
8857 if (r_showbboxes.value > 0)
8859 R_DrawEntityBBoxes();
8860 if (r_timereport_active)
8861 R_TimeReport("bboxes");
8865 R_MeshQueue_RenderTransparent();
8866 if (r_timereport_active)
8867 R_TimeReport("drawtrans");
8869 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))
8871 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8872 if (r_timereport_active)
8873 R_TimeReport("worlddebug");
8874 R_DrawModelsDebug();
8875 if (r_timereport_active)
8876 R_TimeReport("modeldebug");
8879 if (cl.csqc_vidvars.drawworld)
8881 R_Shadow_DrawCoronas();
8882 if (r_timereport_active)
8883 R_TimeReport("coronas");
8886 // don't let sound skip if going slow
8887 if (r_refdef.scene.extraupdate)
8890 R_ResetViewRendering2D();
8893 static const unsigned short bboxelements[36] =
8903 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8906 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8908 RSurf_ActiveWorldEntity();
8910 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8911 GL_DepthMask(false);
8912 GL_DepthRange(0, 1);
8913 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8914 R_Mesh_ResetTextureState();
8916 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8917 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8918 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8919 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8920 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8921 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8922 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8923 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8924 R_FillColors(color4f, 8, cr, cg, cb, ca);
8925 if (r_refdef.fogenabled)
8927 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8929 f1 = RSurf_FogVertex(v);
8931 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8932 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8933 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8936 R_Mesh_VertexPointer(vertex3f, 0, 0);
8937 R_Mesh_ColorPointer(color4f, 0, 0);
8938 R_Mesh_ResetTextureState();
8939 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8940 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8943 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8947 prvm_edict_t *edict;
8948 prvm_prog_t *prog_save = prog;
8950 // this function draws bounding boxes of server entities
8954 GL_CullFace(GL_NONE);
8955 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8959 for (i = 0;i < numsurfaces;i++)
8961 edict = PRVM_EDICT_NUM(surfacelist[i]);
8962 switch ((int)edict->fields.server->solid)
8964 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8965 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8966 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8967 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8968 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8969 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8971 color[3] *= r_showbboxes.value;
8972 color[3] = bound(0, color[3], 1);
8973 GL_DepthTest(!r_showdisabledepthtest.integer);
8974 GL_CullFace(r_refdef.view.cullface_front);
8975 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8981 static void R_DrawEntityBBoxes(void)
8984 prvm_edict_t *edict;
8986 prvm_prog_t *prog_save = prog;
8988 // this function draws bounding boxes of server entities
8994 for (i = 0;i < prog->num_edicts;i++)
8996 edict = PRVM_EDICT_NUM(i);
8997 if (edict->priv.server->free)
8999 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9000 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9002 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9004 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9005 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9011 static const int nomodelelement3i[24] =
9023 static const unsigned short nomodelelement3s[24] =
9035 static const float nomodelvertex3f[6*3] =
9045 static const float nomodelcolor4f[6*4] =
9047 0.0f, 0.0f, 0.5f, 1.0f,
9048 0.0f, 0.0f, 0.5f, 1.0f,
9049 0.0f, 0.5f, 0.0f, 1.0f,
9050 0.0f, 0.5f, 0.0f, 1.0f,
9051 0.5f, 0.0f, 0.0f, 1.0f,
9052 0.5f, 0.0f, 0.0f, 1.0f
9055 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9061 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);
9063 // this is only called once per entity so numsurfaces is always 1, and
9064 // surfacelist is always {0}, so this code does not handle batches
9066 if (rsurface.ent_flags & RENDER_ADDITIVE)
9068 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9069 GL_DepthMask(false);
9071 else if (rsurface.colormod[3] < 1)
9073 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9074 GL_DepthMask(false);
9078 GL_BlendFunc(GL_ONE, GL_ZERO);
9081 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9082 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9083 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9084 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9085 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9086 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9087 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9088 R_Mesh_ColorPointer(color4f, 0, 0);
9089 for (i = 0, c = color4f;i < 6;i++, c += 4)
9091 c[0] *= rsurface.colormod[0];
9092 c[1] *= rsurface.colormod[1];
9093 c[2] *= rsurface.colormod[2];
9094 c[3] *= rsurface.colormod[3];
9096 if (r_refdef.fogenabled)
9098 for (i = 0, c = color4f;i < 6;i++, c += 4)
9100 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9102 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9103 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9104 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9107 R_Mesh_ResetTextureState();
9108 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9111 void R_DrawNoModel(entity_render_t *ent)
9114 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9115 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9116 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9118 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9121 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9123 vec3_t right1, right2, diff, normal;
9125 VectorSubtract (org2, org1, normal);
9127 // calculate 'right' vector for start
9128 VectorSubtract (r_refdef.view.origin, org1, diff);
9129 CrossProduct (normal, diff, right1);
9130 VectorNormalize (right1);
9132 // calculate 'right' vector for end
9133 VectorSubtract (r_refdef.view.origin, org2, diff);
9134 CrossProduct (normal, diff, right2);
9135 VectorNormalize (right2);
9137 vert[ 0] = org1[0] + width * right1[0];
9138 vert[ 1] = org1[1] + width * right1[1];
9139 vert[ 2] = org1[2] + width * right1[2];
9140 vert[ 3] = org1[0] - width * right1[0];
9141 vert[ 4] = org1[1] - width * right1[1];
9142 vert[ 5] = org1[2] - width * right1[2];
9143 vert[ 6] = org2[0] - width * right2[0];
9144 vert[ 7] = org2[1] - width * right2[1];
9145 vert[ 8] = org2[2] - width * right2[2];
9146 vert[ 9] = org2[0] + width * right2[0];
9147 vert[10] = org2[1] + width * right2[1];
9148 vert[11] = org2[2] + width * right2[2];
9151 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)
9153 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9154 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9155 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9156 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9157 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9158 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9159 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9160 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9161 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9162 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9163 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9164 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9167 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9172 VectorSet(v, x, y, z);
9173 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9174 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9176 if (i == mesh->numvertices)
9178 if (mesh->numvertices < mesh->maxvertices)
9180 VectorCopy(v, vertex3f);
9181 mesh->numvertices++;
9183 return mesh->numvertices;
9189 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9193 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9194 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9195 e = mesh->element3i + mesh->numtriangles * 3;
9196 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9198 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9199 if (mesh->numtriangles < mesh->maxtriangles)
9204 mesh->numtriangles++;
9206 element[1] = element[2];
9210 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9214 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9215 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9216 e = mesh->element3i + mesh->numtriangles * 3;
9217 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9219 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9220 if (mesh->numtriangles < mesh->maxtriangles)
9225 mesh->numtriangles++;
9227 element[1] = element[2];
9231 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9232 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9234 int planenum, planenum2;
9237 mplane_t *plane, *plane2;
9239 double temppoints[2][256*3];
9240 // figure out how large a bounding box we need to properly compute this brush
9242 for (w = 0;w < numplanes;w++)
9243 maxdist = max(maxdist, fabs(planes[w].dist));
9244 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9245 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9246 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9250 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9251 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9253 if (planenum2 == planenum)
9255 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);
9258 if (tempnumpoints < 3)
9260 // generate elements forming a triangle fan for this polygon
9261 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9265 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)
9267 texturelayer_t *layer;
9268 layer = t->currentlayers + t->currentnumlayers++;
9270 layer->depthmask = depthmask;
9271 layer->blendfunc1 = blendfunc1;
9272 layer->blendfunc2 = blendfunc2;
9273 layer->texture = texture;
9274 layer->texmatrix = *matrix;
9275 layer->color[0] = r;
9276 layer->color[1] = g;
9277 layer->color[2] = b;
9278 layer->color[3] = a;
9281 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9283 if(parms[0] == 0 && parms[1] == 0)
9285 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9286 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9291 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9294 index = parms[2] + r_refdef.scene.time * parms[3];
9295 index -= floor(index);
9296 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9299 case Q3WAVEFUNC_NONE:
9300 case Q3WAVEFUNC_NOISE:
9301 case Q3WAVEFUNC_COUNT:
9304 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9305 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9306 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9307 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9308 case Q3WAVEFUNC_TRIANGLE:
9310 f = index - floor(index);
9321 f = parms[0] + parms[1] * f;
9322 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9323 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9327 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9332 matrix4x4_t matrix, temp;
9333 switch(tcmod->tcmod)
9337 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9338 matrix = r_waterscrollmatrix;
9340 matrix = identitymatrix;
9342 case Q3TCMOD_ENTITYTRANSLATE:
9343 // this is used in Q3 to allow the gamecode to control texcoord
9344 // scrolling on the entity, which is not supported in darkplaces yet.
9345 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9347 case Q3TCMOD_ROTATE:
9348 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9349 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9350 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9353 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9355 case Q3TCMOD_SCROLL:
9356 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9358 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9359 w = (int) tcmod->parms[0];
9360 h = (int) tcmod->parms[1];
9361 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9363 idx = (int) floor(f * w * h);
9364 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9366 case Q3TCMOD_STRETCH:
9367 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9368 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9370 case Q3TCMOD_TRANSFORM:
9371 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9372 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9373 VectorSet(tcmat + 6, 0 , 0 , 1);
9374 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9375 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9377 case Q3TCMOD_TURBULENT:
9378 // this is handled in the RSurf_PrepareVertices function
9379 matrix = identitymatrix;
9383 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9386 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9388 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9389 char name[MAX_QPATH];
9390 skinframe_t *skinframe;
9391 unsigned char pixels[296*194];
9392 strlcpy(cache->name, skinname, sizeof(cache->name));
9393 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9394 if (developer_loading.integer)
9395 Con_Printf("loading %s\n", name);
9396 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9397 if (!skinframe || !skinframe->base)
9400 fs_offset_t filesize;
9402 f = FS_LoadFile(name, tempmempool, true, &filesize);
9405 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9406 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9410 cache->skinframe = skinframe;
9413 texture_t *R_GetCurrentTexture(texture_t *t)
9416 const entity_render_t *ent = rsurface.entity;
9417 dp_model_t *model = ent->model;
9418 q3shaderinfo_layer_tcmod_t *tcmod;
9420 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9421 return t->currentframe;
9422 t->update_lastrenderframe = r_textureframe;
9423 t->update_lastrenderentity = (void *)ent;
9425 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9426 t->camera_entity = ent->entitynumber;
9428 t->camera_entity = 0;
9430 // switch to an alternate material if this is a q1bsp animated material
9432 texture_t *texture = t;
9433 int s = rsurface.ent_skinnum;
9434 if ((unsigned int)s >= (unsigned int)model->numskins)
9436 if (model->skinscenes)
9438 if (model->skinscenes[s].framecount > 1)
9439 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9441 s = model->skinscenes[s].firstframe;
9444 t = t + s * model->num_surfaces;
9447 // use an alternate animation if the entity's frame is not 0,
9448 // and only if the texture has an alternate animation
9449 if (rsurface.ent_alttextures && t->anim_total[1])
9450 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9452 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9454 texture->currentframe = t;
9457 // update currentskinframe to be a qw skin or animation frame
9458 if (rsurface.ent_qwskin >= 0)
9460 i = rsurface.ent_qwskin;
9461 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9463 r_qwskincache_size = cl.maxclients;
9465 Mem_Free(r_qwskincache);
9466 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9468 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9469 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9470 t->currentskinframe = r_qwskincache[i].skinframe;
9471 if (t->currentskinframe == NULL)
9472 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9474 else if (t->numskinframes >= 2)
9475 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9476 if (t->backgroundnumskinframes >= 2)
9477 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9479 t->currentmaterialflags = t->basematerialflags;
9480 t->currentalpha = rsurface.colormod[3];
9481 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9482 t->currentalpha *= r_wateralpha.value;
9483 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9484 t->currentalpha *= t->r_water_wateralpha;
9485 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9486 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9487 if (!(rsurface.ent_flags & RENDER_LIGHT))
9488 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9489 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9491 // pick a model lighting mode
9492 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9493 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9495 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9497 if (rsurface.ent_flags & RENDER_ADDITIVE)
9498 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9499 else if (t->currentalpha < 1)
9500 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9501 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9502 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9503 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9504 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9505 if (t->backgroundnumskinframes)
9506 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9507 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9509 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9510 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9513 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9514 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9515 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9517 // there is no tcmod
9518 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9520 t->currenttexmatrix = r_waterscrollmatrix;
9521 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9523 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9525 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9526 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9529 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9530 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9531 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9532 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9534 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9535 if (t->currentskinframe->qpixels)
9536 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9537 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9538 if (!t->basetexture)
9539 t->basetexture = r_texture_notexture;
9540 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9541 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9542 t->nmaptexture = t->currentskinframe->nmap;
9543 if (!t->nmaptexture)
9544 t->nmaptexture = r_texture_blanknormalmap;
9545 t->glosstexture = r_texture_black;
9546 t->glowtexture = t->currentskinframe->glow;
9547 t->fogtexture = t->currentskinframe->fog;
9548 t->reflectmasktexture = t->currentskinframe->reflect;
9549 if (t->backgroundnumskinframes)
9551 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9552 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9553 t->backgroundglosstexture = r_texture_black;
9554 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9555 if (!t->backgroundnmaptexture)
9556 t->backgroundnmaptexture = r_texture_blanknormalmap;
9560 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9561 t->backgroundnmaptexture = r_texture_blanknormalmap;
9562 t->backgroundglosstexture = r_texture_black;
9563 t->backgroundglowtexture = NULL;
9565 t->specularpower = r_shadow_glossexponent.value;
9566 // TODO: store reference values for these in the texture?
