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, -1, NULL);
488 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, 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)
4694 mode = SHADERMODE_WATER;
4695 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4696 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4698 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4700 mode = SHADERMODE_REFRACTION;
4701 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4702 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4706 mode = SHADERMODE_GENERIC;
4707 permutation |= SHADERPERMUTATION_DIFFUSE;
4708 GL_BlendFunc(GL_ONE, GL_ZERO);
4709 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4711 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4712 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4713 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4714 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4715 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4716 R_Mesh_ColorPointer(NULL, 0, 0);
4717 GL_AlphaTest(false);
4719 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4721 if (r_glsl_offsetmapping.integer)
4723 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4724 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4725 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4726 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4727 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4729 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4730 if (r_glsl_offsetmapping_reliefmapping.integer)
4731 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4735 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4736 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4737 permutation |= SHADERPERMUTATION_ALPHAKILL;
4738 // normalmap (deferred prepass), may use alpha test on diffuse
4739 mode = SHADERMODE_DEFERREDGEOMETRY;
4740 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4741 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4742 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4743 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4744 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4745 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4746 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4747 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4748 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4750 R_Mesh_ColorPointer(NULL, 0, 0);
4751 GL_AlphaTest(false);
4752 GL_BlendFunc(GL_ONE, GL_ZERO);
4753 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4755 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4757 if (r_glsl_offsetmapping.integer)
4759 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4760 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4761 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4762 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4763 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4765 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4766 if (r_glsl_offsetmapping_reliefmapping.integer)
4767 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4770 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4771 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4773 mode = SHADERMODE_LIGHTSOURCE;
4774 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4775 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4776 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4777 permutation |= SHADERPERMUTATION_CUBEFILTER;
4778 if (diffusescale > 0)
4779 permutation |= SHADERPERMUTATION_DIFFUSE;
4780 if (specularscale > 0)
4782 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4783 if (r_shadow_glossexact.integer)
4784 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4786 if (r_refdef.fogenabled)
4787 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4788 if (rsurface.texture->colormapping)
4789 permutation |= SHADERPERMUTATION_COLORMAPPING;
4790 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4792 if (r_shadow_usingshadowmaprect)
4793 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4794 if (r_shadow_usingshadowmap2d)
4795 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4796 if (r_shadow_usingshadowmapcube)
4797 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4798 else if(r_shadow_shadowmapvsdct)
4799 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4801 if (r_shadow_shadowmapsampler)
4802 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4803 if (r_shadow_shadowmappcf > 1)
4804 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4805 else if (r_shadow_shadowmappcf)
4806 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4808 if (rsurface.texture->reflectmasktexture)
4809 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4810 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4811 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4813 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4814 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4815 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4819 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4820 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4821 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4823 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4824 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4825 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4827 R_Mesh_ColorPointer(NULL, 0, 0);
4828 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4829 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4830 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4832 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4834 if (r_glsl_offsetmapping.integer)
4836 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4837 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4838 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4839 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4840 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4842 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4843 if (r_glsl_offsetmapping_reliefmapping.integer)
4844 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4847 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4848 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4849 // unshaded geometry (fullbright or ambient model lighting)
4850 mode = SHADERMODE_FLATCOLOR;
4851 ambientscale = diffusescale = specularscale = 0;
4852 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4853 permutation |= SHADERPERMUTATION_GLOW;
4854 if (r_refdef.fogenabled)
4855 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4856 if (rsurface.texture->colormapping)
4857 permutation |= SHADERPERMUTATION_COLORMAPPING;
4858 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4860 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4861 if (r_shadow_usingshadowmaprect)
4862 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4863 if (r_shadow_usingshadowmap2d)
4864 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4866 if (r_shadow_shadowmapsampler)
4867 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4868 if (r_shadow_shadowmappcf > 1)
4869 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4870 else if (r_shadow_shadowmappcf)
4871 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4874 permutation |= SHADERPERMUTATION_REFLECTION;
4875 if (rsurface.texture->reflectmasktexture)
4876 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4877 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4878 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4880 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4881 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4882 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4886 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4887 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4888 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4890 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4891 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4892 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4894 R_Mesh_ColorPointer(NULL, 0, 0);
4895 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4896 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4897 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4899 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4901 if (r_glsl_offsetmapping.integer)
4903 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4904 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4905 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4906 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4907 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4909 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4910 if (r_glsl_offsetmapping_reliefmapping.integer)
4911 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4914 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4915 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4916 // directional model lighting
4917 mode = SHADERMODE_LIGHTDIRECTION;
4918 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4919 permutation |= SHADERPERMUTATION_GLOW;
4920 permutation |= SHADERPERMUTATION_DIFFUSE;
4921 if (specularscale > 0)
4923 permutation |= SHADERPERMUTATION_SPECULAR;
4924 if (r_shadow_glossexact.integer)
4925 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4927 if (r_refdef.fogenabled)
4928 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4929 if (rsurface.texture->colormapping)
4930 permutation |= SHADERPERMUTATION_COLORMAPPING;
4931 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4933 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4934 if (r_shadow_usingshadowmaprect)
4935 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4936 if (r_shadow_usingshadowmap2d)
4937 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4939 if (r_shadow_shadowmapsampler)
4940 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4941 if (r_shadow_shadowmappcf > 1)
4942 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4943 else if (r_shadow_shadowmappcf)
4944 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4946 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4947 permutation |= SHADERPERMUTATION_REFLECTION;
4948 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4949 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4950 if (rsurface.texture->reflectmasktexture)
4951 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4952 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4953 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4955 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4956 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4957 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4961 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4962 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4963 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4965 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4966 R_Mesh_ColorPointer(NULL, 0, 0);
4967 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4968 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4969 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4971 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4973 if (r_glsl_offsetmapping.integer)
4975 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4976 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4977 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4978 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4979 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4981 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4982 if (r_glsl_offsetmapping_reliefmapping.integer)
4983 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4986 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4987 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4988 // ambient model lighting
4989 mode = SHADERMODE_LIGHTDIRECTION;
4990 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4991 permutation |= SHADERPERMUTATION_GLOW;
4992 if (r_refdef.fogenabled)
4993 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4994 if (rsurface.texture->colormapping)
4995 permutation |= SHADERPERMUTATION_COLORMAPPING;
4996 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4998 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4999 if (r_shadow_usingshadowmaprect)
5000 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5001 if (r_shadow_usingshadowmap2d)
5002 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5004 if (r_shadow_shadowmapsampler)
5005 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5006 if (r_shadow_shadowmappcf > 1)
5007 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5008 else if (r_shadow_shadowmappcf)
5009 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5011 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5012 permutation |= SHADERPERMUTATION_REFLECTION;
5013 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5014 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5015 if (rsurface.texture->reflectmasktexture)
5016 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5017 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5018 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5020 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5021 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5022 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5026 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5027 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5028 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5030 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5031 R_Mesh_ColorPointer(NULL, 0, 0);
5032 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5033 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5034 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5038 if (r_glsl_offsetmapping.integer)
5040 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5041 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5042 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5043 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5044 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5046 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5047 if (r_glsl_offsetmapping_reliefmapping.integer)
5048 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5051 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5052 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5054 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5055 permutation |= SHADERPERMUTATION_GLOW;
5056 if (r_refdef.fogenabled)
5057 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5058 if (rsurface.texture->colormapping)
5059 permutation |= SHADERPERMUTATION_COLORMAPPING;
5060 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5062 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5063 if (r_shadow_usingshadowmaprect)
5064 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5065 if (r_shadow_usingshadowmap2d)
5066 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5068 if (r_shadow_shadowmapsampler)
5069 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5070 if (r_shadow_shadowmappcf > 1)
5071 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5072 else if (r_shadow_shadowmappcf)
5073 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5075 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5076 permutation |= SHADERPERMUTATION_REFLECTION;
5077 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5078 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5079 if (rsurface.texture->reflectmasktexture)
5080 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5081 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5083 // deluxemapping (light direction texture)
5084 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5085 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5087 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5088 permutation |= SHADERPERMUTATION_DIFFUSE;
5089 if (specularscale > 0)
5091 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5092 if (r_shadow_glossexact.integer)
5093 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5095 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5096 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5097 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5099 R_Mesh_ColorPointer(NULL, 0, 0);
5101 else if (r_glsl_deluxemapping.integer >= 2)
5103 // fake deluxemapping (uniform light direction in tangentspace)
5104 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5105 permutation |= SHADERPERMUTATION_DIFFUSE;
5106 if (specularscale > 0)
5108 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5109 if (r_shadow_glossexact.integer)
5110 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5112 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5113 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5114 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5116 R_Mesh_ColorPointer(NULL, 0, 0);
5118 else if (rsurface.uselightmaptexture)
5120 // ordinary lightmapping (q1bsp, q3bsp)
5121 mode = SHADERMODE_LIGHTMAP;
5122 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5123 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5124 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5126 R_Mesh_ColorPointer(NULL, 0, 0);
5130 // ordinary vertex coloring (q3bsp)
5131 mode = SHADERMODE_VERTEXCOLOR;
5132 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5133 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5135 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5136 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5138 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5139 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5140 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5144 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5145 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5146 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5148 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5149 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5150 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5153 colormod = dummy_colormod;
5154 switch(vid.renderpath)
5156 case RENDERPATH_GL20:
5157 R_SetupShader_SetPermutationGLSL(mode, permutation);
5158 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5159 if (mode == SHADERMODE_LIGHTSOURCE)
5161 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5162 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5163 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5164 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5165 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5166 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);
5168 // additive passes are only darkened by fog, not tinted
5169 if (r_glsl_permutation->loc_FogColor >= 0)
5170 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5171 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5175 if (mode == SHADERMODE_FLATCOLOR)
5177 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5179 else if (mode == SHADERMODE_LIGHTDIRECTION)
5181 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]);
5182 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]);
5183 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);
5184 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);
5185 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);
5186 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]);
5187 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]);
5191 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]);
5192 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]);
5193 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);
5194 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);
5195 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);
5197 // additive passes are only darkened by fog, not tinted
5198 if (r_glsl_permutation->loc_FogColor >= 0)
5200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5201 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5203 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5205 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);
5206 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]);
5207 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]);
5208 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5209 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5210 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5211 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5212 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5214 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5215 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5216 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5217 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]);
5218 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]);
5220 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5221 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5222 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5223 if (r_glsl_permutation->loc_Color_Pants >= 0)
5225 if (rsurface.texture->pantstexture)
5226 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5228 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5230 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5232 if (rsurface.texture->shirttexture)
5233 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5235 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5237 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]);
5238 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5239 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5240 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5241 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5242 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]);
5243 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5245 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5246 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5247 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5248 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5249 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5250 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5251 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5252 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5253 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5254 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5255 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5256 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5257 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5258 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5259 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5260 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5261 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5262 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5263 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5264 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5265 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5266 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5267 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5268 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5269 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5270 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5271 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5273 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5274 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5275 if (rsurface.rtlight)
5277 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5278 if (r_shadow_usingshadowmapcube)
5279 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5280 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5285 case RENDERPATH_CGGL:
5287 R_SetupShader_SetPermutationCG(mode, permutation);
5288 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5289 if (mode == SHADERMODE_LIGHTSOURCE)
5291 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5292 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5296 if (mode == SHADERMODE_LIGHTDIRECTION)
5298 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
5301 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5302 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5303 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5304 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5305 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
5308 if (mode == SHADERMODE_LIGHTSOURCE)
5310 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5311 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5312 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5313 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5314 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
5316 // additive passes are only darkened by fog, not tinted
5317 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5318 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5322 if (mode == SHADERMODE_FLATCOLOR)
5324 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5326 else if (mode == SHADERMODE_LIGHTDIRECTION)
5328 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
5329 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
5330 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
5331 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
5332 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
5333 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
5334 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
5338 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
5339 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
5340 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
5341 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
5342 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
5344 // additive passes are only darkened by fog, not tinted
5345 if (r_cg_permutation->fp_FogColor)
5347 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5348 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5350 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5353 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
5354 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
5355 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
5356 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5357 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5358 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5359 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5360 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5362 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
5363 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
5364 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5365 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5366 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5367 if (r_cg_permutation->fp_Color_Pants)
5369 if (rsurface.texture->pantstexture)
5370 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5372 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5375 if (r_cg_permutation->fp_Color_Shirt)
5377 if (rsurface.texture->shirttexture)
5378 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5380 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5383 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
5384 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5385 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5386 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5387 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5388 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
5389 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5391 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5392 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5393 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5394 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5395 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5396 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5397 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5398 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5399 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5400 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5401 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5402 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5403 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5404 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5405 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