9567 t->specularscale = 0;
9568 if (r_shadow_gloss.integer > 0)
9570 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9572 if (r_shadow_glossintensity.value > 0)
9574 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9575 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9576 t->specularscale = r_shadow_glossintensity.value;
9579 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9581 t->glosstexture = r_texture_white;
9582 t->backgroundglosstexture = r_texture_white;
9583 t->specularscale = r_shadow_gloss2intensity.value;
9584 t->specularpower = r_shadow_gloss2exponent.value;
9587 t->specularscale *= t->specularscalemod;
9588 t->specularpower *= t->specularpowermod;
9590 // lightmaps mode looks bad with dlights using actual texturing, so turn
9591 // off the colormap and glossmap, but leave the normalmap on as it still
9592 // accurately represents the shading involved
9593 if (gl_lightmaps.integer)
9595 t->basetexture = r_texture_grey128;
9596 t->pantstexture = r_texture_black;
9597 t->shirttexture = r_texture_black;
9598 t->nmaptexture = r_texture_blanknormalmap;
9599 t->glosstexture = r_texture_black;
9600 t->glowtexture = NULL;
9601 t->fogtexture = NULL;
9602 t->reflectmasktexture = NULL;
9603 t->backgroundbasetexture = NULL;
9604 t->backgroundnmaptexture = r_texture_blanknormalmap;
9605 t->backgroundglosstexture = r_texture_black;
9606 t->backgroundglowtexture = NULL;
9607 t->specularscale = 0;
9608 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9611 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9612 VectorClear(t->dlightcolor);
9613 t->currentnumlayers = 0;
9614 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9616 int blendfunc1, blendfunc2;
9618 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9620 blendfunc1 = GL_SRC_ALPHA;
9621 blendfunc2 = GL_ONE;
9623 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9625 blendfunc1 = GL_SRC_ALPHA;
9626 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9628 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9630 blendfunc1 = t->customblendfunc[0];
9631 blendfunc2 = t->customblendfunc[1];
9635 blendfunc1 = GL_ONE;
9636 blendfunc2 = GL_ZERO;
9638 // don't colormod evilblend textures
9639 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9640 VectorSet(t->lightmapcolor, 1, 1, 1);
9641 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9642 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9644 // fullbright is not affected by r_refdef.lightmapintensity
9645 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]);
9646 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9647 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]);
9648 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9649 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]);
9653 vec3_t ambientcolor;
9655 // set the color tint used for lights affecting this surface
9656 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9658 // q3bsp has no lightmap updates, so the lightstylevalue that
9659 // would normally be baked into the lightmap must be
9660 // applied to the color
9661 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9662 if (model->type == mod_brushq3)
9663 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9664 colorscale *= r_refdef.lightmapintensity;
9665 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9666 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9667 // basic lit geometry
9668 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]);
9669 // add pants/shirt if needed
9670 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9671 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]);
9672 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9673 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]);
9674 // now add ambient passes if needed
9675 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9677 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]);
9678 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9679 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]);
9680 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9681 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]);
9684 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9685 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]);
9686 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9688 // if this is opaque use alpha blend which will darken the earlier
9691 // if this is an alpha blended material, all the earlier passes
9692 // were darkened by fog already, so we only need to add the fog
9693 // color ontop through the fog mask texture
9695 // if this is an additive blended material, all the earlier passes
9696 // were darkened by fog already, and we should not add fog color
9697 // (because the background was not darkened, there is no fog color
9698 // that was lost behind it).
9699 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]);
9703 return t->currentframe;
9706 rsurfacestate_t rsurface;
9708 void R_Mesh_ResizeArrays(int newvertices)
9711 if (rsurface.array_size >= newvertices)
9713 if (rsurface.array_modelvertex3f)
9714 Mem_Free(rsurface.array_modelvertex3f);
9715 rsurface.array_size = (newvertices + 1023) & ~1023;
9716 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9717 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9718 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9719 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9720 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9721 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9722 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9723 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9724 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9725 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9726 rsurface.array_color4f = base + rsurface.array_size * 27;
9727 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9730 void RSurf_ActiveWorldEntity(void)
9732 dp_model_t *model = r_refdef.scene.worldmodel;
9733 //if (rsurface.entity == r_refdef.scene.worldentity)
9735 rsurface.entity = r_refdef.scene.worldentity;
9736 rsurface.skeleton = NULL;
9737 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9738 rsurface.ent_skinnum = 0;
9739 rsurface.ent_qwskin = -1;
9740 rsurface.ent_shadertime = 0;
9741 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9742 if (rsurface.array_size < model->surfmesh.num_vertices)
9743 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9744 rsurface.matrix = identitymatrix;
9745 rsurface.inversematrix = identitymatrix;
9746 rsurface.matrixscale = 1;
9747 rsurface.inversematrixscale = 1;
9748 R_EntityMatrix(&identitymatrix);
9749 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9750 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9751 rsurface.fograngerecip = r_refdef.fograngerecip;
9752 rsurface.fogheightfade = r_refdef.fogheightfade;
9753 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9754 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9755 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9756 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9757 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9758 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9759 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9760 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9761 rsurface.colormod[3] = 1;
9762 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);
9763 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9764 rsurface.frameblend[0].lerp = 1;
9765 rsurface.ent_alttextures = false;
9766 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9767 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9768 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9769 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9770 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9771 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9772 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9773 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9774 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9775 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9776 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9777 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9778 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9779 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9780 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9781 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9782 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9783 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9784 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9785 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9786 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9787 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9788 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9789 rsurface.modelelement3i = model->surfmesh.data_element3i;
9790 rsurface.modelelement3s = model->surfmesh.data_element3s;
9791 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9792 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9793 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9794 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9795 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9796 rsurface.modelsurfaces = model->data_surfaces;
9797 rsurface.generatedvertex = false;
9798 rsurface.vertex3f = rsurface.modelvertex3f;
9799 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9800 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9801 rsurface.svector3f = rsurface.modelsvector3f;
9802 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9803 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9804 rsurface.tvector3f = rsurface.modeltvector3f;
9805 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9806 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9807 rsurface.normal3f = rsurface.modelnormal3f;
9808 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9809 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9810 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9813 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9815 dp_model_t *model = ent->model;
9816 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9818 rsurface.entity = (entity_render_t *)ent;
9819 rsurface.skeleton = ent->skeleton;
9820 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9821 rsurface.ent_skinnum = ent->skinnum;
9822 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;
9823 rsurface.ent_shadertime = ent->shadertime;
9824 rsurface.ent_flags = ent->flags;
9825 if (rsurface.array_size < model->surfmesh.num_vertices)
9826 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9827 rsurface.matrix = ent->matrix;
9828 rsurface.inversematrix = ent->inversematrix;
9829 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9830 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9831 R_EntityMatrix(&rsurface.matrix);
9832 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9833 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9834 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9835 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9836 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9837 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9838 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9839 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9840 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9841 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9842 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9843 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9844 rsurface.colormod[3] = ent->alpha;
9845 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9846 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9847 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9848 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9849 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9850 if (ent->model->brush.submodel && !prepass)
9852 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9853 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9855 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9857 if (ent->animcache_vertex3f && !r_framedata_failed)
9859 rsurface.modelvertex3f = ent->animcache_vertex3f;
9860 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9861 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9862 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9864 else if (wanttangents)
9866 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9867 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9868 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9869 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9870 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9872 else if (wantnormals)
9874 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9875 rsurface.modelsvector3f = NULL;
9876 rsurface.modeltvector3f = NULL;
9877 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9878 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9882 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9883 rsurface.modelsvector3f = NULL;
9884 rsurface.modeltvector3f = NULL;
9885 rsurface.modelnormal3f = NULL;
9886 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9888 rsurface.modelvertex3f_bufferobject = 0;
9889 rsurface.modelvertex3f_bufferoffset = 0;
9890 rsurface.modelsvector3f_bufferobject = 0;
9891 rsurface.modelsvector3f_bufferoffset = 0;
9892 rsurface.modeltvector3f_bufferobject = 0;
9893 rsurface.modeltvector3f_bufferoffset = 0;
9894 rsurface.modelnormal3f_bufferobject = 0;
9895 rsurface.modelnormal3f_bufferoffset = 0;
9896 rsurface.generatedvertex = true;
9900 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9901 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9902 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9903 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9904 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9905 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9906 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9907 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9908 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9909 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9910 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9911 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9912 rsurface.generatedvertex = false;
9914 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9915 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9916 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9917 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9918 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9919 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9920 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9921 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9922 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9923 rsurface.modelelement3i = model->surfmesh.data_element3i;
9924 rsurface.modelelement3s = model->surfmesh.data_element3s;
9925 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9926 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9927 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9928 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9929 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9930 rsurface.modelsurfaces = model->data_surfaces;
9931 rsurface.vertex3f = rsurface.modelvertex3f;
9932 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9933 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9934 rsurface.svector3f = rsurface.modelsvector3f;
9935 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9936 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9937 rsurface.tvector3f = rsurface.modeltvector3f;
9938 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9939 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9940 rsurface.normal3f = rsurface.modelnormal3f;
9941 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9942 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9943 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9946 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)
9948 rsurface.entity = r_refdef.scene.worldentity;
9949 rsurface.skeleton = NULL;
9950 rsurface.ent_skinnum = 0;
9951 rsurface.ent_qwskin = -1;
9952 rsurface.ent_shadertime = shadertime;
9953 rsurface.ent_flags = entflags;
9954 rsurface.modelnum_vertices = numvertices;
9955 rsurface.modelnum_triangles = numtriangles;
9956 if (rsurface.array_size < rsurface.modelnum_vertices)
9957 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9958 rsurface.matrix = *matrix;
9959 rsurface.inversematrix = *inversematrix;
9960 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9961 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9962 R_EntityMatrix(&rsurface.matrix);
9963 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9964 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9965 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9966 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9967 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9968 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9969 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9970 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9971 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9972 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9973 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9974 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9975 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);
9976 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9977 rsurface.frameblend[0].lerp = 1;
9978 rsurface.ent_alttextures = false;
9979 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9980 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9983 rsurface.modelvertex3f = vertex3f;
9984 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9985 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9986 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9988 else if (wantnormals)
9990 rsurface.modelvertex3f = vertex3f;
9991 rsurface.modelsvector3f = NULL;
9992 rsurface.modeltvector3f = NULL;
9993 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9997 rsurface.modelvertex3f = vertex3f;
9998 rsurface.modelsvector3f = NULL;
9999 rsurface.modeltvector3f = NULL;
10000 rsurface.modelnormal3f = NULL;