5406 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5407 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5408 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5409 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5410 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5411 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5412 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5413 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5414 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5415 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5416 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5417 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5419 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5420 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5421 if (rsurface.rtlight)
5423 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5424 if (r_shadow_usingshadowmapcube)
5425 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5426 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5433 case RENDERPATH_GL13:
5434 case RENDERPATH_GL11:
5439 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5441 // select a permutation of the lighting shader appropriate to this
5442 // combination of texture, entity, light source, and fogging, only use the
5443 // minimum features necessary to avoid wasting rendering time in the
5444 // fragment shader on features that are not being used
5445 unsigned int permutation = 0;
5446 unsigned int mode = 0;
5447 const float *lightcolorbase = rtlight->currentcolor;
5448 float ambientscale = rtlight->ambientscale;
5449 float diffusescale = rtlight->diffusescale;
5450 float specularscale = rtlight->specularscale;
5451 // this is the location of the light in view space
5452 vec3_t viewlightorigin;
5453 // this transforms from view space (camera) to light space (cubemap)
5454 matrix4x4_t viewtolight;
5455 matrix4x4_t lighttoview;
5456 float viewtolight16f[16];
5457 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5459 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5460 if (rtlight->currentcubemap != r_texture_whitecube)
5461 permutation |= SHADERPERMUTATION_CUBEFILTER;
5462 if (diffusescale > 0)
5463 permutation |= SHADERPERMUTATION_DIFFUSE;
5464 if (specularscale > 0)
5466 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5467 if (r_shadow_glossexact.integer)
5468 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5470 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5472 if (r_shadow_usingshadowmaprect)
5473 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5474 if (r_shadow_usingshadowmap2d)
5475 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5476 if (r_shadow_usingshadowmapcube)
5477 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5478 else if(r_shadow_shadowmapvsdct)
5479 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5481 if (r_shadow_shadowmapsampler)
5482 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5483 if (r_shadow_shadowmappcf > 1)
5484 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5485 else if (r_shadow_shadowmappcf)
5486 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5488 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5489 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5490 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5491 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5492 switch(vid.renderpath)
5494 case RENDERPATH_GL20:
5495 R_SetupShader_SetPermutationGLSL(mode, permutation);
5496 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5497 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5498 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);
5499 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);
5500 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);
5501 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]);
5502 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]);
5503 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));
5504 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]);
5505 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5507 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5508 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5509 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5510 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5511 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5512 if (r_shadow_usingshadowmapcube)
5513 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5514 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5515 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5517 case RENDERPATH_CGGL:
5519 R_SetupShader_SetPermutationCG(mode, permutation);
5520 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5521 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5522 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
5523 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
5524 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
5525 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
5526 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
5527 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
5528 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
5529 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5531 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5532 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5533 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5534 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5535 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5536 if (r_shadow_usingshadowmapcube)
5537 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5538 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5539 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5542 case RENDERPATH_GL13:
5543 case RENDERPATH_GL11:
5548 #define SKINFRAME_HASH 1024
5552 int loadsequence; // incremented each level change
5553 memexpandablearray_t array;
5554 skinframe_t *hash[SKINFRAME_HASH];
5557 r_skinframe_t r_skinframe;
5559 void R_SkinFrame_PrepareForPurge(void)
5561 r_skinframe.loadsequence++;
5562 // wrap it without hitting zero
5563 if (r_skinframe.loadsequence >= 200)
5564 r_skinframe.loadsequence = 1;
5567 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5571 // mark the skinframe as used for the purging code
5572 skinframe->loadsequence = r_skinframe.loadsequence;
5575 void R_SkinFrame_Purge(void)
5579 for (i = 0;i < SKINFRAME_HASH;i++)
5581 for (s = r_skinframe.hash[i];s;s = s->next)
5583 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5585 if (s->merged == s->base)
5587 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5588 R_PurgeTexture(s->stain );s->stain = NULL;
5589 R_PurgeTexture(s->merged);s->merged = NULL;
5590 R_PurgeTexture(s->base );s->base = NULL;
5591 R_PurgeTexture(s->pants );s->pants = NULL;
5592 R_PurgeTexture(s->shirt );s->shirt = NULL;
5593 R_PurgeTexture(s->nmap );s->nmap = NULL;
5594 R_PurgeTexture(s->gloss );s->gloss = NULL;
5595 R_PurgeTexture(s->glow );s->glow = NULL;
5596 R_PurgeTexture(s->fog );s->fog = NULL;
5597 R_PurgeTexture(s->reflect);s->reflect = NULL;
5598 s->loadsequence = 0;
5604 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5606 char basename[MAX_QPATH];
5608 Image_StripImageExtension(name, basename, sizeof(basename));
5610 if( last == NULL ) {
5612 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5613 item = r_skinframe.hash[hashindex];
5618 // linearly search through the hash bucket
5619 for( ; item ; item = item->next ) {
5620 if( !strcmp( item->basename, basename ) ) {
5627 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5631 char basename[MAX_QPATH];
5633 Image_StripImageExtension(name, basename, sizeof(basename));
5635 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5636 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5637 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5641 rtexture_t *dyntexture;
5642 // check whether its a dynamic texture
5643 dyntexture = CL_GetDynTexture( basename );
5644 if (!add && !dyntexture)
5646 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5647 memset(item, 0, sizeof(*item));
5648 strlcpy(item->basename, basename, sizeof(item->basename));
5649 item->base = dyntexture; // either NULL or dyntexture handle
5650 item->textureflags = textureflags;
5651 item->comparewidth = comparewidth;
5652 item->compareheight = compareheight;
5653 item->comparecrc = comparecrc;
5654 item->next = r_skinframe.hash[hashindex];
5655 r_skinframe.hash[hashindex] = item;
5657 else if( item->base == NULL )
5659 rtexture_t *dyntexture;
5660 // check whether its a dynamic texture
5661 // 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]
5662 dyntexture = CL_GetDynTexture( basename );
5663 item->base = dyntexture; // either NULL or dyntexture handle
5666 R_SkinFrame_MarkUsed(item);
5670 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5672 unsigned long long avgcolor[5], wsum; \
5680 for(pix = 0; pix < cnt; ++pix) \
5683 for(comp = 0; comp < 3; ++comp) \
5685 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5688 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5690 for(comp = 0; comp < 3; ++comp) \
5691 avgcolor[comp] += getpixel * w; \
5694 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5695 avgcolor[4] += getpixel; \
5697 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5699 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5700 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5701 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5702 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5705 extern cvar_t gl_picmip;
5706 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5709 unsigned char *pixels;
5710 unsigned char *bumppixels;
5711 unsigned char *basepixels = NULL;
5712 int basepixels_width = 0;
5713 int basepixels_height = 0;
5714 skinframe_t *skinframe;
5715 rtexture_t *ddsbase = NULL;
5716 qboolean ddshasalpha = false;
5717 float ddsavgcolor[4];
5718 char basename[MAX_QPATH];
5719 int miplevel = R_PicmipForFlags(textureflags);
5720 int savemiplevel = miplevel;
5723 if (cls.state == ca_dedicated)
5726 // return an existing skinframe if already loaded
5727 // if loading of the first image fails, don't make a new skinframe as it
5728 // would cause all future lookups of this to be missing
5729 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5730 if (skinframe && skinframe->base)
5733 Image_StripImageExtension(name, basename, sizeof(basename));
5735 // check for DDS texture file first
5736 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5738 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5739 if (basepixels == NULL)
5743 // FIXME handle miplevel
5745 if (developer_loading.integer)
5746 Con_Printf("loading skin \"%s\"\n", name);
5748 // we've got some pixels to store, so really allocate this new texture now
5750 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5751 skinframe->stain = NULL;
5752 skinframe->merged = NULL;
5753 skinframe->base = NULL;
5754 skinframe->pants = NULL;
5755 skinframe->shirt = NULL;
5756 skinframe->nmap = NULL;
5757 skinframe->gloss = NULL;
5758 skinframe->glow = NULL;
5759 skinframe->fog = NULL;
5760 skinframe->reflect = NULL;
5761 skinframe->hasalpha = false;
5765 skinframe->base = ddsbase;
5766 skinframe->hasalpha = ddshasalpha;
5767 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5768 if (r_loadfog && skinframe->hasalpha)
5769 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5770 //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]);
5774 basepixels_width = image_width;
5775 basepixels_height = image_height;
5776 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);
5777 if (textureflags & TEXF_ALPHA)
5779 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5781 if (basepixels[j] < 255)
5783 skinframe->hasalpha = true;
5787 if (r_loadfog && skinframe->hasalpha)
5789 // has transparent pixels
5790 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5791 for (j = 0;j < image_width * image_height * 4;j += 4)
5796 pixels[j+3] = basepixels[j+3];
5798 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);
5802 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5803 //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]);
5804 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5805 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5806 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5807 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5812 mymiplevel = savemiplevel;
5813 if (r_loadnormalmap)
5814 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);
5815 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5817 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5818 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5819 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5820 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5823 // _norm is the name used by tenebrae and has been adopted as standard
5824 if (r_loadnormalmap && skinframe->nmap == NULL)
5826 mymiplevel = savemiplevel;
5827 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
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);
5833 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5835 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5836 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5837 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);
5839 Mem_Free(bumppixels);
5841 else if (r_shadow_bumpscale_basetexture.value > 0)
5843 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5844 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5845 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);
5848 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5849 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5852 // _luma is supported only for tenebrae compatibility
5853 // _glow is the preferred name
5854 mymiplevel = savemiplevel;
5855 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))))
5857 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);
5858 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5859 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5860 Mem_Free(pixels);pixels = NULL;
5863 mymiplevel = savemiplevel;
5864 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5866 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);
5867 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5868 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5873 mymiplevel = savemiplevel;
5874 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5876 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);
5877 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5878 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5883 mymiplevel = savemiplevel;
5884 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5886 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);
5887 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5888 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5893 mymiplevel = savemiplevel;
5894 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5896 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);
5897 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5898 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5904 Mem_Free(basepixels);
5909 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5910 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5913 unsigned char *temp1, *temp2;
5914 skinframe_t *skinframe;
5916 if (cls.state == ca_dedicated)
5919 // if already loaded just return it, otherwise make a new skinframe
5920 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5921 if (skinframe && skinframe->base)
5924 skinframe->stain = NULL;
5925 skinframe->merged = NULL;
5926 skinframe->base = NULL;
5927 skinframe->pants = NULL;
5928 skinframe->shirt = NULL;
5929 skinframe->nmap = NULL;
5930 skinframe->gloss = NULL;
5931 skinframe->glow = NULL;
5932 skinframe->fog = NULL;
5933 skinframe->reflect = NULL;
5934 skinframe->hasalpha = false;
5936 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5940 if (developer_loading.integer)
5941 Con_Printf("loading 32bit skin \"%s\"\n", name);
5943 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5945 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5946 temp2 = temp1 + width * height * 4;
5947 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5948 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);
5951 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5952 if (textureflags & TEXF_ALPHA)
5954 for (i = 3;i < width * height * 4;i += 4)
5956 if (skindata[i] < 255)
5958 skinframe->hasalpha = true;
5962 if (r_loadfog && skinframe->hasalpha)
5964 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5965 memcpy(fogpixels, skindata, width * height * 4);
5966 for (i = 0;i < width * height * 4;i += 4)
5967 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5968 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5969 Mem_Free(fogpixels);
5973 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5974 //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]);
5979 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5983 skinframe_t *skinframe;
5985 if (cls.state == ca_dedicated)
5988 // if already loaded just return it, otherwise make a new skinframe
5989 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5990 if (skinframe && skinframe->base)
5993 skinframe->stain = NULL;
5994 skinframe->merged = NULL;
5995 skinframe->base = NULL;
5996 skinframe->pants = NULL;
5997 skinframe->shirt = NULL;
5998 skinframe->nmap = NULL;
5999 skinframe->gloss = NULL;
6000 skinframe->glow = NULL;
6001 skinframe->fog = NULL;
6002 skinframe->reflect = NULL;
6003 skinframe->hasalpha = false;
6005 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6009 if (developer_loading.integer)
6010 Con_Printf("loading quake skin \"%s\"\n", name);
6012 // 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)
6013 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6014 memcpy(skinframe->qpixels, skindata, width*height);
6015 skinframe->qwidth = width;
6016 skinframe->qheight = height;
6019 for (i = 0;i < width * height;i++)
6020 featuresmask |= palette_featureflags[skindata[i]];
6022 skinframe->hasalpha = false;
6023 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6024 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6025 skinframe->qgeneratemerged = true;
6026 skinframe->qgeneratebase = skinframe->qhascolormapping;
6027 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6029 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6030 //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]);
6035 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6039 unsigned char *skindata;
6041 if (!skinframe->qpixels)
6044 if (!skinframe->qhascolormapping)
6045 colormapped = false;
6049 if (!skinframe->qgeneratebase)
6054 if (!skinframe->qgeneratemerged)
6058 width = skinframe->qwidth;
6059 height = skinframe->qheight;
6060 skindata = skinframe->qpixels;
6062 if (skinframe->qgeneratenmap)
6064 unsigned char *temp1, *temp2;
6065 skinframe->qgeneratenmap = false;
6066 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6067 temp2 = temp1 + width * height * 4;
6068 // use either a custom palette or the quake palette
6069 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6070 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6071 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);
6075 if (skinframe->qgenerateglow)
6077 skinframe->qgenerateglow = false;
6078 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6083 skinframe->qgeneratebase = false;
6084 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);
6085 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6086 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6090 skinframe->qgeneratemerged = false;
6091 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);
6094 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6096 Mem_Free(skinframe->qpixels);
6097 skinframe->qpixels = NULL;
6101 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)
6104 skinframe_t *skinframe;
6106 if (cls.state == ca_dedicated)
6109 // if already loaded just return it, otherwise make a new skinframe
6110 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6111 if (skinframe && skinframe->base)
6114 skinframe->stain = NULL;
6115 skinframe->merged = NULL;
6116 skinframe->base = NULL;
6117 skinframe->pants = NULL;
6118 skinframe->shirt = NULL;
6119 skinframe->nmap = NULL;
6120 skinframe->gloss = NULL;
6121 skinframe->glow = NULL;
6122 skinframe->fog = NULL;
6123 skinframe->reflect = NULL;
6124 skinframe->hasalpha = false;
6126 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6130 if (developer_loading.integer)
6131 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6133 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6134 if (textureflags & TEXF_ALPHA)
6136 for (i = 0;i < width * height;i++)
6138 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6140 skinframe->hasalpha = true;
6144 if (r_loadfog && skinframe->hasalpha)
6145 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6148 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6149 //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]);
6154 skinframe_t *R_SkinFrame_LoadMissing(void)
6156 skinframe_t *skinframe;
6158 if (cls.state == ca_dedicated)
6161 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6162 skinframe->stain = NULL;
6163 skinframe->merged = NULL;
6164 skinframe->base = NULL;
6165 skinframe->pants = NULL;
6166 skinframe->shirt = NULL;
6167 skinframe->nmap = NULL;
6168 skinframe->gloss = NULL;
6169 skinframe->glow = NULL;
6170 skinframe->fog = NULL;
6171 skinframe->reflect = NULL;
6172 skinframe->hasalpha = false;
6174 skinframe->avgcolor[0] = rand() / RAND_MAX;
6175 skinframe->avgcolor[1] = rand() / RAND_MAX;
6176 skinframe->avgcolor[2] = rand() / RAND_MAX;
6177 skinframe->avgcolor[3] = 1;
6182 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6183 typedef struct suffixinfo_s
6186 qboolean flipx, flipy, flipdiagonal;
6189 static suffixinfo_t suffix[3][6] =
6192 {"px", false, false, false},
6193 {"nx", false, false, false},
6194 {"py", false, false, false},
6195 {"ny", false, false, false},
6196 {"pz", false, false, false},
6197 {"nz", false, false, false}
6200 {"posx", false, false, false},
6201 {"negx", false, false, false},
6202 {"posy", false, false, false},
6203 {"negy", false, false, false},
6204 {"posz", false, false, false},
6205 {"negz", false, false, false}
6208 {"rt", true, false, true},
6209 {"lf", false, true, true},
6210 {"ft", true, true, false},
6211 {"bk", false, false, false},
6212 {"up", true, false, true},
6213 {"dn", true, false, true}
6217 static int componentorder[4] = {0, 1, 2, 3};
6219 rtexture_t *R_LoadCubemap(const char *basename)
6221 int i, j, cubemapsize;
6222 unsigned char *cubemappixels, *image_buffer;
6223 rtexture_t *cubemaptexture;
6225 // must start 0 so the first loadimagepixels has no requested width/height
6227 cubemappixels = NULL;
6228 cubemaptexture = NULL;
6229 // keep trying different suffix groups (posx, px, rt) until one loads
6230 for (j = 0;j < 3 && !cubemappixels;j++)
6232 // load the 6 images in the suffix group
6233 for (i = 0;i < 6;i++)
6235 // generate an image name based on the base and and suffix
6236 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6238 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6240 // an image loaded, make sure width and height are equal
6241 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6243 // if this is the first image to load successfully, allocate the cubemap memory
6244 if (!cubemappixels && image_width >= 1)
6246 cubemapsize = image_width;
6247 // note this clears to black, so unavailable sides are black
6248 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6250 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6252 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);
6255 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6257 Mem_Free(image_buffer);
6261 // if a cubemap loaded, upload it
6264 if (developer_loading.integer)
6265 Con_Printf("loading cubemap \"%s\"\n", basename);
6267 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6268 Mem_Free(cubemappixels);
6272 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6273 if (developer_loading.integer)
6275 Con_Printf("(tried tried images ");
6276 for (j = 0;j < 3;j++)
6277 for (i = 0;i < 6;i++)
6278 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6279 Con_Print(" and was unable to find any of them).\n");
6282 return cubemaptexture;
6285 rtexture_t *R_GetCubemap(const char *basename)
6288 for (i = 0;i < r_texture_numcubemaps;i++)
6289 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6290 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6291 if (i >= MAX_CUBEMAPS)
6292 return r_texture_whitecube;
6293 r_texture_numcubemaps++;
6294 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6295 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6296 return r_texture_cubemaps[i].texture;
6299 void R_FreeCubemaps(void)
6302 for (i = 0;i < r_texture_numcubemaps;i++)
6304 if (developer_loading.integer)
6305 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6306 if (r_texture_cubemaps[i].texture)
6307 R_FreeTexture(r_texture_cubemaps[i].texture);
6309 r_texture_numcubemaps = 0;
6312 void R_Main_FreeViewCache(void)
6314 if (r_refdef.viewcache.entityvisible)
6315 Mem_Free(r_refdef.viewcache.entityvisible);
6316 if (r_refdef.viewcache.world_pvsbits)
6317 Mem_Free(r_refdef.viewcache.world_pvsbits);
6318 if (r_refdef.viewcache.world_leafvisible)
6319 Mem_Free(r_refdef.viewcache.world_leafvisible);
6320 if (r_refdef.viewcache.world_surfacevisible)
6321 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6322 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6325 void R_Main_ResizeViewCache(void)
6327 int numentities = r_refdef.scene.numentities;
6328 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6329 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6330 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6331 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6332 if (r_refdef.viewcache.maxentities < numentities)
6334 r_refdef.viewcache.maxentities = numentities;
6335 if (r_refdef.viewcache.entityvisible)
6336 Mem_Free(r_refdef.viewcache.entityvisible);
6337 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6339 if (r_refdef.viewcache.world_numclusters != numclusters)
6341 r_refdef.viewcache.world_numclusters = numclusters;
6342 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6343 if (r_refdef.viewcache.world_pvsbits)
6344 Mem_Free(r_refdef.viewcache.world_pvsbits);
6345 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6347 if (r_refdef.viewcache.world_numleafs != numleafs)
6349 r_refdef.viewcache.world_numleafs = numleafs;
6350 if (r_refdef.viewcache.world_leafvisible)
6351 Mem_Free(r_refdef.viewcache.world_leafvisible);
6352 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6354 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6356 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6357 if (r_refdef.viewcache.world_surfacevisible)
6358 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6359 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6363 extern rtexture_t *loadingscreentexture;
6364 void gl_main_start(void)
6366 loadingscreentexture = NULL;
6367 r_texture_blanknormalmap = NULL;
6368 r_texture_white = NULL;
6369 r_texture_grey128 = NULL;
6370 r_texture_black = NULL;
6371 r_texture_whitecube = NULL;
6372 r_texture_normalizationcube = NULL;
6373 r_texture_fogattenuation = NULL;
6374 r_texture_fogheighttexture = NULL;
6375 r_texture_gammaramps = NULL;
6376 r_texture_numcubemaps = 0;
6378 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6379 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6381 switch(vid.renderpath)
6383 case RENDERPATH_GL20:
6384 case RENDERPATH_CGGL:
6385 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6386 Cvar_SetValueQuick(&gl_combine, 1);
6387 Cvar_SetValueQuick(&r_glsl, 1);
6388 r_loadnormalmap = true;
6392 case RENDERPATH_GL13:
6393 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6394 Cvar_SetValueQuick(&gl_combine, 1);
6395 Cvar_SetValueQuick(&r_glsl, 0);
6396 r_loadnormalmap = false;
6397 r_loadgloss = false;
6400 case RENDERPATH_GL11:
6401 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6402 Cvar_SetValueQuick(&gl_combine, 0);
6403 Cvar_SetValueQuick(&r_glsl, 0);
6404 r_loadnormalmap = false;
6405 r_loadgloss = false;
6411 R_FrameData_Reset();
6415 memset(r_queries, 0, sizeof(r_queries));
6417 r_qwskincache = NULL;
6418 r_qwskincache_size = 0;
6420 // set up r_skinframe loading system for textures
6421 memset(&r_skinframe, 0, sizeof(r_skinframe));
6422 r_skinframe.loadsequence = 1;
6423 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6425 r_main_texturepool = R_AllocTexturePool();
6426 R_BuildBlankTextures();
6428 if (vid.support.arb_texture_cube_map)
6431 R_BuildNormalizationCube();
6433 r_texture_fogattenuation = NULL;
6434 r_texture_fogheighttexture = NULL;
6435 r_texture_gammaramps = NULL;
6436 //r_texture_fogintensity = NULL;
6437 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6438 memset(&r_waterstate, 0, sizeof(r_waterstate));
6439 r_glsl_permutation = NULL;
6440 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6441 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6442 glslshaderstring = NULL;
6444 r_cg_permutation = NULL;
6445 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6446 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6447 cgshaderstring = NULL;
6449 memset(&r_svbsp, 0, sizeof (r_svbsp));
6451 r_refdef.fogmasktable_density = 0;
6454 void gl_main_shutdown(void)
6457 R_FrameData_Reset();
6459 R_Main_FreeViewCache();
6462 qglDeleteQueriesARB(r_maxqueries, r_queries);
6466 memset(r_queries, 0, sizeof(r_queries));
6468 r_qwskincache = NULL;
6469 r_qwskincache_size = 0;
6471 // clear out the r_skinframe state
6472 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6473 memset(&r_skinframe, 0, sizeof(r_skinframe));
6476 Mem_Free(r_svbsp.nodes);
6477 memset(&r_svbsp, 0, sizeof (r_svbsp));
6478 R_FreeTexturePool(&r_main_texturepool);
6479 loadingscreentexture = NULL;
6480 r_texture_blanknormalmap = NULL;
6481 r_texture_white = NULL;
6482 r_texture_grey128 = NULL;
6483 r_texture_black = NULL;
6484 r_texture_whitecube = NULL;
6485 r_texture_normalizationcube = NULL;
6486 r_texture_fogattenuation = NULL;
6487 r_texture_fogheighttexture = NULL;
6488 r_texture_gammaramps = NULL;
6489 r_texture_numcubemaps = 0;
6490 //r_texture_fogintensity = NULL;
6491 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6492 memset(&r_waterstate, 0, sizeof(r_waterstate));
6493 r_glsl_permutation = NULL;
6494 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6495 glslshaderstring = NULL;
6497 r_cg_permutation = NULL;
6498 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6499 cgshaderstring = NULL;
6504 extern void CL_ParseEntityLump(char *entitystring);
6505 void gl_main_newmap(void)
6507 // FIXME: move this code to client
6508 char *entities, entname[MAX_QPATH];
6510 Mem_Free(r_qwskincache);
6511 r_qwskincache = NULL;
6512 r_qwskincache_size = 0;
6515 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6516 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6518 CL_ParseEntityLump(entities);
6522 if (cl.worldmodel->brush.entities)
6523 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6525 R_Main_FreeViewCache();
6527 R_FrameData_Reset();
6530 void GL_Main_Init(void)
6532 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6534 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6535 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6536 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6537 if (gamemode == GAME_NEHAHRA)
6539 Cvar_RegisterVariable (&gl_fogenable);
6540 Cvar_RegisterVariable (&gl_fogdensity);
6541 Cvar_RegisterVariable (&gl_fogred);
6542 Cvar_RegisterVariable (&gl_foggreen);
6543 Cvar_RegisterVariable (&gl_fogblue);
6544 Cvar_RegisterVariable (&gl_fogstart);
6545 Cvar_RegisterVariable (&gl_fogend);
6546 Cvar_RegisterVariable (&gl_skyclip);
6548 Cvar_RegisterVariable(&r_motionblur);
6549 Cvar_RegisterVariable(&r_motionblur_maxblur);
6550 Cvar_RegisterVariable(&r_motionblur_bmin);
6551 Cvar_RegisterVariable(&r_motionblur_vmin);
6552 Cvar_RegisterVariable(&r_motionblur_vmax);
6553 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6554 Cvar_RegisterVariable(&r_motionblur_randomize);
6555 Cvar_RegisterVariable(&r_damageblur);
6556 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6557 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6558 Cvar_RegisterVariable(&r_equalize_entities_by);
6559 Cvar_RegisterVariable(&r_equalize_entities_to);
6560 Cvar_RegisterVariable(&r_depthfirst);
6561 Cvar_RegisterVariable(&r_useinfinitefarclip);
6562 Cvar_RegisterVariable(&r_farclip_base);
6563 Cvar_RegisterVariable(&r_farclip_world);
6564 Cvar_RegisterVariable(&r_nearclip);
6565 Cvar_RegisterVariable(&r_showbboxes);
6566 Cvar_RegisterVariable(&r_showsurfaces);
6567 Cvar_RegisterVariable(&r_showtris);
6568 Cvar_RegisterVariable(&r_shownormals);
6569 Cvar_RegisterVariable(&r_showlighting);
6570 Cvar_RegisterVariable(&r_showshadowvolumes);
6571 Cvar_RegisterVariable(&r_showcollisionbrushes);
6572 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6573 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6574 Cvar_RegisterVariable(&r_showdisabledepthtest);
6575 Cvar_RegisterVariable(&r_drawportals);
6576 Cvar_RegisterVariable(&r_drawentities);
6577 Cvar_RegisterVariable(&r_draw2d);
6578 Cvar_RegisterVariable(&r_drawworld);
6579 Cvar_RegisterVariable(&r_cullentities_trace);
6580 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6581 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6582 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6583 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6584 Cvar_RegisterVariable(&r_drawviewmodel);
6585 Cvar_RegisterVariable(&r_drawexteriormodel);
6586 Cvar_RegisterVariable(&r_speeds);
6587 Cvar_RegisterVariable(&r_fullbrights);
6588 Cvar_RegisterVariable(&r_wateralpha);
6589 Cvar_RegisterVariable(&r_dynamic);
6590 Cvar_RegisterVariable(&r_fullbright);
6591 Cvar_RegisterVariable(&r_shadows);
6592 Cvar_RegisterVariable(&r_shadows_darken);
6593 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6594 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6595 Cvar_RegisterVariable(&r_shadows_throwdistance);
6596 Cvar_RegisterVariable(&r_shadows_throwdirection);
6597 Cvar_RegisterVariable(&r_shadows_focus);
6598 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6599 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6600 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6601 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6602 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6603 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6604 Cvar_RegisterVariable(&r_fog_exp2);
6605 Cvar_RegisterVariable(&r_drawfog);
6606 Cvar_RegisterVariable(&r_transparentdepthmasking);
6607 Cvar_RegisterVariable(&r_texture_dds_load);
6608 Cvar_RegisterVariable(&r_texture_dds_save);
6609 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6610 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6611 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6612 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6613 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6614 Cvar_RegisterVariable(&r_textureunits);
6615 Cvar_RegisterVariable(&gl_combine);
6616 Cvar_RegisterVariable(&r_glsl);
6617 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6618 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6619 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6620 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6621 Cvar_RegisterVariable(&r_glsl_postprocess);
6622 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6623 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6624 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6625 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6626 Cvar_RegisterVariable(&r_water);
6627 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6628 Cvar_RegisterVariable(&r_water_clippingplanebias);
6629 Cvar_RegisterVariable(&r_water_refractdistort);
6630 Cvar_RegisterVariable(&r_water_reflectdistort);
6631 Cvar_RegisterVariable(&r_lerpsprites);
6632 Cvar_RegisterVariable(&r_lerpmodels);
6633 Cvar_RegisterVariable(&r_lerplightstyles);
6634 Cvar_RegisterVariable(&r_waterscroll);
6635 Cvar_RegisterVariable(&r_bloom);
6636 Cvar_RegisterVariable(&r_bloom_colorscale);
6637 Cvar_RegisterVariable(&r_bloom_brighten);
6638 Cvar_RegisterVariable(&r_bloom_blur);
6639 Cvar_RegisterVariable(&r_bloom_resolution);
6640 Cvar_RegisterVariable(&r_bloom_colorexponent);
6641 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6642 Cvar_RegisterVariable(&r_hdr);
6643 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6644 Cvar_RegisterVariable(&r_hdr_glowintensity);
6645 Cvar_RegisterVariable(&r_hdr_range);
6646 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6647 Cvar_RegisterVariable(&developer_texturelogging);
6648 Cvar_RegisterVariable(&gl_lightmaps);
6649 Cvar_RegisterVariable(&r_test);
6650 Cvar_RegisterVariable(&r_batchmode);
6651 Cvar_RegisterVariable(&r_glsl_saturation);
6652 Cvar_RegisterVariable(&r_framedatasize);
6653 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6654 Cvar_SetValue("r_fullbrights", 0);
6655 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6657 Cvar_RegisterVariable(&r_track_sprites);
6658 Cvar_RegisterVariable(&r_track_sprites_flags);
6659 Cvar_RegisterVariable(&r_track_sprites_scalew);
6660 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6661 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6662 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6665 extern void R_Textures_Init(void);
6666 extern void GL_Draw_Init(void);
6667 extern void GL_Main_Init(void);
6668 extern void R_Shadow_Init(void);
6669 extern void R_Sky_Init(void);
6670 extern void GL_Surf_Init(void);
6671 extern void R_Particles_Init(void);
6672 extern void R_Explosion_Init(void);
6673 extern void gl_backend_init(void);
6674 extern void Sbar_Init(void);
6675 extern void R_LightningBeams_Init(void);
6676 extern void Mod_RenderInit(void);
6677 extern void Font_Init(void);
6679 void Render_Init(void)
6692 R_LightningBeams_Init();
6701 extern char *ENGINE_EXTENSIONS;
6704 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6705 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6706 gl_version = (const char *)qglGetString(GL_VERSION);
6707 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6711 if (!gl_platformextensions)
6712 gl_platformextensions = "";
6714 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6715 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6716 Con_Printf("GL_VERSION: %s\n", gl_version);
6717 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6718 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6720 VID_CheckExtensions();
6722 // LordHavoc: report supported extensions
6723 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6725 // clear to black (loading plaque will be seen over this)
6727 qglClearColor(0,0,0,1);CHECKGLERROR
6728 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6731 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6735 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6737 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6740 p = r_refdef.view.frustum + i;
6745 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6749 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6753 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6757 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6761 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6765 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6769 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6773 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6781 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6785 for (i = 0;i < numplanes;i++)
6792 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6796 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6800 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6804 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6808 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6812 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6816 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6820 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6828 //==================================================================================
6830 // LordHavoc: this stores temporary data used within the same frame
6832 qboolean r_framedata_failed;
6833 static size_t r_framedata_size;
6834 static size_t r_framedata_current;
6835 static void *r_framedata_base;
6837 void R_FrameData_Reset(void)
6839 if (r_framedata_base)
6840 Mem_Free(r_framedata_base);
6841 r_framedata_base = NULL;
6842 r_framedata_size = 0;
6843 r_framedata_current = 0;
6844 r_framedata_failed = false;
6847 void R_FrameData_NewFrame(void)
6850 if (r_framedata_failed)
6851 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6852 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6853 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6854 if (r_framedata_size != wantedsize)
6856 r_framedata_size = wantedsize;
6857 if (r_framedata_base)
6858 Mem_Free(r_framedata_base);
6859 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6861 r_framedata_current = 0;
6862 r_framedata_failed = false;
6865 void *R_FrameData_Alloc(size_t size)
6869 // align to 16 byte boundary
6870 size = (size + 15) & ~15;
6871 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6872 r_framedata_current += size;
6875 if (r_framedata_current > r_framedata_size)
6876 r_framedata_failed = true;
6878 // return NULL on everything after a failure
6879 if (r_framedata_failed)
6885 void *R_FrameData_Store(size_t size, void *data)
6887 void *d = R_FrameData_Alloc(size);
6889 memcpy(d, data, size);
6893 //==================================================================================
6895 // LordHavoc: animcache originally written by Echon, rewritten since then
6898 * Animation cache prevents re-generating mesh data for an animated model
6899 * multiple times in one frame for lighting, shadowing, reflections, etc.
6902 void R_AnimCache_Free(void)
6906 void R_AnimCache_ClearCache(void)
6909 entity_render_t *ent;
6911 for (i = 0;i < r_refdef.scene.numentities;i++)
6913 ent = r_refdef.scene.entities[i];
6914 ent->animcache_vertex3f = NULL;
6915 ent->animcache_normal3f = NULL;
6916 ent->animcache_svector3f = NULL;
6917 ent->animcache_tvector3f = NULL;
6921 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6923 dp_model_t *model = ent->model;
6925 // see if it's already cached this frame
6926 if (ent->animcache_vertex3f)
6928 // add normals/tangents if needed
6929 if (wantnormals || wanttangents)
6931 if (ent->animcache_normal3f)
6932 wantnormals = false;
6933 if (ent->animcache_svector3f)
6934 wanttangents = false;
6935 if (wantnormals || wanttangents)
6937 numvertices = model->surfmesh.num_vertices;
6939 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6942 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6943 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6945 if (!r_framedata_failed)
6946 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6952 // see if this ent is worth caching
6953 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6955 // get some memory for this entity and generate mesh data
6956 numvertices = model->surfmesh.num_vertices;
6957 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6959 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6962 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6963 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6965 if (!r_framedata_failed)
6966 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6968 return !r_framedata_failed;
6971 void R_AnimCache_CacheVisibleEntities(void)
6974 qboolean wantnormals = !r_showsurfaces.integer;
6975 qboolean wanttangents = !r_showsurfaces.integer;
6977 switch(vid.renderpath)
6979 case RENDERPATH_GL20:
6980 case RENDERPATH_CGGL:
6982 case RENDERPATH_GL13:
6983 case RENDERPATH_GL11:
6984 wanttangents = false;
6988 // TODO: thread this
6989 // NOTE: R_PrepareRTLights() also caches entities
6991 for (i = 0;i < r_refdef.scene.numentities;i++)
6992 if (r_refdef.viewcache.entityvisible[i])
6993 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6996 //==================================================================================
6998 static void R_View_UpdateEntityLighting (void)
7001 entity_render_t *ent;
7002 vec3_t tempdiffusenormal, avg;
7003 vec_t f, fa, fd, fdd;
7004 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7006 for (i = 0;i < r_refdef.scene.numentities;i++)
7008 ent = r_refdef.scene.entities[i];
7010 // skip unseen models
7011 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7015 if (ent->model && ent->model->brush.num_leafs)
7017 // TODO: use modellight for r_ambient settings on world?
7018 VectorSet(ent->modellight_ambient, 0, 0, 0);
7019 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7020 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7024 // fetch the lighting from the worldmodel data
7025 VectorClear(ent->modellight_ambient);
7026 VectorClear(ent->modellight_diffuse);
7027 VectorClear(tempdiffusenormal);
7028 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7031 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7032 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7033 if(ent->flags & RENDER_EQUALIZE)
7035 // first fix up ambient lighting...
7036 if(r_equalize_entities_minambient.value > 0)
7038 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7041 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7042 if(fa < r_equalize_entities_minambient.value * fd)
7045 // fa'/fd' = minambient
7046 // fa'+0.25*fd' = fa+0.25*fd
7048 // fa' = fd' * minambient
7049 // fd'*(0.25+minambient) = fa+0.25*fd
7051 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7052 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7054 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7055 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
7056 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7057 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7062 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7064 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7065 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7068 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7069 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7070 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7076 VectorSet(ent->modellight_ambient, 1, 1, 1);
7078 // move the light direction into modelspace coordinates for lighting code
7079 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7080 if(VectorLength2(ent->modellight_lightdir) == 0)
7081 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7082 VectorNormalize(ent->modellight_lightdir);
7086 #define MAX_LINEOFSIGHTTRACES 64
7088 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7091 vec3_t boxmins, boxmaxs;
7094 dp_model_t *model = r_refdef.scene.worldmodel;
7096 if (!model || !model->brush.TraceLineOfSight)
7099 // expand the box a little
7100 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7101 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7102 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7103 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7104 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7105 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7107 // return true if eye is inside enlarged box
7108 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7112 VectorCopy(eye, start);
7113 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7114 if (model->brush.TraceLineOfSight(model, start, end))
7117 // try various random positions
7118 for (i = 0;i < numsamples;i++)
7120 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7121 if (model->brush.TraceLineOfSight(model, start, end))
7129 static void R_View_UpdateEntityVisible (void)
7134 entity_render_t *ent;
7136 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7137 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7138 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7139 : RENDER_EXTERIORMODEL;
7140 if (!r_drawviewmodel.integer)
7141 renderimask |= RENDER_VIEWMODEL;
7142 if (!r_drawexteriormodel.integer)
7143 renderimask |= RENDER_EXTERIORMODEL;
7144 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7146 // worldmodel can check visibility
7147 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7148 for (i = 0;i < r_refdef.scene.numentities;i++)
7150 ent = r_refdef.scene.entities[i];
7151 if (!(ent->flags & renderimask))
7152 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7153 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))
7154 r_refdef.viewcache.entityvisible[i] = true;
7156 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7157 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7159 for (i = 0;i < r_refdef.scene.numentities;i++)
7161 ent = r_refdef.scene.entities[i];
7162 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7164 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7166 continue; // temp entities do pvs only
7167 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7168 ent->last_trace_visibility = realtime;
7169 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7170 r_refdef.viewcache.entityvisible[i] = 0;
7177 // no worldmodel or it can't check visibility
7178 for (i = 0;i < r_refdef.scene.numentities;i++)
7180 ent = r_refdef.scene.entities[i];
7181 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));
7186 /// only used if skyrendermasked, and normally returns false
7187 int R_DrawBrushModelsSky (void)
7190 entity_render_t *ent;
7193 for (i = 0;i < r_refdef.scene.numentities;i++)
7195 if (!r_refdef.viewcache.entityvisible[i])
7197 ent = r_refdef.scene.entities[i];
7198 if (!ent->model || !ent->model->DrawSky)
7200 ent->model->DrawSky(ent);
7206 static void R_DrawNoModel(entity_render_t *ent);
7207 static void R_DrawModels(void)
7210 entity_render_t *ent;
7212 for (i = 0;i < r_refdef.scene.numentities;i++)
7214 if (!r_refdef.viewcache.entityvisible[i])
7216 ent = r_refdef.scene.entities[i];
7217 r_refdef.stats.entities++;
7218 if (ent->model && ent->model->Draw != NULL)
7219 ent->model->Draw(ent);
7225 static void R_DrawModelsDepth(void)
7228 entity_render_t *ent;
7230 for (i = 0;i < r_refdef.scene.numentities;i++)
7232 if (!r_refdef.viewcache.entityvisible[i])
7234 ent = r_refdef.scene.entities[i];
7235 if (ent->model && ent->model->DrawDepth != NULL)
7236 ent->model->DrawDepth(ent);
7240 static void R_DrawModelsDebug(void)
7243 entity_render_t *ent;
7245 for (i = 0;i < r_refdef.scene.numentities;i++)
7247 if (!r_refdef.viewcache.entityvisible[i])
7249 ent = r_refdef.scene.entities[i];
7250 if (ent->model && ent->model->DrawDebug != NULL)
7251 ent->model->DrawDebug(ent);
7255 static void R_DrawModelsAddWaterPlanes(void)
7258 entity_render_t *ent;
7260 for (i = 0;i < r_refdef.scene.numentities;i++)
7262 if (!r_refdef.viewcache.entityvisible[i])
7264 ent = r_refdef.scene.entities[i];
7265 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7266 ent->model->DrawAddWaterPlanes(ent);
7270 static void R_View_SetFrustum(void)
7273 double slopex, slopey;
7274 vec3_t forward, left, up, origin;
7276 // we can't trust r_refdef.view.forward and friends in reflected scenes
7277 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7280 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7281 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7282 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7283 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7284 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7285 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7286 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7287 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7288 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7289 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7290 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7291 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7295 zNear = r_refdef.nearclip;
7296 nudge = 1.0 - 1.0 / (1<<23);
7297 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7298 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7299 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7300 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7301 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7302 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7303 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7304 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7310 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7311 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7312 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7313 r_refdef.view.frustum[0].dist = m[15] - m[12];
7315 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7316 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7317 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7318 r_refdef.view.frustum[1].dist = m[15] + m[12];
7320 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7321 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7322 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7323 r_refdef.view.frustum[2].dist = m[15] - m[13];
7325 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7326 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7327 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7328 r_refdef.view.frustum[3].dist = m[15] + m[13];
7330 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7331 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7332 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7333 r_refdef.view.frustum[4].dist = m[15] - m[14];
7335 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7336 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7337 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7338 r_refdef.view.frustum[5].dist = m[15] + m[14];
7341 if (r_refdef.view.useperspective)
7343 slopex = 1.0 / r_refdef.view.frustum_x;
7344 slopey = 1.0 / r_refdef.view.frustum_y;
7345 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7346 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7347 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7348 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7349 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7351 // Leaving those out was a mistake, those were in the old code, and they
7352 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7353 // I couldn't reproduce it after adding those normalizations. --blub
7354 VectorNormalize(r_refdef.view.frustum[0].normal);
7355 VectorNormalize(r_refdef.view.frustum[1].normal);
7356 VectorNormalize(r_refdef.view.frustum[2].normal);
7357 VectorNormalize(r_refdef.view.frustum[3].normal);
7359 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7360 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]);
7361 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]);
7362 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]);
7363 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]);
7365 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7366 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7367 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7368 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7369 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7373 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7374 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7375 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7376 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7377 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7378 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7379 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7380 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7381 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7382 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7384 r_refdef.view.numfrustumplanes = 5;
7386 if (r_refdef.view.useclipplane)
7388 r_refdef.view.numfrustumplanes = 6;
7389 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7392 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7393 PlaneClassify(r_refdef.view.frustum + i);
7395 // LordHavoc: note to all quake engine coders, Quake had a special case
7396 // for 90 degrees which assumed a square view (wrong), so I removed it,
7397 // Quake2 has it disabled as well.
7399 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7400 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7401 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7402 //PlaneClassify(&frustum[0]);
7404 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7405 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7406 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7407 //PlaneClassify(&frustum[1]);
7409 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7410 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7411 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7412 //PlaneClassify(&frustum[2]);
7414 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7415 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7416 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7417 //PlaneClassify(&frustum[3]);
7420 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7421 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7422 //PlaneClassify(&frustum[4]);
7425 void R_View_Update(void)
7427 R_Main_ResizeViewCache();
7428 R_View_SetFrustum();
7429 R_View_WorldVisibility(r_refdef.view.useclipplane);
7430 R_View_UpdateEntityVisible();
7431 R_View_UpdateEntityLighting();
7434 void R_SetupView(qboolean allowwaterclippingplane)
7436 const float *customclipplane = NULL;
7438 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7440 // LordHavoc: couldn't figure out how to make this approach the
7441 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7442 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7443 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7444 dist = r_refdef.view.clipplane.dist;
7445 plane[0] = r_refdef.view.clipplane.normal[0];
7446 plane[1] = r_refdef.view.clipplane.normal[1];
7447 plane[2] = r_refdef.view.clipplane.normal[2];
7449 customclipplane = plane;
7452 if (!r_refdef.view.useperspective)
7453 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);
7454 else if (vid.stencil && r_useinfinitefarclip.integer)
7455 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);
7457 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);
7458 R_SetViewport(&r_refdef.view.viewport);
7461 void R_EntityMatrix(const matrix4x4_t *matrix)
7463 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7465 gl_modelmatrixchanged = false;
7466 gl_modelmatrix = *matrix;
7467 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7468 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7469 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7470 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7472 switch(vid.renderpath)
7474 case RENDERPATH_GL20:
7475 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7476 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7477 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7479 case RENDERPATH_CGGL:
7482 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7483 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7484 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7487 case RENDERPATH_GL13:
7488 case RENDERPATH_GL11:
7489 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7495 void R_ResetViewRendering2D(void)
7497 r_viewport_t viewport;
7500 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7501 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);
7502 R_SetViewport(&viewport);
7503 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7504 GL_Color(1, 1, 1, 1);
7505 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7506 GL_BlendFunc(GL_ONE, GL_ZERO);
7507 GL_AlphaTest(false);
7508 GL_ScissorTest(false);
7509 GL_DepthMask(false);
7510 GL_DepthRange(0, 1);
7511 GL_DepthTest(false);
7512 R_EntityMatrix(&identitymatrix);
7513 R_Mesh_ResetTextureState();
7514 GL_PolygonOffset(0, 0);
7515 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7516 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7517 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7518 qglStencilMask(~0);CHECKGLERROR
7519 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7520 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7521 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7524 void R_ResetViewRendering3D(void)
7529 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7530 GL_Color(1, 1, 1, 1);
7531 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7532 GL_BlendFunc(GL_ONE, GL_ZERO);
7533 GL_AlphaTest(false);
7534 GL_ScissorTest(true);
7536 GL_DepthRange(0, 1);
7538 R_EntityMatrix(&identitymatrix);
7539 R_Mesh_ResetTextureState();
7540 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7541 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7542 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7543 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7544 qglStencilMask(~0);CHECKGLERROR
7545 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7546 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7547 GL_CullFace(r_refdef.view.cullface_back);
7552 R_RenderView_UpdateViewVectors
7555 static void R_RenderView_UpdateViewVectors(void)
7557 // break apart the view matrix into vectors for various purposes
7558 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7559 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7560 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7561 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7562 // make an inverted copy of the view matrix for tracking sprites
7563 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7566 void R_RenderScene(void);
7567 void R_RenderWaterPlanes(void);
7569 static void R_Water_StartFrame(void)
7572 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7573 r_waterstate_waterplane_t *p;
7575 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7578 switch(vid.renderpath)
7580 case RENDERPATH_GL20:
7581 case RENDERPATH_CGGL:
7583 case RENDERPATH_GL13:
7584 case RENDERPATH_GL11:
7588 // set waterwidth and waterheight to the water resolution that will be
7589 // used (often less than the screen resolution for faster rendering)
7590 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7591 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7593 // calculate desired texture sizes
7594 // can't use water if the card does not support the texture size
7595 if (!r_water.integer || r_showsurfaces.integer)
7596 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7597 else if (vid.support.arb_texture_non_power_of_two)
7599 texturewidth = waterwidth;
7600 textureheight = waterheight;
7601 camerawidth = waterwidth;
7602 cameraheight = waterheight;
7606 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7607 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7608 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7609 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7612 // allocate textures as needed
7613 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7615 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7616 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7618 if (p->texture_refraction)
7619 R_FreeTexture(p->texture_refraction);
7620 p->texture_refraction = NULL;
7621 if (p->texture_reflection)
7622 R_FreeTexture(p->texture_reflection);
7623 p->texture_reflection = NULL;
7624 if (p->texture_camera)
7625 R_FreeTexture(p->texture_camera);
7626 p->texture_camera = NULL;
7628 memset(&r_waterstate, 0, sizeof(r_waterstate));
7629 r_waterstate.texturewidth = texturewidth;
7630 r_waterstate.textureheight = textureheight;
7631 r_waterstate.camerawidth = camerawidth;
7632 r_waterstate.cameraheight = cameraheight;
7635 if (r_waterstate.texturewidth)
7637 r_waterstate.enabled = true;
7639 // when doing a reduced render (HDR) we want to use a smaller area
7640 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7641 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7643 // set up variables that will be used in shader setup
7644 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7645 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7646 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7647 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7650 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7651 r_waterstate.numwaterplanes = 0;
7654 void R_Water_AddWaterPlane(msurface_t *surface)
7656 int triangleindex, planeindex;
7663 r_waterstate_waterplane_t *p;
7664 texture_t *t = R_GetCurrentTexture(surface->texture);
7665 cam_ent = t->camera_entity;
7666 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7669 // just use the first triangle with a valid normal for any decisions
7670 VectorClear(normal);
7671 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7673 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7674 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7675 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7676 TriangleNormal(vert[0], vert[1], vert[2], normal);
7677 if (VectorLength2(normal) >= 0.001)
7681 VectorCopy(normal, plane.normal);
7682 VectorNormalize(plane.normal);
7683 plane.dist = DotProduct(vert[0], plane.normal);
7684 PlaneClassify(&plane);
7685 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7687 // skip backfaces (except if nocullface is set)
7688 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7690 VectorNegate(plane.normal, plane.normal);
7692 PlaneClassify(&plane);
7696 // find a matching plane if there is one
7697 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7698 if(p->camera_entity == t->camera_entity)
7699 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7701 if (planeindex >= r_waterstate.maxwaterplanes)
7702 return; // nothing we can do, out of planes
7704 // if this triangle does not fit any known plane rendered this frame, add one
7705 if (planeindex >= r_waterstate.numwaterplanes)
7707 // store the new plane
7708 r_waterstate.numwaterplanes++;
7710 // clear materialflags and pvs
7711 p->materialflags = 0;
7712 p->pvsvalid = false;
7713 p->camera_entity = t->camera_entity;
7715 // merge this surface's materialflags into the waterplane
7716 p->materialflags |= t->currentmaterialflags;
7717 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7719 // merge this surface's PVS into the waterplane
7720 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7721 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7722 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7724 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7730 static void R_Water_ProcessPlanes(void)
7732 r_refdef_view_t originalview;
7733 r_refdef_view_t myview;
7735 r_waterstate_waterplane_t *p;
7738 originalview = r_refdef.view;
7740 // make sure enough textures are allocated
7741 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7743 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7745 if (!p->texture_refraction)
7746 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);
7747 if (!p->texture_refraction)
7750 else if (p->materialflags & MATERIALFLAG_CAMERA)
7752 if (!p->texture_camera)
7753 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);
7754 if (!p->texture_camera)
7758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7760 if (!p->texture_reflection)
7761 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);
7762 if (!p->texture_reflection)
7768 r_refdef.view = originalview;
7769 r_refdef.view.showdebug = false;
7770 r_refdef.view.width = r_waterstate.waterwidth;
7771 r_refdef.view.height = r_waterstate.waterheight;
7772 r_refdef.view.useclipplane = true;
7773 myview = r_refdef.view;
7774 r_waterstate.renderingscene = true;
7775 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7777 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7779 r_refdef.view = myview;
7780 // render reflected scene and copy into texture
7781 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7782 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7783 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7784 r_refdef.view.clipplane = p->plane;
7785 // reverse the cullface settings for this render
7786 r_refdef.view.cullface_front = GL_FRONT;
7787 r_refdef.view.cullface_back = GL_BACK;
7788 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7790 r_refdef.view.usecustompvs = true;
7792 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7794 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7797 R_ResetViewRendering3D();
7798 R_ClearScreen(r_refdef.fogenabled);
7802 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);
7805 // render the normal view scene and copy into texture
7806 // (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)
7807 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7809 r_waterstate.renderingrefraction = true;
7810 r_refdef.view = myview;
7812 r_refdef.view.clipplane = p->plane;
7813 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7814 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7816 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7818 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7819 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7820 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7821 R_RenderView_UpdateViewVectors();
7822 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7824 r_refdef.view.usecustompvs = true;
7825 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);
7829 PlaneClassify(&r_refdef.view.clipplane);
7831 R_ResetViewRendering3D();
7832 R_ClearScreen(r_refdef.fogenabled);
7836 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);
7837 r_waterstate.renderingrefraction = false;
7839 else if (p->materialflags & MATERIALFLAG_CAMERA)
7841 r_refdef.view = myview;
7843 r_refdef.view.clipplane = p->plane;
7844 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7845 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7847 r_refdef.view.width = r_waterstate.camerawidth;
7848 r_refdef.view.height = r_waterstate.cameraheight;
7849 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7850 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7852 if(p->camera_entity)
7854 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7855 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7858 // reverse the cullface settings for this render
7859 r_refdef.view.cullface_front = GL_FRONT;
7860 r_refdef.view.cullface_back = GL_BACK;
7861 // also reverse the view matrix
7862 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
7863 R_RenderView_UpdateViewVectors();
7864 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7866 r_refdef.view.usecustompvs = true;
7867 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);
7870 // camera needs no clipplane
7871 r_refdef.view.useclipplane = false;
7873 PlaneClassify(&r_refdef.view.clipplane);
7875 R_ResetViewRendering3D();
7876 R_ClearScreen(r_refdef.fogenabled);
7880 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);
7881 r_waterstate.renderingrefraction = false;
7885 r_waterstate.renderingscene = false;
7886 r_refdef.view = originalview;
7887 R_ResetViewRendering3D();
7888 R_ClearScreen(r_refdef.fogenabled);
7892 r_refdef.view = originalview;
7893 r_waterstate.renderingscene = false;
7894 Cvar_SetValueQuick(&r_water, 0);
7895 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7899 void R_Bloom_StartFrame(void)
7901 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7903 switch(vid.renderpath)
7905 case RENDERPATH_GL20:
7906 case RENDERPATH_CGGL:
7908 case RENDERPATH_GL13:
7909 case RENDERPATH_GL11:
7913 // set bloomwidth and bloomheight to the bloom resolution that will be
7914 // used (often less than the screen resolution for faster rendering)
7915 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7916 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7917 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7918 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7919 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7921 // calculate desired texture sizes
7922 if (vid.support.arb_texture_non_power_of_two)
7924 screentexturewidth = r_refdef.view.width;
7925 screentextureheight = r_refdef.view.height;
7926 bloomtexturewidth = r_bloomstate.bloomwidth;
7927 bloomtextureheight = r_bloomstate.bloomheight;
7931 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7932 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7933 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7934 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7937 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))
7939 Cvar_SetValueQuick(&r_hdr, 0);
7940 Cvar_SetValueQuick(&r_bloom, 0);
7941 Cvar_SetValueQuick(&r_motionblur, 0);
7942 Cvar_SetValueQuick(&r_damageblur, 0);
7945 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)))
7946 screentexturewidth = screentextureheight = 0;
7947 if (!r_hdr.integer && !r_bloom.integer)
7948 bloomtexturewidth = bloomtextureheight = 0;
7950 // allocate textures as needed
7951 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7953 if (r_bloomstate.texture_screen)
7954 R_FreeTexture(r_bloomstate.texture_screen);
7955 r_bloomstate.texture_screen = NULL;
7956 r_bloomstate.screentexturewidth = screentexturewidth;
7957 r_bloomstate.screentextureheight = screentextureheight;
7958 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7959 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);
7961 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7963 if (r_bloomstate.texture_bloom)
7964 R_FreeTexture(r_bloomstate.texture_bloom);
7965 r_bloomstate.texture_bloom = NULL;
7966 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7967 r_bloomstate.bloomtextureheight = bloomtextureheight;
7968 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7969 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);
7972 // when doing a reduced render (HDR) we want to use a smaller area
7973 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7974 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7975 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7976 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7977 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7979 // set up a texcoord array for the full resolution screen image
7980 // (we have to keep this around to copy back during final render)
7981 r_bloomstate.screentexcoord2f[0] = 0;
7982 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7983 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7984 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7985 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7986 r_bloomstate.screentexcoord2f[5] = 0;
7987 r_bloomstate.screentexcoord2f[6] = 0;
7988 r_bloomstate.screentexcoord2f[7] = 0;
7990 // set up a texcoord array for the reduced resolution bloom image
7991 // (which will be additive blended over the screen image)
7992 r_bloomstate.bloomtexcoord2f[0] = 0;
7993 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7994 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7995 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7996 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7997 r_bloomstate.bloomtexcoord2f[5] = 0;
7998 r_bloomstate.bloomtexcoord2f[6] = 0;
7999 r_bloomstate.bloomtexcoord2f[7] = 0;
8001 if (r_hdr.integer || r_bloom.integer)
8003 r_bloomstate.enabled = true;
8004 r_bloomstate.hdr = r_hdr.integer != 0;
8007 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);
8010 void R_Bloom_CopyBloomTexture(float colorscale)
8012 r_refdef.stats.bloom++;
8014 // scale down screen texture to the bloom texture size
8016 R_SetViewport(&r_bloomstate.viewport);
8017 GL_BlendFunc(GL_ONE, GL_ZERO);
8018 GL_Color(colorscale, colorscale, colorscale, 1);
8019 // TODO: optimize with multitexture or GLSL
8020 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8021 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8022 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8023 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8025 // we now have a bloom image in the framebuffer
8026 // copy it into the bloom image texture for later processing
8027 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);
8028 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8031 void R_Bloom_CopyHDRTexture(void)
8033 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);
8034 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8037 void R_Bloom_MakeTexture(void)
8040 float xoffset, yoffset, r, brighten;
8042 r_refdef.stats.bloom++;
8044 R_ResetViewRendering2D();
8045 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8046 R_Mesh_ColorPointer(NULL, 0, 0);
8048 // we have a bloom image in the framebuffer
8050 R_SetViewport(&r_bloomstate.viewport);
8052 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8055 r = bound(0, r_bloom_colorexponent.value / x, 1);
8056 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8057 GL_Color(r, r, r, 1);
8058 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8059 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8060 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8061 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8063 // copy the vertically blurred bloom view to a texture
8064 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);
8065 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8068 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8069 brighten = r_bloom_brighten.value;
8071 brighten *= r_hdr_range.value;
8072 brighten = sqrt(brighten);
8074 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8075 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8076 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8078 for (dir = 0;dir < 2;dir++)
8080 // blend on at multiple vertical offsets to achieve a vertical blur
8081 // TODO: do offset blends using GLSL
8082 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8083 GL_BlendFunc(GL_ONE, GL_ZERO);
8084 for (x = -range;x <= range;x++)
8086 if (!dir){xoffset = 0;yoffset = x;}
8087 else {xoffset = x;yoffset = 0;}
8088 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8089 yoffset /= (float)r_bloomstate.bloomtextureheight;
8090 // compute a texcoord array with the specified x and y offset
8091 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8092 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8093 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8094 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8095 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8096 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8097 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8098 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8099 // this r value looks like a 'dot' particle, fading sharply to
8100 // black at the edges
8101 // (probably not realistic but looks good enough)
8102 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8103 //r = brighten/(range*2+1);
8104 r = brighten / (range * 2 + 1);
8106 r *= (1 - x*x/(float)(range*range));
8107 GL_Color(r, r, r, 1);
8108 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8109 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8110 GL_BlendFunc(GL_ONE, GL_ONE);
8113 // copy the vertically blurred bloom view to a texture
8114 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);
8115 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8118 // apply subtract last
8119 // (just like it would be in a GLSL shader)
8120 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8122 GL_BlendFunc(GL_ONE, GL_ZERO);
8123 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8125 GL_Color(1, 1, 1, 1);
8126 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8127 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8129 GL_BlendFunc(GL_ONE, GL_ONE);
8130 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8131 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8132 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8133 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8134 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8135 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8136 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8138 // copy the darkened bloom view to a texture
8139 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);
8140 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8144 void R_HDR_RenderBloomTexture(void)
8146 int oldwidth, oldheight;
8147 float oldcolorscale;
8149 oldcolorscale = r_refdef.view.colorscale;
8150 oldwidth = r_refdef.view.width;
8151 oldheight = r_refdef.view.height;
8152 r_refdef.view.width = r_bloomstate.bloomwidth;
8153 r_refdef.view.height = r_bloomstate.bloomheight;
8155 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8156 // TODO: add exposure compensation features
8157 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8159 r_refdef.view.showdebug = false;
8160 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8162 R_ResetViewRendering3D();
8164 R_ClearScreen(r_refdef.fogenabled);
8165 if (r_timereport_active)
8166 R_TimeReport("HDRclear");
8169 if (r_timereport_active)
8170 R_TimeReport("visibility");
8172 // only do secondary renders with HDR if r_hdr is 2 or higher
8173 r_waterstate.numwaterplanes = 0;
8174 if (r_waterstate.enabled && r_hdr.integer >= 2)
8175 R_RenderWaterPlanes();
8177 r_refdef.view.showdebug = true;
8179 r_waterstate.numwaterplanes = 0;
8181 R_ResetViewRendering2D();
8183 R_Bloom_CopyHDRTexture();
8184 R_Bloom_MakeTexture();
8186 // restore the view settings
8187 r_refdef.view.width = oldwidth;
8188 r_refdef.view.height = oldheight;
8189 r_refdef.view.colorscale = oldcolorscale;
8191 R_ResetViewRendering3D();
8193 R_ClearScreen(r_refdef.fogenabled);
8194 if (r_timereport_active)
8195 R_TimeReport("viewclear");
8198 static void R_BlendView(void)
8200 unsigned int permutation;
8201 float uservecs[4][4];
8203 switch (vid.renderpath)
8205 case RENDERPATH_GL20:
8206 case RENDERPATH_CGGL:
8208 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8209 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8210 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8211 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8212 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8214 if (r_bloomstate.texture_screen)
8216 // make sure the buffer is available
8217 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8219 R_ResetViewRendering2D();
8220 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8221 R_Mesh_ColorPointer(NULL, 0, 0);
8223 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8225 // declare variables
8227 static float avgspeed;
8229 speed = VectorLength(cl.movement_velocity);
8231 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8232 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8234 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8235 speed = bound(0, speed, 1);
8236 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8238 // calculate values into a standard alpha
8239 cl.motionbluralpha = 1 - exp(-
8241 (r_motionblur.value * speed / 80)
8243 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8246 max(0.0001, cl.time - cl.oldtime) // fps independent
8249 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8250 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8252 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8255 GL_Color(1, 1, 1, cl.motionbluralpha);
8256 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8257 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8258 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8259 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8263 // copy view into the screen texture
8264 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);
8265 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8267 else if (!r_bloomstate.texture_bloom)
8269 // we may still have to do view tint...