10002 rsurface.modelvertex3f_bufferobject = 0;
10003 rsurface.modelvertex3f_bufferoffset = 0;
10004 rsurface.modelsvector3f_bufferobject = 0;
10005 rsurface.modelsvector3f_bufferoffset = 0;
10006 rsurface.modeltvector3f_bufferobject = 0;
10007 rsurface.modeltvector3f_bufferoffset = 0;
10008 rsurface.modelnormal3f_bufferobject = 0;
10009 rsurface.modelnormal3f_bufferoffset = 0;
10010 rsurface.generatedvertex = true;
10011 rsurface.modellightmapcolor4f = color4f;
10012 rsurface.modellightmapcolor4f_bufferobject = 0;
10013 rsurface.modellightmapcolor4f_bufferoffset = 0;
10014 rsurface.modeltexcoordtexture2f = texcoord2f;
10015 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10016 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10017 rsurface.modeltexcoordlightmap2f = NULL;
10018 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10019 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10020 rsurface.modelelement3i = element3i;
10021 rsurface.modelelement3s = element3s;
10022 rsurface.modelelement3i_bufferobject = 0;
10023 rsurface.modelelement3s_bufferobject = 0;
10024 rsurface.modellightmapoffsets = NULL;
10025 rsurface.modelsurfaces = NULL;
10026 rsurface.vertex3f = rsurface.modelvertex3f;
10027 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10028 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10029 rsurface.svector3f = rsurface.modelsvector3f;
10030 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10031 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10032 rsurface.tvector3f = rsurface.modeltvector3f;
10033 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10034 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10035 rsurface.normal3f = rsurface.modelnormal3f;
10036 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10037 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10038 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10040 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10042 if ((wantnormals || wanttangents) && !normal3f)
10043 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10044 if (wanttangents && !svector3f)
10045 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);
10049 float RSurf_FogPoint(const float *v)
10051 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10052 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10053 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10054 float FogHeightFade = r_refdef.fogheightfade;
10056 unsigned int fogmasktableindex;
10057 if (r_refdef.fogplaneviewabove)
10058 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10060 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10061 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10062 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10065 float RSurf_FogVertex(const float *v)
10067 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10068 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10069 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10070 float FogHeightFade = rsurface.fogheightfade;
10072 unsigned int fogmasktableindex;
10073 if (r_refdef.fogplaneviewabove)
10074 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10076 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10077 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10078 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10081 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10082 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10085 int texturesurfaceindex;
10090 const float *v1, *in_tc;
10092 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10093 float waveparms[4];
10094 q3shaderinfo_deform_t *deform;
10095 // 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
10096 if (rsurface.generatedvertex)
10098 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10099 generatenormals = true;
10100 for (i = 0;i < Q3MAXDEFORMS;i++)
10102 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10104 generatetangents = true;
10105 generatenormals = true;
10107 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10108 generatenormals = true;
10110 if (generatenormals && !rsurface.modelnormal3f)
10112 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10113 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10114 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10115 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10117 if (generatetangents && !rsurface.modelsvector3f)
10119 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10120 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10121 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10122 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10123 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10124 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10125 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);
10128 rsurface.vertex3f = rsurface.modelvertex3f;
10129 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10130 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10131 rsurface.svector3f = rsurface.modelsvector3f;
10132 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10133 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10134 rsurface.tvector3f = rsurface.modeltvector3f;
10135 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10136 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10137 rsurface.normal3f = rsurface.modelnormal3f;
10138 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10139 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10140 // if vertices are deformed (sprite flares and things in maps, possibly
10141 // water waves, bulges and other deformations), generate them into
10142 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10143 // (may be static model data or generated data for an animated model, or
10144 // the previous deform pass)
10145 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10147 switch (deform->deform)
10150 case Q3DEFORM_PROJECTIONSHADOW:
10151 case Q3DEFORM_TEXT0:
10152 case Q3DEFORM_TEXT1:
10153 case Q3DEFORM_TEXT2:
10154 case Q3DEFORM_TEXT3:
10155 case Q3DEFORM_TEXT4:
10156 case Q3DEFORM_TEXT5:
10157 case Q3DEFORM_TEXT6:
10158 case Q3DEFORM_TEXT7:
10159 case Q3DEFORM_NONE:
10161 case Q3DEFORM_AUTOSPRITE:
10162 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10163 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10164 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10165 VectorNormalize(newforward);
10166 VectorNormalize(newright);
10167 VectorNormalize(newup);
10168 // make deformed versions of only the model vertices used by the specified surfaces
10169 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10171 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10172 // a single autosprite surface can contain multiple sprites...
10173 for (j = 0;j < surface->num_vertices - 3;j += 4)
10175 VectorClear(center);
10176 for (i = 0;i < 4;i++)
10177 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10178 VectorScale(center, 0.25f, center);
10179 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10180 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10181 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10182 for (i = 0;i < 4;i++)
10184 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10185 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10188 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);
10189 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);
10191 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10192 rsurface.vertex3f_bufferobject = 0;
10193 rsurface.vertex3f_bufferoffset = 0;
10194 rsurface.svector3f = rsurface.array_deformedsvector3f;
10195 rsurface.svector3f_bufferobject = 0;
10196 rsurface.svector3f_bufferoffset = 0;
10197 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10198 rsurface.tvector3f_bufferobject = 0;
10199 rsurface.tvector3f_bufferoffset = 0;
10200 rsurface.normal3f = rsurface.array_deformednormal3f;
10201 rsurface.normal3f_bufferobject = 0;
10202 rsurface.normal3f_bufferoffset = 0;
10204 case Q3DEFORM_AUTOSPRITE2:
10205 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10206 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10207 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10208 VectorNormalize(newforward);
10209 VectorNormalize(newright);
10210 VectorNormalize(newup);
10211 // make deformed versions of only the model vertices used by the specified surfaces
10212 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10214 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10215 const float *v1, *v2;
10225 memset(shortest, 0, sizeof(shortest));
10226 // a single autosprite surface can contain multiple sprites...
10227 for (j = 0;j < surface->num_vertices - 3;j += 4)
10229 VectorClear(center);
10230 for (i = 0;i < 4;i++)
10231 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10232 VectorScale(center, 0.25f, center);
10233 // find the two shortest edges, then use them to define the
10234 // axis vectors for rotating around the central axis
10235 for (i = 0;i < 6;i++)
10237 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10238 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10240 Debug_PolygonBegin(NULL, 0);
10241 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10242 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);
10243 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10244 Debug_PolygonEnd();
10246 l = VectorDistance2(v1, v2);
10247 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10248 if (v1[2] != v2[2])
10249 l += (1.0f / 1024.0f);
10250 if (shortest[0].length2 > l || i == 0)
10252 shortest[1] = shortest[0];
10253 shortest[0].length2 = l;
10254 shortest[0].v1 = v1;
10255 shortest[0].v2 = v2;
10257 else if (shortest[1].length2 > l || i == 1)
10259 shortest[1].length2 = l;
10260 shortest[1].v1 = v1;
10261 shortest[1].v2 = v2;
10264 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10265 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10267 Debug_PolygonBegin(NULL, 0);
10268 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10269 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);
10270 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10271 Debug_PolygonEnd();
10273 // this calculates the right vector from the shortest edge
10274 // and the up vector from the edge midpoints
10275 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10276 VectorNormalize(right);
10277 VectorSubtract(end, start, up);
10278 VectorNormalize(up);
10279 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10280 VectorSubtract(rsurface.localvieworigin, center, forward);
10281 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10282 VectorNegate(forward, forward);
10283 VectorReflect(forward, 0, up, forward);
10284 VectorNormalize(forward);
10285 CrossProduct(up, forward, newright);
10286 VectorNormalize(newright);
10288 Debug_PolygonBegin(NULL, 0);
10289 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);
10290 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10291 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10292 Debug_PolygonEnd();
10295 Debug_PolygonBegin(NULL, 0);
10296 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10297 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10298 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10299 Debug_PolygonEnd();
10301 // rotate the quad around the up axis vector, this is made
10302 // especially easy by the fact we know the quad is flat,
10303 // so we only have to subtract the center position and
10304 // measure distance along the right vector, and then
10305 // multiply that by the newright vector and add back the
10307 // we also need to subtract the old position to undo the
10308 // displacement from the center, which we do with a
10309 // DotProduct, the subtraction/addition of center is also
10310 // optimized into DotProducts here
10311 l = DotProduct(right, center);
10312 for (i = 0;i < 4;i++)
10314 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10315 f = DotProduct(right, v1) - l;
10316 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10319 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);
10320 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);
10322 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10323 rsurface.vertex3f_bufferobject = 0;
10324 rsurface.vertex3f_bufferoffset = 0;
10325 rsurface.svector3f = rsurface.array_deformedsvector3f;
10326 rsurface.svector3f_bufferobject = 0;
10327 rsurface.svector3f_bufferoffset = 0;
10328 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10329 rsurface.tvector3f_bufferobject = 0;
10330 rsurface.tvector3f_bufferoffset = 0;
10331 rsurface.normal3f = rsurface.array_deformednormal3f;
10332 rsurface.normal3f_bufferobject = 0;
10333 rsurface.normal3f_bufferoffset = 0;
10335 case Q3DEFORM_NORMAL:
10336 // deform the normals to make reflections wavey
10337 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10339 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10340 for (j = 0;j < surface->num_vertices;j++)
10343 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10344 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10345 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10346 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10347 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10348 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10349 VectorNormalize(normal);
10351 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);
10353 rsurface.svector3f = rsurface.array_deformedsvector3f;
10354 rsurface.svector3f_bufferobject = 0;
10355 rsurface.svector3f_bufferoffset = 0;
10356 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10357 rsurface.tvector3f_bufferobject = 0;
10358 rsurface.tvector3f_bufferoffset = 0;
10359 rsurface.normal3f = rsurface.array_deformednormal3f;
10360 rsurface.normal3f_bufferobject = 0;
10361 rsurface.normal3f_bufferoffset = 0;
10363 case Q3DEFORM_WAVE:
10364 // deform vertex array to make wavey water and flags and such
10365 waveparms[0] = deform->waveparms[0];
10366 waveparms[1] = deform->waveparms[1];
10367 waveparms[2] = deform->waveparms[2];
10368 waveparms[3] = deform->waveparms[3];
10369 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10370 break; // if wavefunc is a nop, don't make a dynamic vertex array
10371 // this is how a divisor of vertex influence on deformation
10372 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10373 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10374 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10376 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10377 for (j = 0;j < surface->num_vertices;j++)
10379 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10380 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10381 // if the wavefunc depends on time, evaluate it per-vertex
10384 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10385 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10387 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10390 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10391 rsurface.vertex3f_bufferobject = 0;
10392 rsurface.vertex3f_bufferoffset = 0;
10394 case Q3DEFORM_BULGE:
10395 // deform vertex array to make the surface have moving bulges
10396 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10398 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10399 for (j = 0;j < surface->num_vertices;j++)
10401 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10402 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10405 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10406 rsurface.vertex3f_bufferobject = 0;
10407 rsurface.vertex3f_bufferoffset = 0;
10409 case Q3DEFORM_MOVE:
10410 // deform vertex array
10411 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10412 break; // if wavefunc is a nop, don't make a dynamic vertex array
10413 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10414 VectorScale(deform->parms, scale, waveparms);
10415 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10417 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10418 for (j = 0;j < surface->num_vertices;j++)
10419 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10421 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10422 rsurface.vertex3f_bufferobject = 0;
10423 rsurface.vertex3f_bufferoffset = 0;
10427 // generate texcoords based on the chosen texcoord source
10428 switch(rsurface.texture->tcgen.tcgen)
10431 case Q3TCGEN_TEXTURE:
10432 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10433 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10434 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10436 case Q3TCGEN_LIGHTMAP:
10437 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10438 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10439 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10441 case Q3TCGEN_VECTOR:
10442 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10444 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10445 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)
10447 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10448 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10451 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10452 rsurface.texcoordtexture2f_bufferobject = 0;
10453 rsurface.texcoordtexture2f_bufferoffset = 0;
10455 case Q3TCGEN_ENVIRONMENT:
10456 // make environment reflections using a spheremap
10457 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10459 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10460 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10461 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10462 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10463 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10465 // identical to Q3A's method, but executed in worldspace so
10466 // carried models can be shiny too
10468 float viewer[3], d, reflected[3], worldreflected[3];
10470 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10471 // VectorNormalize(viewer);
10473 d = DotProduct(normal, viewer);
10475 reflected[0] = normal[0]*2*d - viewer[0];
10476 reflected[1] = normal[1]*2*d - viewer[1];
10477 reflected[2] = normal[2]*2*d - viewer[2];
10478 // note: this is proportinal to viewer, so we can normalize later
10480 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10481 VectorNormalize(worldreflected);
10483 // note: this sphere map only uses world x and z!