8270 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8272 // apply a color tint to the whole view
8273 R_ResetViewRendering2D();
8274 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8275 R_Mesh_ColorPointer(NULL, 0, 0);
8276 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8277 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8278 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8281 break; // no screen processing, no bloom, skip it
8284 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8286 // render simple bloom effect
8287 // copy the screen and shrink it and darken it for the bloom process
8288 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8289 // make the bloom texture
8290 R_Bloom_MakeTexture();
8293 #if _MSC_VER >= 1400
8294 #define sscanf sscanf_s
8296 memset(uservecs, 0, sizeof(uservecs));
8297 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8298 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8299 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8300 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8302 R_ResetViewRendering2D();
8303 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8304 R_Mesh_ColorPointer(NULL, 0, 0);
8305 GL_Color(1, 1, 1, 1);
8306 GL_BlendFunc(GL_ONE, GL_ZERO);
8307 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8308 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8310 switch(vid.renderpath)
8312 case RENDERPATH_GL20:
8313 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8314 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8315 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8316 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8317 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]);
8318 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8319 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]);
8320 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]);
8321 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]);
8322 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]);
8323 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8324 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8326 case RENDERPATH_CGGL:
8328 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8329 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8330 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8331 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8332 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
8333 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8334 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
8335 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
8336 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
8337 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
8338 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8339 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8345 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8346 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8348 case RENDERPATH_GL13:
8349 case RENDERPATH_GL11:
8350 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8352 // apply a color tint to the whole view
8353 R_ResetViewRendering2D();
8354 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8355 R_Mesh_ColorPointer(NULL, 0, 0);
8356 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8357 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8358 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8359 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8365 matrix4x4_t r_waterscrollmatrix;
8367 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8369 if (r_refdef.fog_density)
8371 r_refdef.fogcolor[0] = r_refdef.fog_red;
8372 r_refdef.fogcolor[1] = r_refdef.fog_green;
8373 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8375 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8376 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8377 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8378 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8382 VectorCopy(r_refdef.fogcolor, fogvec);
8383 // color.rgb *= ContrastBoost * SceneBrightness;
8384 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8385 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8386 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8387 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8392 void R_UpdateVariables(void)
8396 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8398 r_refdef.farclip = r_farclip_base.value;
8399 if (r_refdef.scene.worldmodel)
8400 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8401 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8403 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8404 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8405 r_refdef.polygonfactor = 0;
8406 r_refdef.polygonoffset = 0;
8407 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8408 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8410 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8411 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8412 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8413 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8414 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8415 if (r_showsurfaces.integer)
8417 r_refdef.scene.rtworld = false;
8418 r_refdef.scene.rtworldshadows = false;
8419 r_refdef.scene.rtdlight = false;
8420 r_refdef.scene.rtdlightshadows = false;
8421 r_refdef.lightmapintensity = 0;
8424 if (gamemode == GAME_NEHAHRA)
8426 if (gl_fogenable.integer)
8428 r_refdef.oldgl_fogenable = true;
8429 r_refdef.fog_density = gl_fogdensity.value;
8430 r_refdef.fog_red = gl_fogred.value;
8431 r_refdef.fog_green = gl_foggreen.value;
8432 r_refdef.fog_blue = gl_fogblue.value;
8433 r_refdef.fog_alpha = 1;
8434 r_refdef.fog_start = 0;
8435 r_refdef.fog_end = gl_skyclip.value;
8436 r_refdef.fog_height = 1<<30;
8437 r_refdef.fog_fadedepth = 128;
8439 else if (r_refdef.oldgl_fogenable)
8441 r_refdef.oldgl_fogenable = false;
8442 r_refdef.fog_density = 0;
8443 r_refdef.fog_red = 0;
8444 r_refdef.fog_green = 0;
8445 r_refdef.fog_blue = 0;
8446 r_refdef.fog_alpha = 0;
8447 r_refdef.fog_start = 0;
8448 r_refdef.fog_end = 0;
8449 r_refdef.fog_height = 1<<30;
8450 r_refdef.fog_fadedepth = 128;
8454 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8455 r_refdef.fog_start = max(0, r_refdef.fog_start);
8456 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8458 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8460 if (r_refdef.fog_density && r_drawfog.integer)
8462 r_refdef.fogenabled = true;
8463 // this is the point where the fog reaches 0.9986 alpha, which we
8464 // consider a good enough cutoff point for the texture
8465 // (0.9986 * 256 == 255.6)
8466 if (r_fog_exp2.integer)
8467 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8469 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8470 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8471 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8472 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8473 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8474 R_BuildFogHeightTexture();
8475 // fog color was already set
8476 // update the fog texture
8477 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)
8478 R_BuildFogTexture();
8479 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8480 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8483 r_refdef.fogenabled = false;
8485 switch(vid.renderpath)
8487 case RENDERPATH_GL20:
8488 case RENDERPATH_CGGL:
8489 if(v_glslgamma.integer && !vid_gammatables_trivial)
8491 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8493 // build GLSL gamma texture
8494 #define RAMPWIDTH 256
8495 unsigned short ramp[RAMPWIDTH * 3];
8496 unsigned char rampbgr[RAMPWIDTH][4];
8499 r_texture_gammaramps_serial = vid_gammatables_serial;
8501 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8502 for(i = 0; i < RAMPWIDTH; ++i)
8504 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8505 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8506 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8509 if (r_texture_gammaramps)
8511 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8515 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8521 // remove GLSL gamma texture
8524 case RENDERPATH_GL13:
8525 case RENDERPATH_GL11:
8530 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8531 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8537 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8538 if( scenetype != r_currentscenetype ) {
8539 // store the old scenetype
8540 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8541 r_currentscenetype = scenetype;
8542 // move in the new scene
8543 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8552 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8554 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8555 if( scenetype == r_currentscenetype ) {
8556 return &r_refdef.scene;
8558 return &r_scenes_store[ scenetype ];
8567 void R_RenderView(void)
8569 if (r_timereport_active)
8570 R_TimeReport("start");
8571 r_textureframe++; // used only by R_GetCurrentTexture
8572 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8574 if (!r_drawentities.integer)
8575 r_refdef.scene.numentities = 0;
8577 R_AnimCache_ClearCache();
8578 R_FrameData_NewFrame();
8580 if (r_refdef.view.isoverlay)
8582 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8583 GL_Clear( GL_DEPTH_BUFFER_BIT );
8584 R_TimeReport("depthclear");
8586 r_refdef.view.showdebug = false;
8588 r_waterstate.enabled = false;
8589 r_waterstate.numwaterplanes = 0;
8597 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8598 return; //Host_Error ("R_RenderView: NULL worldmodel");
8600 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8602 R_RenderView_UpdateViewVectors();
8604 R_Shadow_UpdateWorldLightSelection();
8606 R_Bloom_StartFrame();
8607 R_Water_StartFrame();
8610 if (r_timereport_active)
8611 R_TimeReport("viewsetup");
8613 R_ResetViewRendering3D();
8615 if (r_refdef.view.clear || r_refdef.fogenabled)
8617 R_ClearScreen(r_refdef.fogenabled);
8618 if (r_timereport_active)
8619 R_TimeReport("viewclear");
8621 r_refdef.view.clear = true;
8623 // this produces a bloom texture to be used in R_BlendView() later
8624 if (r_hdr.integer && r_bloomstate.bloomwidth)
8626 R_HDR_RenderBloomTexture();
8627 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8628 r_textureframe++; // used only by R_GetCurrentTexture
8631 r_refdef.view.showdebug = true;
8634 if (r_timereport_active)
8635 R_TimeReport("visibility");
8637 r_waterstate.numwaterplanes = 0;
8638 if (r_waterstate.enabled)
8639 R_RenderWaterPlanes();
8642 r_waterstate.numwaterplanes = 0;
8645 if (r_timereport_active)
8646 R_TimeReport("blendview");
8648 GL_Scissor(0, 0, vid.width, vid.height);
8649 GL_ScissorTest(false);
8653 void R_RenderWaterPlanes(void)
8655 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8657 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8658 if (r_timereport_active)
8659 R_TimeReport("waterworld");
8662 // don't let sound skip if going slow
8663 if (r_refdef.scene.extraupdate)
8666 R_DrawModelsAddWaterPlanes();
8667 if (r_timereport_active)
8668 R_TimeReport("watermodels");
8670 if (r_waterstate.numwaterplanes)
8672 R_Water_ProcessPlanes();
8673 if (r_timereport_active)
8674 R_TimeReport("waterscenes");
8678 extern void R_DrawLightningBeams (void);
8679 extern void VM_CL_AddPolygonsToMeshQueue (void);
8680 extern void R_DrawPortals (void);
8681 extern cvar_t cl_locs_show;
8682 static void R_DrawLocs(void);
8683 static void R_DrawEntityBBoxes(void);
8684 static void R_DrawModelDecals(void);
8685 extern void R_DrawModelShadows(void);
8686 extern void R_DrawModelShadowMaps(void);
8687 extern cvar_t cl_decals_newsystem;
8688 extern qboolean r_shadow_usingdeferredprepass;
8689 void R_RenderScene(void)
8691 qboolean shadowmapping = false;
8693 if (r_timereport_active)
8694 R_TimeReport("beginscene");
8696 r_refdef.stats.renders++;
8700 // don't let sound skip if going slow
8701 if (r_refdef.scene.extraupdate)
8704 R_MeshQueue_BeginScene();
8708 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);
8710 if (r_timereport_active)
8711 R_TimeReport("skystartframe");
8713 if (cl.csqc_vidvars.drawworld)
8715 // don't let sound skip if going slow
8716 if (r_refdef.scene.extraupdate)
8719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8721 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8722 if (r_timereport_active)
8723 R_TimeReport("worldsky");
8726 if (R_DrawBrushModelsSky() && r_timereport_active)
8727 R_TimeReport("bmodelsky");
8729 if (skyrendermasked && skyrenderlater)
8731 // we have to force off the water clipping plane while rendering sky
8735 if (r_timereport_active)
8736 R_TimeReport("sky");
8740 R_AnimCache_CacheVisibleEntities();
8741 if (r_timereport_active)
8742 R_TimeReport("animation");
8744 R_Shadow_PrepareLights();
8745 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8746 R_Shadow_PrepareModelShadows();
8747 if (r_timereport_active)
8748 R_TimeReport("preparelights");
8750 if (R_Shadow_ShadowMappingEnabled())
8751 shadowmapping = true;
8753 if (r_shadow_usingdeferredprepass)
8754 R_Shadow_DrawPrepass();
8756 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8758 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8759 if (r_timereport_active)
8760 R_TimeReport("worlddepth");
8762 if (r_depthfirst.integer >= 2)
8764 R_DrawModelsDepth();
8765 if (r_timereport_active)
8766 R_TimeReport("modeldepth");
8769 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8771 R_DrawModelShadowMaps();
8772 R_ResetViewRendering3D();
8773 // don't let sound skip if going slow
8774 if (r_refdef.scene.extraupdate)
8778 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8780 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8781 if (r_timereport_active)
8782 R_TimeReport("world");
8785 // don't let sound skip if going slow
8786 if (r_refdef.scene.extraupdate)
8790 if (r_timereport_active)
8791 R_TimeReport("models");
8793 // don't let sound skip if going slow
8794 if (r_refdef.scene.extraupdate)
8797 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8799 R_DrawModelShadows();
8800 R_ResetViewRendering3D();
8801 // don't let sound skip if going slow
8802 if (r_refdef.scene.extraupdate)
8806 if (!r_shadow_usingdeferredprepass)
8808 R_Shadow_DrawLights();
8809 if (r_timereport_active)
8810 R_TimeReport("rtlights");
8813 // don't let sound skip if going slow
8814 if (r_refdef.scene.extraupdate)
8817 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8819 R_DrawModelShadows();
8820 R_ResetViewRendering3D();
8821 // don't let sound skip if going slow
8822 if (r_refdef.scene.extraupdate)
8826 if (cl.csqc_vidvars.drawworld)
8828 if (cl_decals_newsystem.integer)
8830 R_DrawModelDecals();
8831 if (r_timereport_active)
8832 R_TimeReport("modeldecals");
8837 if (r_timereport_active)
8838 R_TimeReport("decals");
8842 if (r_timereport_active)
8843 R_TimeReport("particles");
8846 if (r_timereport_active)
8847 R_TimeReport("explosions");
8849 R_DrawLightningBeams();
8850 if (r_timereport_active)
8851 R_TimeReport("lightning");
8854 VM_CL_AddPolygonsToMeshQueue();
8856 if (r_refdef.view.showdebug)
8858 if (cl_locs_show.integer)
8861 if (r_timereport_active)
8862 R_TimeReport("showlocs");
8865 if (r_drawportals.integer)
8868 if (r_timereport_active)
8869 R_TimeReport("portals");
8872 if (r_showbboxes.value > 0)
8874 R_DrawEntityBBoxes();
8875 if (r_timereport_active)
8876 R_TimeReport("bboxes");
8880 R_MeshQueue_RenderTransparent();
8881 if (r_timereport_active)
8882 R_TimeReport("drawtrans");
8884 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))
8886 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8887 if (r_timereport_active)
8888 R_TimeReport("worlddebug");
8889 R_DrawModelsDebug();
8890 if (r_timereport_active)
8891 R_TimeReport("modeldebug");
8894 if (cl.csqc_vidvars.drawworld)
8896 R_Shadow_DrawCoronas();
8897 if (r_timereport_active)
8898 R_TimeReport("coronas");
8901 // don't let sound skip if going slow
8902 if (r_refdef.scene.extraupdate)
8905 R_ResetViewRendering2D();
8908 static const unsigned short bboxelements[36] =
8918 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8921 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8923 RSurf_ActiveWorldEntity();
8925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8926 GL_DepthMask(false);
8927 GL_DepthRange(0, 1);
8928 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8929 R_Mesh_ResetTextureState();
8931 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8932 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8933 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8934 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8935 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8936 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8937 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8938 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8939 R_FillColors(color4f, 8, cr, cg, cb, ca);
8940 if (r_refdef.fogenabled)
8942 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8944 f1 = RSurf_FogVertex(v);
8946 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8947 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8948 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8951 R_Mesh_VertexPointer(vertex3f, 0, 0);
8952 R_Mesh_ColorPointer(color4f, 0, 0);
8953 R_Mesh_ResetTextureState();
8954 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8955 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8958 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8962 prvm_edict_t *edict;
8963 prvm_prog_t *prog_save = prog;
8965 // this function draws bounding boxes of server entities
8969 GL_CullFace(GL_NONE);
8970 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8974 for (i = 0;i < numsurfaces;i++)
8976 edict = PRVM_EDICT_NUM(surfacelist[i]);
8977 switch ((int)edict->fields.server->solid)
8979 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8980 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8981 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8982 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8983 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8984 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8986 color[3] *= r_showbboxes.value;
8987 color[3] = bound(0, color[3], 1);
8988 GL_DepthTest(!r_showdisabledepthtest.integer);
8989 GL_CullFace(r_refdef.view.cullface_front);
8990 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8996 static void R_DrawEntityBBoxes(void)
8999 prvm_edict_t *edict;
9001 prvm_prog_t *prog_save = prog;
9003 // this function draws bounding boxes of server entities
9009 for (i = 0;i < prog->num_edicts;i++)
9011 edict = PRVM_EDICT_NUM(i);
9012 if (edict->priv.server->free)
9014 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9015 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9017 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9019 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9020 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9026 static const int nomodelelement3i[24] =
9038 static const unsigned short nomodelelement3s[24] =
9050 static const float nomodelvertex3f[6*3] =
9060 static const float nomodelcolor4f[6*4] =
9062 0.0f, 0.0f, 0.5f, 1.0f,
9063 0.0f, 0.0f, 0.5f, 1.0f,
9064 0.0f, 0.5f, 0.0f, 1.0f,
9065 0.0f, 0.5f, 0.0f, 1.0f,
9066 0.5f, 0.0f, 0.0f, 1.0f,
9067 0.5f, 0.0f, 0.0f, 1.0f
9070 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9076 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);
9078 // this is only called once per entity so numsurfaces is always 1, and
9079 // surfacelist is always {0}, so this code does not handle batches
9081 if (rsurface.ent_flags & RENDER_ADDITIVE)