10484 // so positive and negative y will LOOK THE SAME.
10485 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10486 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10489 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10490 rsurface.texcoordtexture2f_bufferobject = 0;
10491 rsurface.texcoordtexture2f_bufferoffset = 0;
10494 // the only tcmod that needs software vertex processing is turbulent, so
10495 // check for it here and apply the changes if needed
10496 // and we only support that as the first one
10497 // (handling a mixture of turbulent and other tcmods would be problematic
10498 // without punting it entirely to a software path)
10499 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10501 amplitude = rsurface.texture->tcmods[0].parms[1];
10502 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10503 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10505 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10506 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)
10508 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10509 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10512 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10513 rsurface.texcoordtexture2f_bufferobject = 0;
10514 rsurface.texcoordtexture2f_bufferoffset = 0;
10516 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10517 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10518 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10519 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10522 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10525 const msurface_t *surface = texturesurfacelist[0];
10526 const msurface_t *surface2;
10531 // TODO: lock all array ranges before render, rather than on each surface
10532 if (texturenumsurfaces == 1)
10533 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);
10534 else if (r_batchmode.integer == 2)
10536 #define MAXBATCHTRIANGLES 65536
10537 int batchtriangles = 0;
10538 static int batchelements[MAXBATCHTRIANGLES*3];
10539 for (i = 0;i < texturenumsurfaces;i = j)
10541 surface = texturesurfacelist[i];
10543 if (surface->num_triangles > MAXBATCHTRIANGLES)
10545 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10548 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10549 batchtriangles = surface->num_triangles;
10550 firstvertex = surface->num_firstvertex;
10551 endvertex = surface->num_firstvertex + surface->num_vertices;
10552 for (;j < texturenumsurfaces;j++)
10554 surface2 = texturesurfacelist[j];
10555 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10557 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10558 batchtriangles += surface2->num_triangles;
10559 firstvertex = min(firstvertex, surface2->num_firstvertex);
10560 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10562 surface2 = texturesurfacelist[j-1];
10563 numvertices = endvertex - firstvertex;
10564 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10567 else if (r_batchmode.integer == 1)
10569 for (i = 0;i < texturenumsurfaces;i = j)
10571 surface = texturesurfacelist[i];
10572 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10573 if (texturesurfacelist[j] != surface2)
10575 surface2 = texturesurfacelist[j-1];
10576 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10577 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10578 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10583 for (i = 0;i < texturenumsurfaces;i++)
10585 surface = texturesurfacelist[i];
10586 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);
10591 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10593 switch(vid.renderpath)
10595 case RENDERPATH_CGGL:
10597 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10598 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10601 case RENDERPATH_GL20:
10602 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10603 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10605 case RENDERPATH_GL13:
10606 case RENDERPATH_GL11:
10607 R_Mesh_TexBind(0, surface->lightmaptexture);
10612 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10614 // pick the closest matching water plane and bind textures
10615 int planeindex, vertexindex;
10619 r_waterstate_waterplane_t *p, *bestp;
10622 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10624 if(p->camera_entity != rsurface.texture->camera_entity)
10627 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10629 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10630 d += fabs(PlaneDiff(vert, &p->plane));
10632 if (bestd > d || !bestp)
10638 switch(vid.renderpath)
10640 case RENDERPATH_CGGL:
10642 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10643 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10644 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10647 case RENDERPATH_GL20:
10648 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10649 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10650 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10652 case RENDERPATH_GL13:
10653 case RENDERPATH_GL11:
10658 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10661 const msurface_t *surface;
10662 if (r_waterstate.renderingscene)
10664 for (i = 0;i < texturenumsurfaces;i++)
10666 surface = texturesurfacelist[i];
10667 RSurf_BindLightmapForSurface(surface);
10668 RSurf_BindReflectionForSurface(surface);
10669 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);
10673 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10677 const msurface_t *surface = texturesurfacelist[0];
10678 const msurface_t *surface2;
10683 if (texturenumsurfaces == 1)
10685 RSurf_BindLightmapForSurface(surface);
10686 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);
10688 else if (r_batchmode.integer == 2)
10690 int batchtriangles = 0;
10691 static int batchelements[MAXBATCHTRIANGLES*3];
10692 for (i = 0;i < texturenumsurfaces;i = j)
10694 surface = texturesurfacelist[i];
10695 RSurf_BindLightmapForSurface(surface);
10697 if (surface->num_triangles > MAXBATCHTRIANGLES)
10699 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);
10702 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10703 batchtriangles = surface->num_triangles;
10704 firstvertex = surface->num_firstvertex;
10705 endvertex = surface->num_firstvertex + surface->num_vertices;
10706 for (;j < texturenumsurfaces;j++)
10708 surface2 = texturesurfacelist[j];
10709 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10711 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10712 batchtriangles += surface2->num_triangles;
10713 firstvertex = min(firstvertex, surface2->num_firstvertex);
10714 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10716 surface2 = texturesurfacelist[j-1];
10717 numvertices = endvertex - firstvertex;
10718 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10721 else if (r_batchmode.integer == 1)
10724 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10725 for (i = 0;i < texturenumsurfaces;i = j)
10727 surface = texturesurfacelist[i];
10728 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10729 if (texturesurfacelist[j] != surface2)
10731 Con_Printf(" %i", j - i);
10734 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10736 for (i = 0;i < texturenumsurfaces;i = j)
10738 surface = texturesurfacelist[i];
10739 RSurf_BindLightmapForSurface(surface);
10740 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10741 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10744 Con_Printf(" %i", j - i);
10746 surface2 = texturesurfacelist[j-1];
10747 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10748 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10749 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10757 for (i = 0;i < texturenumsurfaces;i++)
10759 surface = texturesurfacelist[i];
10760 RSurf_BindLightmapForSurface(surface);
10761 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);
10766 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10769 int texturesurfaceindex;
10770 if (r_showsurfaces.integer == 2)
10772 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10774 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10775 for (j = 0;j < surface->num_triangles;j++)
10777 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10778 GL_Color(f, f, f, 1);
10779 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10785 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10787 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10788 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10789 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);
10790 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);
10795 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10797 int texturesurfaceindex;
10801 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10803 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10804 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)
10812 rsurface.lightmapcolor4f = rsurface.array_color4f;
10813 rsurface.lightmapcolor4f_bufferobject = 0;
10814 rsurface.lightmapcolor4f_bufferoffset = 0;
10817 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10819 int texturesurfaceindex;
10825 if (rsurface.lightmapcolor4f)
10827 // generate color arrays for the surfaces in this list
10828 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10830 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10831 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)
10833 f = RSurf_FogVertex(v);
10843 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10845 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10846 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)
10848 f = RSurf_FogVertex(v);
10856 rsurface.lightmapcolor4f = rsurface.array_color4f;
10857 rsurface.lightmapcolor4f_bufferobject = 0;
10858 rsurface.lightmapcolor4f_bufferoffset = 0;
10861 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10863 int texturesurfaceindex;
10869 if (!rsurface.lightmapcolor4f)
10871 // generate color arrays for the surfaces in this list
10872 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10874 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10875 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)
10877 f = RSurf_FogVertex(v);
10878 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10879 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10880 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10884 rsurface.lightmapcolor4f = rsurface.array_color4f;
10885 rsurface.lightmapcolor4f_bufferobject = 0;
10886 rsurface.lightmapcolor4f_bufferoffset = 0;
10889 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10891 int texturesurfaceindex;
10895 if (!rsurface.lightmapcolor4f)
10897 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10899 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10900 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)
10908 rsurface.lightmapcolor4f = rsurface.array_color4f;
10909 rsurface.lightmapcolor4f_bufferobject = 0;
10910 rsurface.lightmapcolor4f_bufferoffset = 0;
10913 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10915 int texturesurfaceindex;
10919 if (!rsurface.lightmapcolor4f)
10921 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10923 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10924 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)
10926 c2[0] = c[0] + r_refdef.scene.ambient;
10927 c2[1] = c[1] + r_refdef.scene.ambient;
10928 c2[2] = c[2] + r_refdef.scene.ambient;
10932 rsurface.lightmapcolor4f = rsurface.array_color4f;
10933 rsurface.lightmapcolor4f_bufferobject = 0;
10934 rsurface.lightmapcolor4f_bufferoffset = 0;
10937 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10940 rsurface.lightmapcolor4f = NULL;
10941 rsurface.lightmapcolor4f_bufferobject = 0;
10942 rsurface.lightmapcolor4f_bufferoffset = 0;
10943 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10944 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10945 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10946 GL_Color(r, g, b, a);
10947 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10950 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10952 // TODO: optimize applyfog && applycolor case
10953 // just apply fog if necessary, and tint the fog color array if necessary
10954 rsurface.lightmapcolor4f = NULL;
10955 rsurface.lightmapcolor4f_bufferobject = 0;
10956 rsurface.lightmapcolor4f_bufferoffset = 0;
10957 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10958 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10959 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10960 GL_Color(r, g, b, a);
10961 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10964 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10966 int texturesurfaceindex;
10970 if (texturesurfacelist[0]->lightmapinfo)
10972 // generate color arrays for the surfaces in this list
10973 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10975 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10976 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10978 if (surface->lightmapinfo->samples)
10980 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10981 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10982 VectorScale(lm, scale, c);
10983 if (surface->lightmapinfo->styles[1] != 255)
10985 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10987 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10988 VectorMA(c, scale, lm, c);
10989 if (surface->lightmapinfo->styles[2] != 255)
10992 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10993 VectorMA(c, scale, lm, c);
10994 if (surface->lightmapinfo->styles[3] != 255)
10997 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10998 VectorMA(c, scale, lm, c);
11008 rsurface.lightmapcolor4f = rsurface.array_color4f;
11009 rsurface.lightmapcolor4f_bufferobject = 0;
11010 rsurface.lightmapcolor4f_bufferoffset = 0;
11014 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11015 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11016 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11018 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11019 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11020 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11021 GL_Color(r, g, b, a);
11022 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11025 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11027 int texturesurfaceindex;
11034 vec3_t ambientcolor;
11035 vec3_t diffusecolor;
11039 VectorCopy(rsurface.modellight_lightdir, lightdir);
11040 f = 0.5f * r_refdef.lightmapintensity;
11041 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11042 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11043 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11044 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11045 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11046 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11048 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11050 // generate color arrays for the surfaces in this list
11051 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11053 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11054 int numverts = surface->num_vertices;
11055 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11056 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11057 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11058 // q3-style directional shading
11059 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11061 if ((f = DotProduct(n, lightdir)) > 0)
11062 VectorMA(ambientcolor, f, diffusecolor, c);
11064 VectorCopy(ambientcolor, c);
11072 rsurface.lightmapcolor4f = rsurface.array_color4f;
11073 rsurface.lightmapcolor4f_bufferobject = 0;
11074 rsurface.lightmapcolor4f_bufferoffset = 0;
11075 *applycolor = false;
11079 *r = ambientcolor[0];
11080 *g = ambientcolor[1];
11081 *b = ambientcolor[2];
11082 rsurface.lightmapcolor4f = NULL;
11083 rsurface.lightmapcolor4f_bufferobject = 0;
11084 rsurface.lightmapcolor4f_bufferoffset = 0;
11088 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11090 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11091 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11092 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11093 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11094 GL_Color(r, g, b, a);
11095 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11098 void RSurf_SetupDepthAndCulling(void)
11100 // submodels are biased to avoid z-fighting with world surfaces that they
11101 // may be exactly overlapping (avoids z-fighting artifacts on certain
11102 // doors and things in Quake maps)
11103 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11104 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11105 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11106 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11109 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11111 // transparent sky would be ridiculous
11112 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11114 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11115 skyrenderlater = true;
11116 RSurf_SetupDepthAndCulling();
11117 GL_DepthMask(true);
11118 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11119 // skymasking on them, and Quake3 never did sky masking (unlike
11120 // software Quake and software Quake2), so disable the sky masking
11121 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11122 // and skymasking also looks very bad when noclipping outside the
11123 // level, so don't use it then either.
11124 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11126 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11127 R_Mesh_ColorPointer(NULL, 0, 0);
11128 R_Mesh_ResetTextureState();
11129 if (skyrendermasked)
11131 R_SetupShader_DepthOrShadow();
11132 // depth-only (masking)
11133 GL_ColorMask(0,0,0,0);
11134 // just to make sure that braindead drivers don't draw
11135 // anything despite that colormask...
11136 GL_BlendFunc(GL_ZERO, GL_ONE);
11140 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11142 GL_BlendFunc(GL_ONE, GL_ZERO);
11144 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11145 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11146 if (skyrendermasked)
11147 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11149 R_Mesh_ResetTextureState();
11150 GL_Color(1, 1, 1, 1);
11153 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11154 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11155 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11157 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11159 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11162 // render screenspace normalmap to texture
11163 GL_DepthMask(true);
11164 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11165 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11167 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11169 // render water or distortion background, then blend surface on top
11170 GL_DepthMask(true);
11171 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11172 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11173 GL_DepthMask(false);
11174 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11175 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11176 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11178 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11182 // render surface normally
11183 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11184 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11185 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11186 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11187 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11188 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11190 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11194 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11196 // OpenGL 1.3 path - anything not completely ancient
11197 int texturesurfaceindex;
11198 qboolean applycolor;
11201 const texturelayer_t *layer;
11202 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11204 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11207 int layertexrgbscale;
11208 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11210 if (layerindex == 0)
11211 GL_AlphaTest(true);
11214 GL_AlphaTest(false);
11215 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11218 GL_DepthMask(layer->depthmask && writedepth);
11219 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11220 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11222 layertexrgbscale = 4;
11223 VectorScale(layer->color, 0.25f, layercolor);
11225 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11227 layertexrgbscale = 2;
11228 VectorScale(layer->color, 0.5f, layercolor);
11232 layertexrgbscale = 1;
11233 VectorScale(layer->color, 1.0f, layercolor);
11235 layercolor[3] = layer->color[3];
11236 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11237 R_Mesh_ColorPointer(NULL, 0, 0);
11238 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11239 switch (layer->type)
11241 case TEXTURELAYERTYPE_LITTEXTURE:
11242 // single-pass lightmapped texture with 2x rgbscale
11243 R_Mesh_TexBind(0, r_texture_white);
11244 R_Mesh_TexMatrix(0, NULL);
11245 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11246 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11247 R_Mesh_TexBind(1, layer->texture);
11248 R_Mesh_TexMatrix(1, &layer->texmatrix);
11249 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11250 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11251 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11252 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11253 else if (rsurface.uselightmaptexture)
11254 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11256 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11258 case TEXTURELAYERTYPE_TEXTURE:
11259 // singletexture unlit texture with transparency support
11260 R_Mesh_TexBind(0, layer->texture);
11261 R_Mesh_TexMatrix(0, &layer->texmatrix);
11262 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11263 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11264 R_Mesh_TexBind(1, 0);
11265 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11266 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11268 case TEXTURELAYERTYPE_FOG:
11269 // singletexture fogging
11270 if (layer->texture)
11272 R_Mesh_TexBind(0, layer->texture);
11273 R_Mesh_TexMatrix(0, &layer->texmatrix);
11274 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11275 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11279 R_Mesh_TexBind(0, 0);
11280 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11282 R_Mesh_TexBind(1, 0);
11283 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11284 // generate a color array for the fog pass
11285 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11286 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11293 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)
11295 f = 1 - RSurf_FogVertex(v);
11296 c[0] = layercolor[0];
11297 c[1] = layercolor[1];
11298 c[2] = layercolor[2];
11299 c[3] = f * layercolor[3];
11302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11305 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11309 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11311 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11312 GL_AlphaTest(false);
11316 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11318 // OpenGL 1.1 - crusty old voodoo path
11319 int texturesurfaceindex;
11322 const texturelayer_t *layer;
11323 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11325 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11327 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11329 if (layerindex == 0)
11330 GL_AlphaTest(true);
11333 GL_AlphaTest(false);
11334 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11337 GL_DepthMask(layer->depthmask && writedepth);
11338 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11339 R_Mesh_ColorPointer(NULL, 0, 0);
11340 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11341 switch (layer->type)
11343 case TEXTURELAYERTYPE_LITTEXTURE:
11344 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11346 // two-pass lit texture with 2x rgbscale
11347 // first the lightmap pass
11348 R_Mesh_TexBind(0, r_texture_white);
11349 R_Mesh_TexMatrix(0, NULL);
11350 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11351 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11352 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11353 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11354 else if (rsurface.uselightmaptexture)
11355 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11357 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11358 // then apply the texture to it
11359 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11360 R_Mesh_TexBind(0, layer->texture);
11361 R_Mesh_TexMatrix(0, &layer->texmatrix);
11362 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11363 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11364 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);
11368 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11369 R_Mesh_TexBind(0, layer->texture);
11370 R_Mesh_TexMatrix(0, &layer->texmatrix);
11371 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11372 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11374 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);
11376 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);
11379 case TEXTURELAYERTYPE_TEXTURE:
11380 // singletexture unlit texture with transparency support
11381 R_Mesh_TexBind(0, layer->texture);
11382 R_Mesh_TexMatrix(0, &layer->texmatrix);
11383 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11384 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11385 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);
11387 case TEXTURELAYERTYPE_FOG:
11388 // singletexture fogging
11389 if (layer->texture)
11391 R_Mesh_TexBind(0, layer->texture);
11392 R_Mesh_TexMatrix(0, &layer->texmatrix);
11393 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11394 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11398 R_Mesh_TexBind(0, 0);
11399 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11401 // generate a color array for the fog pass
11402 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11403 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11409 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11410 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)
11412 f = 1 - RSurf_FogVertex(v);
11413 c[0] = layer->color[0];
11414 c[1] = layer->color[1];
11415 c[2] = layer->color[2];
11416 c[3] = f * layer->color[3];
11419 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11422 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11428 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11429 GL_AlphaTest(false);
11433 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11437 GL_AlphaTest(false);
11438 R_Mesh_ColorPointer(NULL, 0, 0);
11439 R_Mesh_ResetTextureState();
11440 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11442 if(rsurface.texture && rsurface.texture->currentskinframe)
11444 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11445 c[3] *= rsurface.texture->currentalpha;
11455 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11457 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11458 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11459 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11462 // brighten it up (as texture value 127 means "unlit")
11463 c[0] *= 2 * r_refdef.view.colorscale;
11464 c[1] *= 2 * r_refdef.view.colorscale;
11465 c[2] *= 2 * r_refdef.view.colorscale;
11467 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11468 c[3] *= r_wateralpha.value;
11470 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11472 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11473 GL_DepthMask(false);
11475 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11477 GL_BlendFunc(GL_ONE, GL_ONE);
11478 GL_DepthMask(false);
11480 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11482 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11483 GL_DepthMask(false);
11485 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11487 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11488 GL_DepthMask(false);
11492 GL_BlendFunc(GL_ONE, GL_ZERO);
11493 GL_DepthMask(writedepth);
11496 rsurface.lightmapcolor4f = NULL;
11498 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11500 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11502 rsurface.lightmapcolor4f = NULL;
11503 rsurface.lightmapcolor4f_bufferobject = 0;
11504 rsurface.lightmapcolor4f_bufferoffset = 0;
11506 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11508 qboolean applycolor = true;
11511 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11513 r_refdef.lightmapintensity = 1;
11514 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11515 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11519 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11521 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11522 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11523 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11526 if(!rsurface.lightmapcolor4f)
11527 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11529 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11530 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11531 if(r_refdef.fogenabled)
11532 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11534 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11535 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11538 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11541 RSurf_SetupDepthAndCulling();
11542 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11544 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11547 switch (vid.renderpath)
11549 case RENDERPATH_GL20:
11550 case RENDERPATH_CGGL:
11551 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11553 case RENDERPATH_GL13:
11554 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11556 case RENDERPATH_GL11:
11557 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11563 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11566 RSurf_SetupDepthAndCulling();
11567 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11569 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11572 switch (vid.renderpath)
11574 case RENDERPATH_GL20:
11575 case RENDERPATH_CGGL:
11576 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11578 case RENDERPATH_GL13:
11579 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11581 case RENDERPATH_GL11:
11582 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11588 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11591 int texturenumsurfaces, endsurface;
11592 texture_t *texture;
11593 const msurface_t *surface;
11594 #define MAXBATCH_TRANSPARENTSURFACES 256
11595 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11597 // if the model is static it doesn't matter what value we give for
11598 // wantnormals and wanttangents, so this logic uses only rules applicable
11599 // to a model, knowing that they are meaningless otherwise
11600 if (ent == r_refdef.scene.worldentity)
11601 RSurf_ActiveWorldEntity();
11602 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11603 RSurf_ActiveModelEntity(ent, false, false, false);