9083 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9084 GL_DepthMask(false);
9086 else if (rsurface.colormod[3] < 1)
9088 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9089 GL_DepthMask(false);
9093 GL_BlendFunc(GL_ONE, GL_ZERO);
9096 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9097 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9098 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9099 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9100 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9101 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9102 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9103 R_Mesh_ColorPointer(color4f, 0, 0);
9104 for (i = 0, c = color4f;i < 6;i++, c += 4)
9106 c[0] *= rsurface.colormod[0];
9107 c[1] *= rsurface.colormod[1];
9108 c[2] *= rsurface.colormod[2];
9109 c[3] *= rsurface.colormod[3];
9111 if (r_refdef.fogenabled)
9113 for (i = 0, c = color4f;i < 6;i++, c += 4)
9115 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9117 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9118 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9119 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9122 R_Mesh_ResetTextureState();
9123 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9126 void R_DrawNoModel(entity_render_t *ent)
9129 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9130 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9131 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9133 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9136 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9138 vec3_t right1, right2, diff, normal;
9140 VectorSubtract (org2, org1, normal);
9142 // calculate 'right' vector for start
9143 VectorSubtract (r_refdef.view.origin, org1, diff);
9144 CrossProduct (normal, diff, right1);
9145 VectorNormalize (right1);
9147 // calculate 'right' vector for end
9148 VectorSubtract (r_refdef.view.origin, org2, diff);
9149 CrossProduct (normal, diff, right2);
9150 VectorNormalize (right2);
9152 vert[ 0] = org1[0] + width * right1[0];
9153 vert[ 1] = org1[1] + width * right1[1];
9154 vert[ 2] = org1[2] + width * right1[2];
9155 vert[ 3] = org1[0] - width * right1[0];
9156 vert[ 4] = org1[1] - width * right1[1];
9157 vert[ 5] = org1[2] - width * right1[2];
9158 vert[ 6] = org2[0] - width * right2[0];
9159 vert[ 7] = org2[1] - width * right2[1];
9160 vert[ 8] = org2[2] - width * right2[2];
9161 vert[ 9] = org2[0] + width * right2[0];
9162 vert[10] = org2[1] + width * right2[1];
9163 vert[11] = org2[2] + width * right2[2];
9166 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)
9168 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9169 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9170 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9171 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9172 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9173 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9174 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9175 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9176 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9177 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9178 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9179 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9182 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9187 VectorSet(v, x, y, z);
9188 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9189 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9191 if (i == mesh->numvertices)
9193 if (mesh->numvertices < mesh->maxvertices)
9195 VectorCopy(v, vertex3f);
9196 mesh->numvertices++;
9198 return mesh->numvertices;
9204 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9208 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9209 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9210 e = mesh->element3i + mesh->numtriangles * 3;
9211 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9213 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9214 if (mesh->numtriangles < mesh->maxtriangles)
9219 mesh->numtriangles++;
9221 element[1] = element[2];
9225 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9229 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9230 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9231 e = mesh->element3i + mesh->numtriangles * 3;
9232 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9234 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9235 if (mesh->numtriangles < mesh->maxtriangles)
9240 mesh->numtriangles++;
9242 element[1] = element[2];
9246 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9247 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9249 int planenum, planenum2;
9252 mplane_t *plane, *plane2;
9254 double temppoints[2][256*3];
9255 // figure out how large a bounding box we need to properly compute this brush
9257 for (w = 0;w < numplanes;w++)
9258 maxdist = max(maxdist, fabs(planes[w].dist));
9259 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9260 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9261 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9265 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9266 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9268 if (planenum2 == planenum)
9270 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);
9273 if (tempnumpoints < 3)
9275 // generate elements forming a triangle fan for this polygon
9276 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9280 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)
9282 texturelayer_t *layer;
9283 layer = t->currentlayers + t->currentnumlayers++;
9285 layer->depthmask = depthmask;
9286 layer->blendfunc1 = blendfunc1;
9287 layer->blendfunc2 = blendfunc2;
9288 layer->texture = texture;
9289 layer->texmatrix = *matrix;
9290 layer->color[0] = r;
9291 layer->color[1] = g;
9292 layer->color[2] = b;
9293 layer->color[3] = a;
9296 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9298 if(parms[0] == 0 && parms[1] == 0)
9300 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9301 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9306 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9309 index = parms[2] + r_refdef.scene.time * parms[3];
9310 index -= floor(index);
9311 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9314 case Q3WAVEFUNC_NONE:
9315 case Q3WAVEFUNC_NOISE:
9316 case Q3WAVEFUNC_COUNT:
9319 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9320 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9321 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9322 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9323 case Q3WAVEFUNC_TRIANGLE:
9325 f = index - floor(index);
9336 f = parms[0] + parms[1] * f;
9337 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9338 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9342 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9347 matrix4x4_t matrix, temp;
9348 switch(tcmod->tcmod)
9352 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9353 matrix = r_waterscrollmatrix;
9355 matrix = identitymatrix;
9357 case Q3TCMOD_ENTITYTRANSLATE:
9358 // this is used in Q3 to allow the gamecode to control texcoord
9359 // scrolling on the entity, which is not supported in darkplaces yet.
9360 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9362 case Q3TCMOD_ROTATE:
9363 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9364 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9365 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9368 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9370 case Q3TCMOD_SCROLL:
9371 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9373 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9374 w = (int) tcmod->parms[0];
9375 h = (int) tcmod->parms[1];
9376 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9378 idx = (int) floor(f * w * h);
9379 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9381 case Q3TCMOD_STRETCH:
9382 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9383 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9385 case Q3TCMOD_TRANSFORM:
9386 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9387 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9388 VectorSet(tcmat + 6, 0 , 0 , 1);
9389 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9390 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9392 case Q3TCMOD_TURBULENT:
9393 // this is handled in the RSurf_PrepareVertices function
9394 matrix = identitymatrix;
9398 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9401 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9403 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9404 char name[MAX_QPATH];
9405 skinframe_t *skinframe;
9406 unsigned char pixels[296*194];
9407 strlcpy(cache->name, skinname, sizeof(cache->name));
9408 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9409 if (developer_loading.integer)
9410 Con_Printf("loading %s\n", name);
9411 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9412 if (!skinframe || !skinframe->base)
9415 fs_offset_t filesize;
9417 f = FS_LoadFile(name, tempmempool, true, &filesize);
9420 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9421 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9425 cache->skinframe = skinframe;
9428 texture_t *R_GetCurrentTexture(texture_t *t)
9431 const entity_render_t *ent = rsurface.entity;
9432 dp_model_t *model = ent->model;
9433 q3shaderinfo_layer_tcmod_t *tcmod;
9435 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9436 return t->currentframe;
9437 t->update_lastrenderframe = r_textureframe;
9438 t->update_lastrenderentity = (void *)ent;
9440 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9441 t->camera_entity = ent->entitynumber;
9443 t->camera_entity = 0;
9445 // switch to an alternate material if this is a q1bsp animated material
9447 texture_t *texture = t;
9448 int s = rsurface.ent_skinnum;
9449 if ((unsigned int)s >= (unsigned int)model->numskins)
9451 if (model->skinscenes)
9453 if (model->skinscenes[s].framecount > 1)
9454 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9456 s = model->skinscenes[s].firstframe;
9459 t = t + s * model->num_surfaces;
9462 // use an alternate animation if the entity's frame is not 0,
9463 // and only if the texture has an alternate animation
9464 if (rsurface.ent_alttextures && t->anim_total[1])
9465 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9467 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9469 texture->currentframe = t;
9472 // update currentskinframe to be a qw skin or animation frame
9473 if (rsurface.ent_qwskin >= 0)
9475 i = rsurface.ent_qwskin;
9476 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9478 r_qwskincache_size = cl.maxclients;
9480 Mem_Free(r_qwskincache);
9481 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9483 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9484 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9485 t->currentskinframe = r_qwskincache[i].skinframe;
9486 if (t->currentskinframe == NULL)
9487 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9489 else if (t->numskinframes >= 2)
9490 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9491 if (t->backgroundnumskinframes >= 2)
9492 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9494 t->currentmaterialflags = t->basematerialflags;
9495 t->currentalpha = rsurface.colormod[3];
9496 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9497 t->currentalpha *= r_wateralpha.value;
9498 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9499 t->currentalpha *= t->r_water_wateralpha;
9500 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9501 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9502 if (!(rsurface.ent_flags & RENDER_LIGHT))
9503 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9504 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9506 // pick a model lighting mode
9507 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9508 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9510 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9512 if (rsurface.ent_flags & RENDER_ADDITIVE)
9513 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9514 else if (t->currentalpha < 1)
9515 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9516 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9517 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9518 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9519 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9520 if (t->backgroundnumskinframes)
9521 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9522 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9524 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9525 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9528 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9529 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9530 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9532 // there is no tcmod
9533 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9535 t->currenttexmatrix = r_waterscrollmatrix;
9536 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9538 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9540 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9541 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9544 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9545 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9546 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9547 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9549 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9550 if (t->currentskinframe->qpixels)
9551 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9552 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9553 if (!t->basetexture)
9554 t->basetexture = r_texture_notexture;
9555 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9556 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9557 t->nmaptexture = t->currentskinframe->nmap;
9558 if (!t->nmaptexture)
9559 t->nmaptexture = r_texture_blanknormalmap;
9560 t->glosstexture = r_texture_black;
9561 t->glowtexture = t->currentskinframe->glow;
9562 t->fogtexture = t->currentskinframe->fog;
9563 t->reflectmasktexture = t->currentskinframe->reflect;
9564 if (t->backgroundnumskinframes)
9566 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9567 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9568 t->backgroundglosstexture = r_texture_black;
9569 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9570 if (!t->backgroundnmaptexture)
9571 t->backgroundnmaptexture = r_texture_blanknormalmap;
9575 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9576 t->backgroundnmaptexture = r_texture_blanknormalmap;
9577 t->backgroundglosstexture = r_texture_black;
9578 t->backgroundglowtexture = NULL;
9580 t->specularpower = r_shadow_glossexponent.value;
9581 // TODO: store reference values for these in the texture?
9582 t->specularscale = 0;
9583 if (r_shadow_gloss.integer > 0)
9585 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9587 if (r_shadow_glossintensity.value > 0)
9589 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9590 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9591 t->specularscale = r_shadow_glossintensity.value;
9594 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9596 t->glosstexture = r_texture_white;
9597 t->backgroundglosstexture = r_texture_white;
9598 t->specularscale = r_shadow_gloss2intensity.value;
9599 t->specularpower = r_shadow_gloss2exponent.value;
9602 t->specularscale *= t->specularscalemod;
9603 t->specularpower *= t->specularpowermod;
9605 // lightmaps mode looks bad with dlights using actual texturing, so turn
9606 // off the colormap and glossmap, but leave the normalmap on as it still
9607 // accurately represents the shading involved
9608 if (gl_lightmaps.integer)
9610 t->basetexture = r_texture_grey128;
9611 t->pantstexture = r_texture_black;
9612 t->shirttexture = r_texture_black;
9613 t->nmaptexture = r_texture_blanknormalmap;
9614 t->glosstexture = r_texture_black;
9615 t->glowtexture = NULL;
9616 t->fogtexture = NULL;
9617 t->reflectmasktexture = NULL;
9618 t->backgroundbasetexture = NULL;
9619 t->backgroundnmaptexture = r_texture_blanknormalmap;
9620 t->backgroundglosstexture = r_texture_black;
9621 t->backgroundglowtexture = NULL;
9622 t->specularscale = 0;
9623 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9626 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9627 VectorClear(t->dlightcolor);
9628 t->currentnumlayers = 0;
9629 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9631 int blendfunc1, blendfunc2;
9633 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9635 blendfunc1 = GL_SRC_ALPHA;
9636 blendfunc2 = GL_ONE;
9638 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9640 blendfunc1 = GL_SRC_ALPHA;
9641 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9643 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9645 blendfunc1 = t->customblendfunc[0];
9646 blendfunc2 = t->customblendfunc[1];
9650 blendfunc1 = GL_ONE;
9651 blendfunc2 = GL_ZERO;
9653 // don't colormod evilblend textures
9654 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9655 VectorSet(t->lightmapcolor, 1, 1, 1);
9656 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9657 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9659 // fullbright is not affected by r_refdef.lightmapintensity
9660 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]);
9661 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9662 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]);
9663 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9664 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]);
9668 vec3_t ambientcolor;
9670 // set the color tint used for lights affecting this surface
9671 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9673 // q3bsp has no lightmap updates, so the lightstylevalue that
9674 // would normally be baked into the lightmap must be
9675 // applied to the color
9676 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9677 if (model->type == mod_brushq3)
9678 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9679 colorscale *= r_refdef.lightmapintensity;
9680 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9681 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9682 // basic lit geometry
9683 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]);
9684 // add pants/shirt if needed
9685 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9686 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]);
9687 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9688 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]);
9689 // now add ambient passes if needed
9690 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9692 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]);
9693 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9694 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]);
9695 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9696 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]);
9699 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9700 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]);
9701 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9703 // if this is opaque use alpha blend which will darken the earlier
9706 // if this is an alpha blended material, all the earlier passes
9707 // were darkened by fog already, so we only need to add the fog
9708 // color ontop through the fog mask texture
9710 // if this is an additive blended material, all the earlier passes
9711 // were darkened by fog already, and we should not add fog color
9712 // (because the background was not darkened, there is no fog color
9713 // that was lost behind it).
9714 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]);
9718 return t->currentframe;
9721 rsurfacestate_t rsurface;
9723 void R_Mesh_ResizeArrays(int newvertices)
9726 if (rsurface.array_size >= newvertices)
9728 if (rsurface.array_modelvertex3f)
9729 Mem_Free(rsurface.array_modelvertex3f);
9730 rsurface.array_size = (newvertices + 1023) & ~1023;
9731 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9732 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9733 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9734 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9735 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9736 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9737 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9738 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9739 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9740 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9741 rsurface.array_color4f = base + rsurface.array_size * 27;
9742 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9745 void RSurf_ActiveWorldEntity(void)
9747 dp_model_t *model = r_refdef.scene.worldmodel;
9748 //if (rsurface.entity == r_refdef.scene.worldentity)
9750 rsurface.entity = r_refdef.scene.worldentity;
9751 rsurface.skeleton = NULL;
9752 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9753 rsurface.ent_skinnum = 0;
9754 rsurface.ent_qwskin = -1;
9755 rsurface.ent_shadertime = 0;
9756 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9757 if (rsurface.array_size < model->surfmesh.num_vertices)
9758 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9759 rsurface.matrix = identitymatrix;
9760 rsurface.inversematrix = identitymatrix;
9761 rsurface.matrixscale = 1;
9762 rsurface.inversematrixscale = 1;
9763 R_EntityMatrix(&identitymatrix);
9764 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9765 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9766 rsurface.fograngerecip = r_refdef.fograngerecip;
9767 rsurface.fogheightfade = r_refdef.fogheightfade;
9768 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9769 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9770 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9771 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9772 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9773 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9774 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9775 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9776 rsurface.colormod[3] = 1;
9777 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);
9778 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9779 rsurface.frameblend[0].lerp = 1;
9780 rsurface.ent_alttextures = false;
9781 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9782 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9783 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9784 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9785 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9786 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9787 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9788 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9789 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9790 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9791 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9792 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9793 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9794 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9795 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9796 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9797 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9798 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9799 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9800 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9801 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9802 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9803 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9804 rsurface.modelelement3i = model->surfmesh.data_element3i;
9805 rsurface.modelelement3s = model->surfmesh.data_element3s;
9806 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9807 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9808 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9809 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9810 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9811 rsurface.modelsurfaces = model->data_surfaces;
9812 rsurface.generatedvertex = false;
9813 rsurface.vertex3f = rsurface.modelvertex3f;
9814 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9815 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9816 rsurface.svector3f = rsurface.modelsvector3f;
9817 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9818 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9819 rsurface.tvector3f = rsurface.modeltvector3f;
9820 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9821 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9822 rsurface.normal3f = rsurface.modelnormal3f;
9823 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9824 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9825 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9828 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9830 dp_model_t *model = ent->model;
9831 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9833 rsurface.entity = (entity_render_t *)ent;
9834 rsurface.skeleton = ent->skeleton;
9835 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9836 rsurface.ent_skinnum = ent->skinnum;
9837 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;
9838 rsurface.ent_shadertime = ent->shadertime;
9839 rsurface.ent_flags = ent->flags;
9840 if (rsurface.array_size < model->surfmesh.num_vertices)
9841 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9842 rsurface.matrix = ent->matrix;
9843 rsurface.inversematrix = ent->inversematrix;
9844 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9845 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9846 R_EntityMatrix(&rsurface.matrix);
9847 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9848 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9849 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9850 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9851 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9852 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9853 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9854 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9855 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9856 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9857 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9858 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9859 rsurface.colormod[3] = ent->alpha;
9860 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9861 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9862 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9863 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9864 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9865 if (ent->model->brush.submodel && !prepass)
9867 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9868 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9870 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9872 if (ent->animcache_vertex3f && !r_framedata_failed)
9874 rsurface.modelvertex3f = ent->animcache_vertex3f;
9875 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9876 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9877 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9879 else if (wanttangents)
9881 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9882 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9883 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9884 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9885 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9887 else if (wantnormals)
9889 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9890 rsurface.modelsvector3f = NULL;
9891 rsurface.modeltvector3f = NULL;
9892 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9893 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9897 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9898 rsurface.modelsvector3f = NULL;
9899 rsurface.modeltvector3f = NULL;
9900 rsurface.modelnormal3f = NULL;
9901 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9903 rsurface.modelvertex3f_bufferobject = 0;
9904 rsurface.modelvertex3f_bufferoffset = 0;
9905 rsurface.modelsvector3f_bufferobject = 0;
9906 rsurface.modelsvector3f_bufferoffset = 0;
9907 rsurface.modeltvector3f_bufferobject = 0;
9908 rsurface.modeltvector3f_bufferoffset = 0;
9909 rsurface.modelnormal3f_bufferobject = 0;
9910 rsurface.modelnormal3f_bufferoffset = 0;
9911 rsurface.generatedvertex = true;
9915 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9916 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9917 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9918 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9919 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9920 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9921 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9922 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9923 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9924 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9925 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9926 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9927 rsurface.generatedvertex = false;
9929 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9930 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9931 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9932 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9933 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9934 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9935 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9936 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9937 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9938 rsurface.modelelement3i = model->surfmesh.data_element3i;
9939 rsurface.modelelement3s = model->surfmesh.data_element3s;
9940 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9941 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9942 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9943 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9944 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9945 rsurface.modelsurfaces = model->data_surfaces;
9946 rsurface.vertex3f = rsurface.modelvertex3f;
9947 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9948 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9949 rsurface.svector3f = rsurface.modelsvector3f;
9950 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9951 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9952 rsurface.tvector3f = rsurface.modeltvector3f;
9953 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9954 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9955 rsurface.normal3f = rsurface.modelnormal3f;
9956 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9957 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9958 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9961 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)
9963 rsurface.entity = r_refdef.scene.worldentity;
9964 rsurface.skeleton = NULL;
9965 rsurface.ent_skinnum = 0;
9966 rsurface.ent_qwskin = -1;
9967 rsurface.ent_shadertime = shadertime;
9968 rsurface.ent_flags = entflags;
9969 rsurface.modelnum_vertices = numvertices;
9970 rsurface.modelnum_triangles = numtriangles;
9971 if (rsurface.array_size < rsurface.modelnum_vertices)
9972 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9973 rsurface.matrix = *matrix;
9974 rsurface.inversematrix = *inversematrix;
9975 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9976 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9977 R_EntityMatrix(&rsurface.matrix);
9978 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9979 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9980 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9981 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9982 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9983 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9984 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9985 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9986 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9987 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9988 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9989 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9990 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);
9991 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9992 rsurface.frameblend[0].lerp = 1;
9993 rsurface.ent_alttextures = false;
9994 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9995 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9998 rsurface.modelvertex3f = vertex3f;
9999 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10000 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10001 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10003 else if (wantnormals)
10005 rsurface.modelvertex3f = vertex3f;
10006 rsurface.modelsvector3f = NULL;
10007 rsurface.modeltvector3f = NULL;
10008 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10012 rsurface.modelvertex3f = vertex3f;
10013 rsurface.modelsvector3f = NULL;
10014 rsurface.modeltvector3f = NULL;
10015 rsurface.modelnormal3f = NULL;
10017 rsurface.modelvertex3f_bufferobject = 0;
10018 rsurface.modelvertex3f_bufferoffset = 0;
10019 rsurface.modelsvector3f_bufferobject = 0;
10020 rsurface.modelsvector3f_bufferoffset = 0;
10021 rsurface.modeltvector3f_bufferobject = 0;
10022 rsurface.modeltvector3f_bufferoffset = 0;
10023 rsurface.modelnormal3f_bufferobject = 0;
10024 rsurface.modelnormal3f_bufferoffset = 0;
10025 rsurface.generatedvertex = true;
10026 rsurface.modellightmapcolor4f = color4f;
10027 rsurface.modellightmapcolor4f_bufferobject = 0;
10028 rsurface.modellightmapcolor4f_bufferoffset = 0;
10029 rsurface.modeltexcoordtexture2f = texcoord2f;
10030 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10031 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10032 rsurface.modeltexcoordlightmap2f = NULL;
10033 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10034 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10035 rsurface.modelelement3i = element3i;
10036 rsurface.modelelement3s = element3s;
10037 rsurface.modelelement3i_bufferobject = 0;
10038 rsurface.modelelement3s_bufferobject = 0;
10039 rsurface.modellightmapoffsets = NULL;
10040 rsurface.modelsurfaces = NULL;
10041 rsurface.vertex3f = rsurface.modelvertex3f;
10042 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10043 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10044 rsurface.svector3f = rsurface.modelsvector3f;
10045 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10046 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10047 rsurface.tvector3f = rsurface.modeltvector3f;
10048 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10049 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10050 rsurface.normal3f = rsurface.modelnormal3f;
10051 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10052 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10053 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10055 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10057 if ((wantnormals || wanttangents) && !normal3f)
10058 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10059 if (wanttangents && !svector3f)
10060 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);
10064 float RSurf_FogPoint(const float *v)
10066 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10067 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10068 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10069 float FogHeightFade = r_refdef.fogheightfade;
10071 unsigned int fogmasktableindex;
10072 if (r_refdef.fogplaneviewabove)
10073 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10075 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10076 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10077 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10080 float RSurf_FogVertex(const float *v)
10082 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10083 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10084 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10085 float FogHeightFade = rsurface.fogheightfade;
10087 unsigned int fogmasktableindex;
10088 if (r_refdef.fogplaneviewabove)
10089 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10091 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10092 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10093 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10096 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10097 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10100 int texturesurfaceindex;
10105 const float *v1, *in_tc;
10107 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10108 float waveparms[4];
10109 q3shaderinfo_deform_t *deform;
10110 // 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
10111 if (rsurface.generatedvertex)
10113 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10114 generatenormals = true;
10115 for (i = 0;i < Q3MAXDEFORMS;i++)
10117 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10119 generatetangents = true;
10120 generatenormals = true;
10122 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10123 generatenormals = true;
10125 if (generatenormals && !rsurface.modelnormal3f)
10127 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10128 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10129 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10130 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10132 if (generatetangents && !rsurface.modelsvector3f)
10134 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10135 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10136 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10137 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10138 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10139 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10140 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);
10143 rsurface.vertex3f = rsurface.modelvertex3f;
10144 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10145 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10146 rsurface.svector3f = rsurface.modelsvector3f;
10147 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10148 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10149 rsurface.tvector3f = rsurface.modeltvector3f;
10150 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10151 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10152 rsurface.normal3f = rsurface.modelnormal3f;
10153 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10154 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10155 // if vertices are deformed (sprite flares and things in maps, possibly
10156 // water waves, bulges and other deformations), generate them into
10157 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10158 // (may be static model data or generated data for an animated model, or
10159 // the previous deform pass)
10160 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10162 switch (deform->deform)
10165 case Q3DEFORM_PROJECTIONSHADOW:
10166 case Q3DEFORM_TEXT0:
10167 case Q3DEFORM_TEXT1:
10168 case Q3DEFORM_TEXT2:
10169 case Q3DEFORM_TEXT3:
10170 case Q3DEFORM_TEXT4:
10171 case Q3DEFORM_TEXT5:
10172 case Q3DEFORM_TEXT6:
10173 case Q3DEFORM_TEXT7:
10174 case Q3DEFORM_NONE:
10176 case Q3DEFORM_AUTOSPRITE:
10177 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10178 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10179 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10180 VectorNormalize(newforward);
10181 VectorNormalize(newright);
10182 VectorNormalize(newup);
10183 // make deformed versions of only the model vertices used by the specified surfaces
10184 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10186 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10187 // a single autosprite surface can contain multiple sprites...
10188 for (j = 0;j < surface->num_vertices - 3;j += 4)
10190 VectorClear(center);
10191 for (i = 0;i < 4;i++)
10192 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10193 VectorScale(center, 0.25f, center);
10194 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10195 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10196 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10197 for (i = 0;i < 4;i++)
10199 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10200 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10203 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);
10204 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);
10206 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10207 rsurface.vertex3f_bufferobject = 0;
10208 rsurface.vertex3f_bufferoffset = 0;
10209 rsurface.svector3f = rsurface.array_deformedsvector3f;
10210 rsurface.svector3f_bufferobject = 0;
10211 rsurface.svector3f_bufferoffset = 0;
10212 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10213 rsurface.tvector3f_bufferobject = 0;
10214 rsurface.tvector3f_bufferoffset = 0;
10215 rsurface.normal3f = rsurface.array_deformednormal3f;
10216 rsurface.normal3f_bufferobject = 0;
10217 rsurface.normal3f_bufferoffset = 0;
10219 case Q3DEFORM_AUTOSPRITE2:
10220 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10221 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10222 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10223 VectorNormalize(newforward);
10224 VectorNormalize(newright);
10225 VectorNormalize(newup);
10226 // make deformed versions of only the model vertices used by the specified surfaces
10227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230 const float *v1, *v2;
10240 memset(shortest, 0, sizeof(shortest));
10241 // a single autosprite surface can contain multiple sprites...
10242 for (j = 0;j < surface->num_vertices - 3;j += 4)
10244 VectorClear(center);
10245 for (i = 0;i < 4;i++)
10246 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10247 VectorScale(center, 0.25f, center);
10248 // find the two shortest edges, then use them to define the
10249 // axis vectors for rotating around the central axis
10250 for (i = 0;i < 6;i++)
10252 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10253 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10255 Debug_PolygonBegin(NULL, 0);
10256 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10257 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);
10258 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10259 Debug_PolygonEnd();
10261 l = VectorDistance2(v1, v2);
10262 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10263 if (v1[2] != v2[2])
10264 l += (1.0f / 1024.0f);
10265 if (shortest[0].length2 > l || i == 0)
10267 shortest[1] = shortest[0];
10268 shortest[0].length2 = l;
10269 shortest[0].v1 = v1;
10270 shortest[0].v2 = v2;
10272 else if (shortest[1].length2 > l || i == 1)
10274 shortest[1].length2 = l;
10275 shortest[1].v1 = v1;
10276 shortest[1].v2 = v2;
10279 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10280 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10282 Debug_PolygonBegin(NULL, 0);
10283 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10284 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);
10285 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10286 Debug_PolygonEnd();
10288 // this calculates the right vector from the shortest edge
10289 // and the up vector from the edge midpoints
10290 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10291 VectorNormalize(right);
10292 VectorSubtract(end, start, up);
10293 VectorNormalize(up);
10294 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10295 VectorSubtract(rsurface.localvieworigin, center, forward);
10296 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10297 VectorNegate(forward, forward);
10298 VectorReflect(forward, 0, up, forward);
10299 VectorNormalize(forward);
10300 CrossProduct(up, forward, newright);
10301 VectorNormalize(newright);
10303 Debug_PolygonBegin(NULL, 0);
10304 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);
10305 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10306 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10307 Debug_PolygonEnd();
10310 Debug_PolygonBegin(NULL, 0);
10311 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10312 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10313 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10314 Debug_PolygonEnd();
10316 // rotate the quad around the up axis vector, this is made
10317 // especially easy by the fact we know the quad is flat,
10318 // so we only have to subtract the center position and
10319 // measure distance along the right vector, and then
10320 // multiply that by the newright vector and add back the
10322 // we also need to subtract the old position to undo the
10323 // displacement from the center, which we do with a
10324 // DotProduct, the subtraction/addition of center is also
10325 // optimized into DotProducts here
10326 l = DotProduct(right, center);
10327 for (i = 0;i < 4;i++)
10329 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10330 f = DotProduct(right, v1) - l;
10331 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10334 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);
10335 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);
10337 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10338 rsurface.vertex3f_bufferobject = 0;
10339 rsurface.vertex3f_bufferoffset = 0;
10340 rsurface.svector3f = rsurface.array_deformedsvector3f;
10341 rsurface.svector3f_bufferobject = 0;
10342 rsurface.svector3f_bufferoffset = 0;
10343 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10344 rsurface.tvector3f_bufferobject = 0;
10345 rsurface.tvector3f_bufferoffset = 0;
10346 rsurface.normal3f = rsurface.array_deformednormal3f;
10347 rsurface.normal3f_bufferobject = 0;
10348 rsurface.normal3f_bufferoffset = 0;
10350 case Q3DEFORM_NORMAL:
10351 // deform the normals to make reflections wavey
10352 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10354 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10355 for (j = 0;j < surface->num_vertices;j++)
10358 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10359 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10360 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10361 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10362 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10363 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10364 VectorNormalize(normal);
10366 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);
10368 rsurface.svector3f = rsurface.array_deformedsvector3f;
10369 rsurface.svector3f_bufferobject = 0;
10370 rsurface.svector3f_bufferoffset = 0;
10371 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10372 rsurface.tvector3f_bufferobject = 0;
10373 rsurface.tvector3f_bufferoffset = 0;
10374 rsurface.normal3f = rsurface.array_deformednormal3f;
10375 rsurface.normal3f_bufferobject = 0;
10376 rsurface.normal3f_bufferoffset = 0;
10378 case Q3DEFORM_WAVE:
10379 // deform vertex array to make wavey water and flags and such
10380 waveparms[0] = deform->waveparms[0];
10381 waveparms[1] = deform->waveparms[1];
10382 waveparms[2] = deform->waveparms[2];
10383 waveparms[3] = deform->waveparms[3];
10384 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10385 break; // if wavefunc is a nop, don't make a dynamic vertex array
10386 // this is how a divisor of vertex influence on deformation
10387 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10388 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10389 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10391 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10392 for (j = 0;j < surface->num_vertices;j++)
10394 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10395 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10396 // if the wavefunc depends on time, evaluate it per-vertex
10399 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10400 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10402 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10405 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10406 rsurface.vertex3f_bufferobject = 0;
10407 rsurface.vertex3f_bufferoffset = 0;
10409 case Q3DEFORM_BULGE:
10410 // deform vertex array to make the surface have moving bulges
10411 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10413 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10414 for (j = 0;j < surface->num_vertices;j++)
10416 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10417 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10420 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10421 rsurface.vertex3f_bufferobject = 0;
10422 rsurface.vertex3f_bufferoffset = 0;
10424 case Q3DEFORM_MOVE:
10425 // deform vertex array
10426 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10427 break; // if wavefunc is a nop, don't make a dynamic vertex array
10428 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10429 VectorScale(deform->parms, scale, waveparms);
10430 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10432 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10433 for (j = 0;j < surface->num_vertices;j++)
10434 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10436 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10437 rsurface.vertex3f_bufferobject = 0;
10438 rsurface.vertex3f_bufferoffset = 0;
10442 // generate texcoords based on the chosen texcoord source
10443 switch(rsurface.texture->tcgen.tcgen)
10446 case Q3TCGEN_TEXTURE:
10447 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10448 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10449 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10451 case Q3TCGEN_LIGHTMAP:
10452 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10453 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10454 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10456 case Q3TCGEN_VECTOR:
10457 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10459 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10460 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)
10462 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10463 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10466 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10467 rsurface.texcoordtexture2f_bufferobject = 0;
10468 rsurface.texcoordtexture2f_bufferoffset = 0;
10470 case Q3TCGEN_ENVIRONMENT:
10471 // make environment reflections using a spheremap
10472 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10474 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10475 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10476 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10477 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10478 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10480 // identical to Q3A's method, but executed in worldspace so
10481 // carried models can be shiny too
10483 float viewer[3], d, reflected[3], worldreflected[3];
10485 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10486 // VectorNormalize(viewer);
10488 d = DotProduct(normal, viewer);
10490 reflected[0] = normal[0]*2*d - viewer[0];
10491 reflected[1] = normal[1]*2*d - viewer[1];
10492 reflected[2] = normal[2]*2*d - viewer[2];
10493 // note: this is proportinal to viewer, so we can normalize later
10495 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10496 VectorNormalize(worldreflected);
10498 // note: this sphere map only uses world x and z!
10499 // so positive and negative y will LOOK THE SAME.