11606 switch (vid.renderpath)
11608 case RENDERPATH_GL20:
11609 case RENDERPATH_CGGL:
11610 RSurf_ActiveModelEntity(ent, true, true, false);
11612 case RENDERPATH_GL13:
11613 case RENDERPATH_GL11:
11614 RSurf_ActiveModelEntity(ent, true, false, false);
11619 if (r_transparentdepthmasking.integer)
11621 qboolean setup = false;
11622 for (i = 0;i < numsurfaces;i = j)
11625 surface = rsurface.modelsurfaces + surfacelist[i];
11626 texture = surface->texture;
11627 rsurface.texture = R_GetCurrentTexture(texture);
11628 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11629 // scan ahead until we find a different texture
11630 endsurface = min(i + 1024, numsurfaces);
11631 texturenumsurfaces = 0;
11632 texturesurfacelist[texturenumsurfaces++] = surface;
11633 for (;j < endsurface;j++)
11635 surface = rsurface.modelsurfaces + surfacelist[j];
11636 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11638 texturesurfacelist[texturenumsurfaces++] = surface;
11640 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11642 // render the range of surfaces as depth
11646 GL_ColorMask(0,0,0,0);
11648 GL_DepthTest(true);
11649 GL_BlendFunc(GL_ONE, GL_ZERO);
11650 GL_DepthMask(true);
11651 GL_AlphaTest(false);
11652 R_Mesh_ColorPointer(NULL, 0, 0);
11653 R_Mesh_ResetTextureState();
11654 R_SetupShader_DepthOrShadow();
11656 RSurf_SetupDepthAndCulling();
11657 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11658 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11661 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11664 for (i = 0;i < numsurfaces;i = j)
11667 surface = rsurface.modelsurfaces + surfacelist[i];
11668 texture = surface->texture;
11669 rsurface.texture = R_GetCurrentTexture(texture);
11670 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11671 // scan ahead until we find a different texture
11672 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11673 texturenumsurfaces = 0;
11674 texturesurfacelist[texturenumsurfaces++] = surface;
11675 for (;j < endsurface;j++)
11677 surface = rsurface.modelsurfaces + surfacelist[j];
11678 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11680 texturesurfacelist[texturenumsurfaces++] = surface;
11682 // render the range of surfaces
11683 if (ent == r_refdef.scene.worldentity)
11684 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11686 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11688 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11689 GL_AlphaTest(false);
11692 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11694 // transparent surfaces get pushed off into the transparent queue
11695 int surfacelistindex;
11696 const msurface_t *surface;
11697 vec3_t tempcenter, center;
11698 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11700 surface = texturesurfacelist[surfacelistindex];
11701 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11702 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11703 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11704 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11705 if (queueentity->transparent_offset) // transparent offset
11707 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11708 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11709 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11711 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11715 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11717 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11721 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11723 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11725 RSurf_SetupDepthAndCulling();
11726 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11727 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11731 if (!rsurface.texture->currentnumlayers)
11733 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11734 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11736 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11738 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11740 RSurf_SetupDepthAndCulling();
11741 GL_AlphaTest(false);
11742 R_Mesh_ColorPointer(NULL, 0, 0);
11743 R_Mesh_ResetTextureState();
11744 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11745 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11746 GL_DepthMask(true);
11747 GL_BlendFunc(GL_ONE, GL_ZERO);
11748 GL_Color(0, 0, 0, 1);
11749 GL_DepthTest(writedepth);
11750 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11752 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11754 RSurf_SetupDepthAndCulling();
11755 GL_AlphaTest(false);
11756 R_Mesh_ColorPointer(NULL, 0, 0);
11757 R_Mesh_ResetTextureState();
11758 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11759 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11760 GL_DepthMask(true);
11761 GL_BlendFunc(GL_ONE, GL_ZERO);
11762 GL_DepthTest(true);
11763 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11765 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11766 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11767 else if (!rsurface.texture->currentnumlayers)
11769 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11771 // in the deferred case, transparent surfaces were queued during prepass
11772 if (!r_shadow_usingdeferredprepass)
11773 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11777 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11778 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11783 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11786 texture_t *texture;
11787 // break the surface list down into batches by texture and use of lightmapping
11788 for (i = 0;i < numsurfaces;i = j)
11791 // texture is the base texture pointer, rsurface.texture is the
11792 // current frame/skin the texture is directing us to use (for example
11793 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11794 // use skin 1 instead)
11795 texture = surfacelist[i]->texture;
11796 rsurface.texture = R_GetCurrentTexture(texture);
11797 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11798 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11800 // if this texture is not the kind we want, skip ahead to the next one
11801 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11805 // simply scan ahead until we find a different texture or lightmap state
11806 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11808 // render the range of surfaces
11809 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11813 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11818 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11820 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11822 RSurf_SetupDepthAndCulling();
11823 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11824 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11828 if (!rsurface.texture->currentnumlayers)
11830 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11831 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11833 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11835 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11837 RSurf_SetupDepthAndCulling();
11838 GL_AlphaTest(false);
11839 R_Mesh_ColorPointer(NULL, 0, 0);
11840 R_Mesh_ResetTextureState();
11841 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11842 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11843 GL_DepthMask(true);
11844 GL_BlendFunc(GL_ONE, GL_ZERO);
11845 GL_Color(0, 0, 0, 1);
11846 GL_DepthTest(writedepth);
11847 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11849 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11851 RSurf_SetupDepthAndCulling();
11852 GL_AlphaTest(false);
11853 R_Mesh_ColorPointer(NULL, 0, 0);
11854 R_Mesh_ResetTextureState();
11855 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11856 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11857 GL_DepthMask(true);
11858 GL_BlendFunc(GL_ONE, GL_ZERO);
11859 GL_DepthTest(true);
11860 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11862 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11863 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11864 else if (!rsurface.texture->currentnumlayers)
11866 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11868 // in the deferred case, transparent surfaces were queued during prepass
11869 if (!r_shadow_usingdeferredprepass)
11870 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11874 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11875 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11880 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11883 texture_t *texture;
11884 // break the surface list down into batches by texture and use of lightmapping
11885 for (i = 0;i < numsurfaces;i = j)
11888 // texture is the base texture pointer, rsurface.texture is the
11889 // current frame/skin the texture is directing us to use (for example
11890 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11891 // use skin 1 instead)
11892 texture = surfacelist[i]->texture;
11893 rsurface.texture = R_GetCurrentTexture(texture);
11894 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11895 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11897 // if this texture is not the kind we want, skip ahead to the next one
11898 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11902 // simply scan ahead until we find a different texture or lightmap state
11903 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11905 // render the range of surfaces
11906 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11910 float locboxvertex3f[6*4*3] =
11912 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11913 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11914 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11915 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11916 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11917 1,0,0, 0,0,0, 0,1,0, 1,1,0
11920 unsigned short locboxelements[6*2*3] =
11925 12,13,14, 12,14,15,
11926 16,17,18, 16,18,19,
11930 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11933 cl_locnode_t *loc = (cl_locnode_t *)ent;
11935 float vertex3f[6*4*3];
11937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11938 GL_DepthMask(false);
11939 GL_DepthRange(0, 1);
11940 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11941 GL_DepthTest(true);
11942 GL_CullFace(GL_NONE);
11943 R_EntityMatrix(&identitymatrix);
11945 R_Mesh_VertexPointer(vertex3f, 0, 0);
11946 R_Mesh_ColorPointer(NULL, 0, 0);
11947 R_Mesh_ResetTextureState();
11948 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11950 i = surfacelist[0];
11951 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11952 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11953 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11954 surfacelist[0] < 0 ? 0.5f : 0.125f);
11956 if (VectorCompare(loc->mins, loc->maxs))
11958 VectorSet(size, 2, 2, 2);
11959 VectorMA(loc->mins, -0.5f, size, mins);
11963 VectorCopy(loc->mins, mins);
11964 VectorSubtract(loc->maxs, loc->mins, size);
11967 for (i = 0;i < 6*4*3;)
11968 for (j = 0;j < 3;j++, i++)
11969 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11971 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11974 void R_DrawLocs(void)
11977 cl_locnode_t *loc, *nearestloc;
11979 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11980 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11982 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11983 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11987 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11989 if (decalsystem->decals)
11990 Mem_Free(decalsystem->decals);
11991 memset(decalsystem, 0, sizeof(*decalsystem));
11994 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)
11997 tridecal_t *decals;
12000 // expand or initialize the system
12001 if (decalsystem->maxdecals <= decalsystem->numdecals)
12003 decalsystem_t old = *decalsystem;
12004 qboolean useshortelements;
12005 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12006 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12007 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)));
12008 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12009 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12010 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12011 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12012 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12013 if (decalsystem->numdecals)
12014 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12016 Mem_Free(old.decals);
12017 for (i = 0;i < decalsystem->maxdecals*3;i++)
12018 decalsystem->element3i[i] = i;
12019 if (useshortelements)
12020 for (i = 0;i < decalsystem->maxdecals*3;i++)
12021 decalsystem->element3s[i] = i;
12024 // grab a decal and search for another free slot for the next one
12025 decals = decalsystem->decals;
12026 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12027 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12029 decalsystem->freedecal = i;
12030 if (decalsystem->numdecals <= i)
12031 decalsystem->numdecals = i + 1;
12033 // initialize the decal
12035 decal->triangleindex = triangleindex;
12036 decal->surfaceindex = surfaceindex;
12037 decal->decalsequence = decalsequence;
12038 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12039 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12040 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12041 decal->color4ub[0][3] = 255;
12042 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12043 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12044 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12045 decal->color4ub[1][3] = 255;
12046 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12047 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12048 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12049 decal->color4ub[2][3] = 255;
12050 decal->vertex3f[0][0] = v0[0];
12051 decal->vertex3f[0][1] = v0[1];
12052 decal->vertex3f[0][2] = v0[2];
12053 decal->vertex3f[1][0] = v1[0];
12054 decal->vertex3f[1][1] = v1[1];
12055 decal->vertex3f[1][2] = v1[2];
12056 decal->vertex3f[2][0] = v2[0];
12057 decal->vertex3f[2][1] = v2[1];
12058 decal->vertex3f[2][2] = v2[2];
12059 decal->texcoord2f[0][0] = t0[0];
12060 decal->texcoord2f[0][1] = t0[1];
12061 decal->texcoord2f[1][0] = t1[0];
12062 decal->texcoord2f[1][1] = t1[1];
12063 decal->texcoord2f[2][0] = t2[0];
12064 decal->texcoord2f[2][1] = t2[1];
12067 extern cvar_t cl_decals_bias;
12068 extern cvar_t cl_decals_models;
12069 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12070 // baseparms, parms, temps
12071 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)
12076 const float *vertex3f;
12078 float points[2][9][3];
12085 e = rsurface.modelelement3i + 3*triangleindex;
12087 vertex3f = rsurface.modelvertex3f;
12089 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12091 index = 3*e[cornerindex];
12092 VectorCopy(vertex3f + index, v[cornerindex]);
12095 //TriangleNormal(v[0], v[1], v[2], normal);
12096 //if (DotProduct(normal, localnormal) < 0.0f)
12098 // clip by each of the box planes formed from the projection matrix
12099 // if anything survives, we emit the decal
12100 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]);
12103 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]);
12106 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]);
12109 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]);
12112 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]);
12115 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]);
12118 // some part of the triangle survived, so we have to accept it...
12121 // dynamic always uses the original triangle
12123 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12125 index = 3*e[cornerindex];
12126 VectorCopy(vertex3f + index, v[cornerindex]);
12129 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12131 // convert vertex positions to texcoords
12132 Matrix4x4_Transform(projection, v[cornerindex], temp);
12133 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12134 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12135 // calculate distance fade from the projection origin
12136 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12137 f = bound(0.0f, f, 1.0f);
12138 c[cornerindex][0] = r * f;
12139 c[cornerindex][1] = g * f;
12140 c[cornerindex][2] = b * f;
12141 c[cornerindex][3] = 1.0f;
12142 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12145 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);
12147 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12148 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);
12150 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)
12152 matrix4x4_t projection;
12153 decalsystem_t *decalsystem;
12156 const msurface_t *surface;
12157 const msurface_t *surfaces;
12158 const int *surfacelist;
12159 const texture_t *texture;
12161 int numsurfacelist;
12162 int surfacelistindex;
12165 float localorigin[3];
12166 float localnormal[3];
12167 float localmins[3];
12168 float localmaxs[3];
12171 float planes[6][4];
12174 int bih_triangles_count;
12175 int bih_triangles[256];
12176 int bih_surfaces[256];
12178 decalsystem = &ent->decalsystem;
12179 model = ent->model;
12180 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12182 R_DecalSystem_Reset(&ent->decalsystem);
12186 if (!model->brush.data_nodes && !cl_decals_models.integer)
12188 if (decalsystem->model)
12189 R_DecalSystem_Reset(decalsystem);
12193 if (decalsystem->model != model)
12194 R_DecalSystem_Reset(decalsystem);
12195 decalsystem->model = model;
12197 RSurf_ActiveModelEntity(ent, false, false, false);
12199 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12200 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12201 VectorNormalize(localnormal);
12202 localsize = worldsize*rsurface.inversematrixscale;
12203 localmins[0] = localorigin[0] - localsize;
12204 localmins[1] = localorigin[1] - localsize;
12205 localmins[2] = localorigin[2] - localsize;
12206 localmaxs[0] = localorigin[0] + localsize;
12207 localmaxs[1] = localorigin[1] + localsize;
12208 localmaxs[2] = localorigin[2] + localsize;
12210 //VectorCopy(localnormal, planes[4]);
12211 //VectorVectors(planes[4], planes[2], planes[0]);
12212 AnglesFromVectors(angles, localnormal, NULL, false);
12213 AngleVectors(angles, planes[0], planes[2], planes[4]);
12214 VectorNegate(planes[0], planes[1]);
12215 VectorNegate(planes[2], planes[3]);
12216 VectorNegate(planes[4], planes[5]);
12217 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12218 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12219 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12220 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12221 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12222 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12227 matrix4x4_t forwardprojection;
12228 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12229 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12234 float projectionvector[4][3];
12235 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12236 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12237 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12238 projectionvector[0][0] = planes[0][0] * ilocalsize;
12239 projectionvector[0][1] = planes[1][0] * ilocalsize;
12240 projectionvector[0][2] = planes[2][0] * ilocalsize;
12241 projectionvector[1][0] = planes[0][1] * ilocalsize;
12242 projectionvector[1][1] = planes[1][1] * ilocalsize;
12243 projectionvector[1][2] = planes[2][1] * ilocalsize;
12244 projectionvector[2][0] = planes[0][2] * ilocalsize;
12245 projectionvector[2][1] = planes[1][2] * ilocalsize;
12246 projectionvector[2][2] = planes[2][2] * ilocalsize;
12247 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12248 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12249 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12250 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12254 dynamic = model->surfmesh.isanimated;
12255 numsurfacelist = model->nummodelsurfaces;
12256 surfacelist = model->sortedmodelsurfaces;
12257 surfaces = model->data_surfaces;
12260 bih_triangles_count = -1;
12263 if(model->render_bih.numleafs)
12264 bih = &model->render_bih;
12265 else if(model->collision_bih.numleafs)
12266 bih = &model->collision_bih;
12269 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12270 if(bih_triangles_count == 0)
12272 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12274 if(bih_triangles_count > 0)
12276 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12278 surfaceindex = bih_surfaces[triangleindex];
12279 surface = surfaces + surfaceindex;
12280 texture = surface->texture;
12281 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12283 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12285 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12290 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12292 surfaceindex = surfacelist[surfacelistindex];
12293 surface = surfaces + surfaceindex;
12294 // check cull box first because it rejects more than any other check
12295 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12297 // skip transparent surfaces
12298 texture = surface->texture;
12299 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12301 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12303 numtriangles = surface->num_triangles;
12304 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12305 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12310 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12311 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)
12313 int renderentityindex;
12314 float worldmins[3];
12315 float worldmaxs[3];
12316 entity_render_t *ent;
12318 if (!cl_decals_newsystem.integer)
12321 worldmins[0] = worldorigin[0] - worldsize;
12322 worldmins[1] = worldorigin[1] - worldsize;
12323 worldmins[2] = worldorigin[2] - worldsize;
12324 worldmaxs[0] = worldorigin[0] + worldsize;
12325 worldmaxs[1] = worldorigin[1] + worldsize;
12326 worldmaxs[2] = worldorigin[2] + worldsize;
12328 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12330 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12332 ent = r_refdef.scene.entities[renderentityindex];
12333 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12336 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12340 typedef struct r_decalsystem_splatqueue_s
12342 vec3_t worldorigin;
12343 vec3_t worldnormal;
12349 r_decalsystem_splatqueue_t;
12351 int r_decalsystem_numqueued = 0;
12352 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12354 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)
12356 r_decalsystem_splatqueue_t *queue;
12358 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12361 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12362 VectorCopy(worldorigin, queue->worldorigin);
12363 VectorCopy(worldnormal, queue->worldnormal);
12364 Vector4Set(queue->color, r, g, b, a);
12365 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12366 queue->worldsize = worldsize;
12367 queue->decalsequence = cl.decalsequence++;
12370 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12373 r_decalsystem_splatqueue_t *queue;
12375 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12376 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);
12377 r_decalsystem_numqueued = 0;
12380 extern cvar_t cl_decals_max;
12381 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12384 decalsystem_t *decalsystem = &ent->decalsystem;
12391 if (!decalsystem->numdecals)
12394 if (r_showsurfaces.integer)
12397 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12399 R_DecalSystem_Reset(decalsystem);
12403 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12404 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12406 if (decalsystem->lastupdatetime)
12407 frametime = (cl.time - decalsystem->lastupdatetime);
12410 decalsystem->lastupdatetime = cl.time;
12411 decal = decalsystem->decals;
12412 numdecals = decalsystem->numdecals;
12414 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12416 if (decal->color4ub[0][3])
12418 decal->lived += frametime;
12419 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12421 memset(decal, 0, sizeof(*decal));
12422 if (decalsystem->freedecal > i)
12423 decalsystem->freedecal = i;
12427 decal = decalsystem->decals;
12428 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12431 // collapse the array by shuffling the tail decals into the gaps
12434 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12435 decalsystem->freedecal++;
12436 if (decalsystem->freedecal == numdecals)
12438 decal[decalsystem->freedecal] = decal[--numdecals];
12441 decalsystem->numdecals = numdecals;
12443 if (numdecals <= 0)
12445 // if there are no decals left, reset decalsystem
12446 R_DecalSystem_Reset(decalsystem);
12450 extern skinframe_t *decalskinframe;
12451 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12454 decalsystem_t *decalsystem = &ent->decalsystem;
12463 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12466 numdecals = decalsystem->numdecals;
12470 if (r_showsurfaces.integer)
12473 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12475 R_DecalSystem_Reset(decalsystem);
12479 // if the model is static it doesn't matter what value we give for
12480 // wantnormals and wanttangents, so this logic uses only rules applicable
12481 // to a model, knowing that they are meaningless otherwise
12482 if (ent == r_refdef.scene.worldentity)
12483 RSurf_ActiveWorldEntity();
12485 RSurf_ActiveModelEntity(ent, false, false, false);
12487 decalsystem->lastupdatetime = cl.time;
12488 decal = decalsystem->decals;
12490 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12492 // update vertex positions for animated models
12493 v3f = decalsystem->vertex3f;
12494 c4f = decalsystem->color4f;
12495 t2f = decalsystem->texcoord2f;
12496 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12498 if (!decal->color4ub[0][3])
12501 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12504 // update color values for fading decals
12505 if (decal->lived >= cl_decals_time.value)
12507 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12508 alpha *= (1.0f/255.0f);
12511 alpha = 1.0f/255.0f;
12513 c4f[ 0] = decal->color4ub[0][0] * alpha;
12514 c4f[ 1] = decal->color4ub[0][1] * alpha;
12515 c4f[ 2] = decal->color4ub[0][2] * alpha;
12517 c4f[ 4] = decal->color4ub[1][0] * alpha;
12518 c4f[ 5] = decal->color4ub[1][1] * alpha;
12519 c4f[ 6] = decal->color4ub[1][2] * alpha;
12521 c4f[ 8] = decal->color4ub[2][0] * alpha;
12522 c4f[ 9] = decal->color4ub[2][1] * alpha;
12523 c4f[10] = decal->color4ub[2][2] * alpha;
12526 t2f[0] = decal->texcoord2f[0][0];
12527 t2f[1] = decal->texcoord2f[0][1];
12528 t2f[2] = decal->texcoord2f[1][0];
12529 t2f[3] = decal->texcoord2f[1][1];
12530 t2f[4] = decal->texcoord2f[2][0];
12531 t2f[5] = decal->texcoord2f[2][1];
12533 // update vertex positions for animated models
12534 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12536 e = rsurface.modelelement3i + 3*decal->triangleindex;
12537 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12538 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12539 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12543 VectorCopy(decal->vertex3f[0], v3f);
12544 VectorCopy(decal->vertex3f[1], v3f + 3);
12545 VectorCopy(decal->vertex3f[2], v3f + 6);
12548 if (r_refdef.fogenabled)
12550 alpha = RSurf_FogVertex(v3f);
12551 VectorScale(c4f, alpha, c4f);
12552 alpha = RSurf_FogVertex(v3f + 3);
12553 VectorScale(c4f + 4, alpha, c4f + 4);
12554 alpha = RSurf_FogVertex(v3f + 6);
12555 VectorScale(c4f + 8, alpha, c4f + 8);
12566 r_refdef.stats.drawndecals += numtris;
12568 // now render the decals all at once
12569 // (this assumes they all use one particle font texture!)
12570 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);
12571 R_Mesh_ResetTextureState();
12572 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12573 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12574 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12575 GL_DepthMask(false);
12576 GL_DepthRange(0, 1);
12577 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12578 GL_DepthTest(true);
12579 GL_CullFace(GL_NONE);
12580 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12581 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12582 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12586 static void R_DrawModelDecals(void)
12590 // fade faster when there are too many decals
12591 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12592 for (i = 0;i < r_refdef.scene.numentities;i++)
12593 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12595 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12596 for (i = 0;i < r_refdef.scene.numentities;i++)
12597 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12598 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12600 R_DecalSystem_ApplySplatEntitiesQueue();
12602 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12603 for (i = 0;i < r_refdef.scene.numentities;i++)
12604 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12606 r_refdef.stats.totaldecals += numdecals;
12608 if (r_showsurfaces.integer)
12611 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12613 for (i = 0;i < r_refdef.scene.numentities;i++)
12615 if (!r_refdef.viewcache.entityvisible[i])
12617 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12618 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12622 extern cvar_t mod_collision_bih;
12623 void R_DrawDebugModel(void)
12625 entity_render_t *ent = rsurface.entity;
12626 int i, j, k, l, flagsmask;
12627 const msurface_t *surface;
12628 dp_model_t *model = ent->model;
12631 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12633 R_Mesh_ColorPointer(NULL, 0, 0);
12634 R_Mesh_ResetTextureState();
12635 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12636 GL_DepthRange(0, 1);
12637 GL_DepthTest(!r_showdisabledepthtest.integer);
12638 GL_DepthMask(false);
12639 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12641 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12645 qboolean cullbox = ent == r_refdef.scene.worldentity;
12646 const q3mbrush_t *brush;
12647 const bih_t *bih = &model->collision_bih;
12648 const bih_leaf_t *bihleaf;
12649 float vertex3f[3][3];
12650 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12652 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12654 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12656 switch (bihleaf->type)
12659 brush = model->brush.data_brushes + bihleaf->itemindex;
12660 if (brush->colbrushf && brush->colbrushf->numtriangles)
12662 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12663 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);
12664 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12667 case BIH_COLLISIONTRIANGLE:
12668 triangleindex = bihleaf->itemindex;
12669 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12670 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12671 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12672 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12673 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);
12674 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12676 case BIH_RENDERTRIANGLE:
12677 triangleindex = bihleaf->itemindex;
12678 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12679 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12680 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12681 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12682 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);
12683 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12689 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12691 if (r_showtris.integer || r_shownormals.integer)
12693 if (r_showdisabledepthtest.integer)
12695 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12696 GL_DepthMask(false);
12700 GL_BlendFunc(GL_ONE, GL_ZERO);
12701 GL_DepthMask(true);
12703 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12705 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12707 rsurface.texture = R_GetCurrentTexture(surface->texture);
12708 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12710 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12711 if (r_showtris.value > 0)
12713 if (!rsurface.texture->currentlayers->depthmask)
12714 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12715 else if (ent == r_refdef.scene.worldentity)
12716 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12718 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12719 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12720 R_Mesh_ColorPointer(NULL, 0, 0);
12721 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12722 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12723 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12724 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);
12725 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12728 if (r_shownormals.value < 0)
12730 qglBegin(GL_LINES);
12731 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12733 VectorCopy(rsurface.vertex3f + l * 3, v);
12734 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12735 qglVertex3f(v[0], v[1], v[2]);
12736 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12737 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12738 qglVertex3f(v[0], v[1], v[2]);
12743 if (r_shownormals.value > 0)
12745 qglBegin(GL_LINES);
12746 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12748 VectorCopy(rsurface.vertex3f + l * 3, v);
12749 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12750 qglVertex3f(v[0], v[1], v[2]);
12751 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12752 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12753 qglVertex3f(v[0], v[1], v[2]);
12757 qglBegin(GL_LINES);
12758 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12760 VectorCopy(rsurface.vertex3f + l * 3, v);
12761 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12762 qglVertex3f(v[0], v[1], v[2]);
12763 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12764 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12765 qglVertex3f(v[0], v[1], v[2]);
12769 qglBegin(GL_LINES);
12770 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12772 VectorCopy(rsurface.vertex3f + l * 3, v);
12773 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12774 qglVertex3f(v[0], v[1], v[2]);
12775 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12776 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12777 qglVertex3f(v[0], v[1], v[2]);
12784 rsurface.texture = NULL;
12788 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12789 int r_maxsurfacelist = 0;
12790 const msurface_t **r_surfacelist = NULL;
12791 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12793 int i, j, endj, flagsmask;
12794 dp_model_t *model = r_refdef.scene.worldmodel;
12795 msurface_t *surfaces;
12796 unsigned char *update;
12797 int numsurfacelist = 0;
12801 if (r_maxsurfacelist < model->num_surfaces)
12803 r_maxsurfacelist = model->num_surfaces;
12805 Mem_Free((msurface_t**)r_surfacelist);
12806 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12809 RSurf_ActiveWorldEntity();
12811 surfaces = model->data_surfaces;
12812 update = model->brushq1.lightmapupdateflags;
12814 // update light styles on this submodel
12815 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12817 model_brush_lightstyleinfo_t *style;
12818 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12820 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12822 int *list = style->surfacelist;
12823 style->value = r_refdef.scene.lightstylevalue[style->style];
12824 for (j = 0;j < style->numsurfaces;j++)
12825 update[list[j]] = true;
12830 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12834 R_DrawDebugModel();
12835 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12839 rsurface.uselightmaptexture = false;
12840 rsurface.texture = NULL;
12841 rsurface.rtlight = NULL;
12842 numsurfacelist = 0;
12843 // add visible surfaces to draw list
12844 for (i = 0;i < model->nummodelsurfaces;i++)
12846 j = model->sortedmodelsurfaces[i];
12847 if (r_refdef.viewcache.world_surfacevisible[j])
12848 r_surfacelist[numsurfacelist++] = surfaces + j;
12850 // update lightmaps if needed
12851 if (model->brushq1.firstrender)
12853 model->brushq1.firstrender = false;
12854 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12856 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12860 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12861 if (r_refdef.viewcache.world_surfacevisible[j])
12863 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12865 // don't do anything if there were no surfaces
12866 if (!numsurfacelist)
12868 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12871 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12872 GL_AlphaTest(false);
12874 // add to stats if desired
12875 if (r_speeds.integer && !skysurfaces && !depthonly)
12877 r_refdef.stats.world_surfaces += numsurfacelist;
12878 for (j = 0;j < numsurfacelist;j++)
12879 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12882 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12885 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12887 int i, j, endj, flagsmask;
12888 dp_model_t *model = ent->model;
12889 msurface_t *surfaces;
12890 unsigned char *update;
12891 int numsurfacelist = 0;
12895 if (r_maxsurfacelist < model->num_surfaces)
12897 r_maxsurfacelist = model->num_surfaces;
12899 Mem_Free((msurface_t **)r_surfacelist);
12900 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12903 // if the model is static it doesn't matter what value we give for
12904 // wantnormals and wanttangents, so this logic uses only rules applicable
12905 // to a model, knowing that they are meaningless otherwise
12906 if (ent == r_refdef.scene.worldentity)
12907 RSurf_ActiveWorldEntity();
12908 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12909 RSurf_ActiveModelEntity(ent, false, false, false);
12911 RSurf_ActiveModelEntity(ent, true, true, true);
12912 else if (depthonly)
12914 switch (vid.renderpath)
12916 case RENDERPATH_GL20:
12917 case RENDERPATH_CGGL:
12918 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12920 case RENDERPATH_GL13:
12921 case RENDERPATH_GL11:
12922 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12928 switch (vid.renderpath)
12930 case RENDERPATH_GL20:
12931 case RENDERPATH_CGGL:
12932 RSurf_ActiveModelEntity(ent, true, true, false);
12934 case RENDERPATH_GL13:
12935 case RENDERPATH_GL11:
12936 RSurf_ActiveModelEntity(ent, true, false, false);
12941 surfaces = model->data_surfaces;
12942 update = model->brushq1.lightmapupdateflags;
12944 // update light styles
12945 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12947 model_brush_lightstyleinfo_t *style;
12948 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12950 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12952 int *list = style->surfacelist;
12953 style->value = r_refdef.scene.lightstylevalue[style->style];
12954 for (j = 0;j < style->numsurfaces;j++)
12955 update[list[j]] = true;
12960 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12964 R_DrawDebugModel();
12965 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12969 rsurface.uselightmaptexture = false;
12970 rsurface.texture = NULL;
12971 rsurface.rtlight = NULL;
12972 numsurfacelist = 0;
12973 // add visible surfaces to draw list
12974 for (i = 0;i < model->nummodelsurfaces;i++)
12975 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12976 // don't do anything if there were no surfaces
12977 if (!numsurfacelist)
12979 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12982 // update lightmaps if needed
12986 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12991 R_BuildLightMap(ent, surfaces + j);
12996 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12998 R_BuildLightMap(ent, surfaces + j);
12999 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13000 GL_AlphaTest(false);
13002 // add to stats if desired
13003 if (r_speeds.integer && !skysurfaces && !depthonly)
13005 r_refdef.stats.entities_surfaces += numsurfacelist;
13006 for (j = 0;j < numsurfacelist;j++)
13007 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13010 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13013 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13015 static texture_t texture;
13016 static msurface_t surface;
13017 const msurface_t *surfacelist = &surface;
13019 // fake enough texture and surface state to render this geometry
13021 texture.update_lastrenderframe = -1; // regenerate this texture
13022 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13023 texture.currentskinframe = skinframe;
13024 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13025 texture.offsetmapping = OFFSETMAPPING_OFF;
13026 texture.offsetscale = 1;
13027 texture.specularscalemod = 1;
13028 texture.specularpowermod = 1;
13030 surface.texture = &texture;
13031 surface.num_triangles = numtriangles;
13032 surface.num_firsttriangle = firsttriangle;
13033 surface.num_vertices = numvertices;
13034 surface.num_firstvertex = firstvertex;
13037 rsurface.texture = R_GetCurrentTexture(surface.texture);
13038 rsurface.uselightmaptexture = false;
13039 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13042 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)
13044 static msurface_t surface;
13045 const msurface_t *surfacelist = &surface;
13047 // fake enough texture and surface state to render this geometry
13049 surface.texture = texture;
13050 surface.num_triangles = numtriangles;
13051 surface.num_firsttriangle = firsttriangle;
13052 surface.num_vertices = numvertices;
13053 surface.num_firstvertex = firstvertex;
13056 rsurface.texture = R_GetCurrentTexture(surface.texture);
13057 rsurface.uselightmaptexture = false;
13058 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);