10500 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10501 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10504 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10505 rsurface.texcoordtexture2f_bufferobject = 0;
10506 rsurface.texcoordtexture2f_bufferoffset = 0;
10509 // the only tcmod that needs software vertex processing is turbulent, so
10510 // check for it here and apply the changes if needed
10511 // and we only support that as the first one
10512 // (handling a mixture of turbulent and other tcmods would be problematic
10513 // without punting it entirely to a software path)
10514 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10516 amplitude = rsurface.texture->tcmods[0].parms[1];
10517 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10518 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10520 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10521 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)
10523 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10524 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10527 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10528 rsurface.texcoordtexture2f_bufferobject = 0;
10529 rsurface.texcoordtexture2f_bufferoffset = 0;
10531 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10532 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10533 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10534 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10537 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10540 const msurface_t *surface = texturesurfacelist[0];
10541 const msurface_t *surface2;
10546 // TODO: lock all array ranges before render, rather than on each surface
10547 if (texturenumsurfaces == 1)
10548 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10549 else if (r_batchmode.integer == 2)
10551 #define MAXBATCHTRIANGLES 65536
10552 int batchtriangles = 0;
10553 static int batchelements[MAXBATCHTRIANGLES*3];
10554 for (i = 0;i < texturenumsurfaces;i = j)
10556 surface = texturesurfacelist[i];
10558 if (surface->num_triangles > MAXBATCHTRIANGLES)
10560 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10563 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10564 batchtriangles = surface->num_triangles;
10565 firstvertex = surface->num_firstvertex;
10566 endvertex = surface->num_firstvertex + surface->num_vertices;
10567 for (;j < texturenumsurfaces;j++)
10569 surface2 = texturesurfacelist[j];
10570 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10572 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10573 batchtriangles += surface2->num_triangles;
10574 firstvertex = min(firstvertex, surface2->num_firstvertex);
10575 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10577 surface2 = texturesurfacelist[j-1];
10578 numvertices = endvertex - firstvertex;
10579 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10582 else if (r_batchmode.integer == 1)
10584 for (i = 0;i < texturenumsurfaces;i = j)
10586 surface = texturesurfacelist[i];
10587 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10588 if (texturesurfacelist[j] != surface2)
10590 surface2 = texturesurfacelist[j-1];
10591 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10592 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10593 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10598 for (i = 0;i < texturenumsurfaces;i++)
10600 surface = texturesurfacelist[i];
10601 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);
10606 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10608 switch(vid.renderpath)
10610 case RENDERPATH_CGGL:
10612 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10613 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10616 case RENDERPATH_GL20:
10617 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10618 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10620 case RENDERPATH_GL13:
10621 case RENDERPATH_GL11:
10622 R_Mesh_TexBind(0, surface->lightmaptexture);
10627 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10629 // pick the closest matching water plane and bind textures
10630 int planeindex, vertexindex;
10634 r_waterstate_waterplane_t *p, *bestp;
10637 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10639 if(p->camera_entity != rsurface.texture->camera_entity)
10642 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10644 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10645 d += fabs(PlaneDiff(vert, &p->plane));
10647 if (bestd > d || !bestp)
10653 switch(vid.renderpath)
10655 case RENDERPATH_CGGL:
10657 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10658 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10659 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10662 case RENDERPATH_GL20:
10663 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10664 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10665 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10667 case RENDERPATH_GL13:
10668 case RENDERPATH_GL11:
10673 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10676 const msurface_t *surface;
10677 if (r_waterstate.renderingscene)
10679 for (i = 0;i < texturenumsurfaces;i++)
10681 surface = texturesurfacelist[i];
10682 RSurf_BindLightmapForSurface(surface);
10683 RSurf_BindReflectionForSurface(surface);
10684 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 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10692 const msurface_t *surface = texturesurfacelist[0];
10693 const msurface_t *surface2;
10698 if (texturenumsurfaces == 1)
10700 RSurf_BindLightmapForSurface(surface);
10701 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);
10703 else if (r_batchmode.integer == 2)
10705 int batchtriangles = 0;
10706 static int batchelements[MAXBATCHTRIANGLES*3];
10707 for (i = 0;i < texturenumsurfaces;i = j)
10709 surface = texturesurfacelist[i];
10710 RSurf_BindLightmapForSurface(surface);
10712 if (surface->num_triangles > MAXBATCHTRIANGLES)
10714 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);
10717 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10718 batchtriangles = surface->num_triangles;
10719 firstvertex = surface->num_firstvertex;
10720 endvertex = surface->num_firstvertex + surface->num_vertices;
10721 for (;j < texturenumsurfaces;j++)
10723 surface2 = texturesurfacelist[j];
10724 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10726 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10727 batchtriangles += surface2->num_triangles;
10728 firstvertex = min(firstvertex, surface2->num_firstvertex);
10729 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10731 surface2 = texturesurfacelist[j-1];
10732 numvertices = endvertex - firstvertex;
10733 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10736 else if (r_batchmode.integer == 1)
10739 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10740 for (i = 0;i < texturenumsurfaces;i = j)
10742 surface = texturesurfacelist[i];
10743 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10744 if (texturesurfacelist[j] != surface2)
10746 Con_Printf(" %i", j - i);
10749 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10751 for (i = 0;i < texturenumsurfaces;i = j)
10753 surface = texturesurfacelist[i];
10754 RSurf_BindLightmapForSurface(surface);
10755 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10756 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10759 Con_Printf(" %i", j - i);
10761 surface2 = texturesurfacelist[j-1];
10762 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10763 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10764 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10772 for (i = 0;i < texturenumsurfaces;i++)
10774 surface = texturesurfacelist[i];
10775 RSurf_BindLightmapForSurface(surface);
10776 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);
10781 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10784 int texturesurfaceindex;
10785 if (r_showsurfaces.integer == 2)
10787 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10789 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10790 for (j = 0;j < surface->num_triangles;j++)
10792 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10793 GL_Color(f, f, f, 1);
10794 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10800 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10802 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10803 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10804 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);
10805 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);
10810 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10812 int texturesurfaceindex;
10816 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10818 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10819 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)
10827 rsurface.lightmapcolor4f = rsurface.array_color4f;
10828 rsurface.lightmapcolor4f_bufferobject = 0;
10829 rsurface.lightmapcolor4f_bufferoffset = 0;
10832 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10834 int texturesurfaceindex;
10840 if (rsurface.lightmapcolor4f)
10842 // generate color arrays for the surfaces in this list
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), 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)
10848 f = RSurf_FogVertex(v);
10858 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10860 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10861 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)
10863 f = RSurf_FogVertex(v);
10871 rsurface.lightmapcolor4f = rsurface.array_color4f;
10872 rsurface.lightmapcolor4f_bufferobject = 0;
10873 rsurface.lightmapcolor4f_bufferoffset = 0;
10876 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10878 int texturesurfaceindex;
10884 if (!rsurface.lightmapcolor4f)
10886 // generate color arrays for the surfaces in this list
10887 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10889 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10890 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)
10892 f = RSurf_FogVertex(v);
10893 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10894 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10895 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10899 rsurface.lightmapcolor4f = rsurface.array_color4f;
10900 rsurface.lightmapcolor4f_bufferobject = 0;
10901 rsurface.lightmapcolor4f_bufferoffset = 0;
10904 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10906 int texturesurfaceindex;
10910 if (!rsurface.lightmapcolor4f)
10912 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10914 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10915 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)
10923 rsurface.lightmapcolor4f = rsurface.array_color4f;
10924 rsurface.lightmapcolor4f_bufferobject = 0;
10925 rsurface.lightmapcolor4f_bufferoffset = 0;
10928 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10930 int texturesurfaceindex;
10934 if (!rsurface.lightmapcolor4f)
10936 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10938 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10939 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)
10941 c2[0] = c[0] + r_refdef.scene.ambient;
10942 c2[1] = c[1] + r_refdef.scene.ambient;
10943 c2[2] = c[2] + r_refdef.scene.ambient;
10947 rsurface.lightmapcolor4f = rsurface.array_color4f;
10948 rsurface.lightmapcolor4f_bufferobject = 0;
10949 rsurface.lightmapcolor4f_bufferoffset = 0;
10952 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10955 rsurface.lightmapcolor4f = NULL;
10956 rsurface.lightmapcolor4f_bufferobject = 0;
10957 rsurface.lightmapcolor4f_bufferoffset = 0;
10958 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10959 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10960 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10961 GL_Color(r, g, b, a);
10962 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10965 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10967 // TODO: optimize applyfog && applycolor case
10968 // just apply fog if necessary, and tint the fog color array if necessary
10969 rsurface.lightmapcolor4f = NULL;
10970 rsurface.lightmapcolor4f_bufferobject = 0;
10971 rsurface.lightmapcolor4f_bufferoffset = 0;
10972 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10973 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10974 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10975 GL_Color(r, g, b, a);
10976 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10979 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10981 int texturesurfaceindex;
10985 if (texturesurfacelist[0]->lightmapinfo)
10987 // generate color arrays for the surfaces in this list
10988 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10990 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10991 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10993 if (surface->lightmapinfo->samples)
10995 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10996 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10997 VectorScale(lm, scale, c);
10998 if (surface->lightmapinfo->styles[1] != 255)
11000 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11002 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11003 VectorMA(c, scale, lm, c);
11004 if (surface->lightmapinfo->styles[2] != 255)
11007 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11008 VectorMA(c, scale, lm, c);
11009 if (surface->lightmapinfo->styles[3] != 255)
11012 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11013 VectorMA(c, scale, lm, c);
11023 rsurface.lightmapcolor4f = rsurface.array_color4f;
11024 rsurface.lightmapcolor4f_bufferobject = 0;
11025 rsurface.lightmapcolor4f_bufferoffset = 0;
11029 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11030 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11031 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11033 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11034 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11035 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11036 GL_Color(r, g, b, a);
11037 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11040 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11042 int texturesurfaceindex;
11049 vec3_t ambientcolor;
11050 vec3_t diffusecolor;
11054 VectorCopy(rsurface.modellight_lightdir, lightdir);
11055 f = 0.5f * r_refdef.lightmapintensity;
11056 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11057 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11058 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11059 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11060 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11061 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11063 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11065 // generate color arrays for the surfaces in this list
11066 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11068 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11069 int numverts = surface->num_vertices;
11070 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11071 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11072 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11073 // q3-style directional shading
11074 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11076 if ((f = DotProduct(n, lightdir)) > 0)
11077 VectorMA(ambientcolor, f, diffusecolor, c);
11079 VectorCopy(ambientcolor, c);
11087 rsurface.lightmapcolor4f = rsurface.array_color4f;
11088 rsurface.lightmapcolor4f_bufferobject = 0;
11089 rsurface.lightmapcolor4f_bufferoffset = 0;
11090 *applycolor = false;
11094 *r = ambientcolor[0];
11095 *g = ambientcolor[1];
11096 *b = ambientcolor[2];
11097 rsurface.lightmapcolor4f = NULL;
11098 rsurface.lightmapcolor4f_bufferobject = 0;
11099 rsurface.lightmapcolor4f_bufferoffset = 0;
11103 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11105 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11106 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11107 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11108 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11109 GL_Color(r, g, b, a);
11110 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11113 void RSurf_SetupDepthAndCulling(void)
11115 // submodels are biased to avoid z-fighting with world surfaces that they
11116 // may be exactly overlapping (avoids z-fighting artifacts on certain
11117 // doors and things in Quake maps)
11118 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11119 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11120 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11121 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11124 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11126 // transparent sky would be ridiculous
11127 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11129 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11130 skyrenderlater = true;
11131 RSurf_SetupDepthAndCulling();
11132 GL_DepthMask(true);
11133 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11134 // skymasking on them, and Quake3 never did sky masking (unlike
11135 // software Quake and software Quake2), so disable the sky masking
11136 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11137 // and skymasking also looks very bad when noclipping outside the
11138 // level, so don't use it then either.
11139 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11141 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11142 R_Mesh_ColorPointer(NULL, 0, 0);
11143 R_Mesh_ResetTextureState();
11144 if (skyrendermasked)
11146 R_SetupShader_DepthOrShadow();
11147 // depth-only (masking)
11148 GL_ColorMask(0,0,0,0);
11149 // just to make sure that braindead drivers don't draw
11150 // anything despite that colormask...
11151 GL_BlendFunc(GL_ZERO, GL_ONE);
11155 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11157 GL_BlendFunc(GL_ONE, GL_ZERO);
11159 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11160 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11161 if (skyrendermasked)
11162 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11164 R_Mesh_ResetTextureState();
11165 GL_Color(1, 1, 1, 1);
11168 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11169 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11170 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11172 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11174 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11177 // render screenspace normalmap to texture
11178 GL_DepthMask(true);
11179 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11180 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11182 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11184 // render water or distortion background, then blend surface on top
11185 GL_DepthMask(true);
11186 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11187 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11188 GL_DepthMask(false);
11189 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11190 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11191 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11193 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11197 // render surface normally
11198 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11199 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11201 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11202 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11203 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11205 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11209 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11211 // OpenGL 1.3 path - anything not completely ancient
11212 int texturesurfaceindex;
11213 qboolean applycolor;
11216 const texturelayer_t *layer;
11217 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11219 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11222 int layertexrgbscale;
11223 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11225 if (layerindex == 0)
11226 GL_AlphaTest(true);
11229 GL_AlphaTest(false);
11230 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11233 GL_DepthMask(layer->depthmask && writedepth);
11234 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11235 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11237 layertexrgbscale = 4;
11238 VectorScale(layer->color, 0.25f, layercolor);
11240 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11242 layertexrgbscale = 2;
11243 VectorScale(layer->color, 0.5f, layercolor);
11247 layertexrgbscale = 1;
11248 VectorScale(layer->color, 1.0f, layercolor);
11250 layercolor[3] = layer->color[3];
11251 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11252 R_Mesh_ColorPointer(NULL, 0, 0);
11253 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11254 switch (layer->type)
11256 case TEXTURELAYERTYPE_LITTEXTURE:
11257 // single-pass lightmapped texture with 2x rgbscale
11258 R_Mesh_TexBind(0, r_texture_white);
11259 R_Mesh_TexMatrix(0, NULL);
11260 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11261 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11262 R_Mesh_TexBind(1, layer->texture);
11263 R_Mesh_TexMatrix(1, &layer->texmatrix);
11264 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11265 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11266 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11267 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11268 else if (rsurface.uselightmaptexture)
11269 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11271 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11273 case TEXTURELAYERTYPE_TEXTURE:
11274 // singletexture unlit texture with transparency support
11275 R_Mesh_TexBind(0, layer->texture);
11276 R_Mesh_TexMatrix(0, &layer->texmatrix);
11277 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11278 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11279 R_Mesh_TexBind(1, 0);
11280 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11281 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11283 case TEXTURELAYERTYPE_FOG:
11284 // singletexture fogging
11285 if (layer->texture)
11287 R_Mesh_TexBind(0, layer->texture);
11288 R_Mesh_TexMatrix(0, &layer->texmatrix);
11289 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11290 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11294 R_Mesh_TexBind(0, 0);
11295 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11297 R_Mesh_TexBind(1, 0);
11298 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11299 // generate a color array for the fog pass
11300 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11301 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11307 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11308 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)
11310 f = 1 - RSurf_FogVertex(v);
11311 c[0] = layercolor[0];
11312 c[1] = layercolor[1];
11313 c[2] = layercolor[2];
11314 c[3] = f * layercolor[3];
11317 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11320 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11326 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11327 GL_AlphaTest(false);
11331 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11333 // OpenGL 1.1 - crusty old voodoo path
11334 int texturesurfaceindex;
11337 const texturelayer_t *layer;
11338 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11340 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11344 if (layerindex == 0)
11345 GL_AlphaTest(true);
11348 GL_AlphaTest(false);
11349 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11352 GL_DepthMask(layer->depthmask && writedepth);
11353 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11354 R_Mesh_ColorPointer(NULL, 0, 0);
11355 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11356 switch (layer->type)
11358 case TEXTURELAYERTYPE_LITTEXTURE:
11359 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11361 // two-pass lit texture with 2x rgbscale
11362 // first the lightmap pass
11363 R_Mesh_TexBind(0, r_texture_white);
11364 R_Mesh_TexMatrix(0, NULL);
11365 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11366 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11367 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11368 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11369 else if (rsurface.uselightmaptexture)
11370 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11372 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11373 // then apply the texture to it
11374 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11375 R_Mesh_TexBind(0, layer->texture);
11376 R_Mesh_TexMatrix(0, &layer->texmatrix);
11377 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11378 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11379 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);
11383 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11384 R_Mesh_TexBind(0, layer->texture);
11385 R_Mesh_TexMatrix(0, &layer->texmatrix);
11386 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11387 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11389 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);
11391 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);
11394 case TEXTURELAYERTYPE_TEXTURE:
11395 // singletexture unlit texture with transparency support
11396 R_Mesh_TexBind(0, layer->texture);
11397 R_Mesh_TexMatrix(0, &layer->texmatrix);
11398 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11399 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11400 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);
11402 case TEXTURELAYERTYPE_FOG:
11403 // singletexture fogging
11404 if (layer->texture)
11406 R_Mesh_TexBind(0, layer->texture);
11407 R_Mesh_TexMatrix(0, &layer->texmatrix);
11408 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11409 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11413 R_Mesh_TexBind(0, 0);
11414 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11416 // generate a color array for the fog pass
11417 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11418 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11424 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11425 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)
11427 f = 1 - RSurf_FogVertex(v);
11428 c[0] = layer->color[0];
11429 c[1] = layer->color[1];
11430 c[2] = layer->color[2];
11431 c[3] = f * layer->color[3];
11434 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11437 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11443 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11444 GL_AlphaTest(false);
11448 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11452 GL_AlphaTest(false);
11453 R_Mesh_ColorPointer(NULL, 0, 0);
11454 R_Mesh_ResetTextureState();
11455 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11457 if(rsurface.texture && rsurface.texture->currentskinframe)
11459 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11460 c[3] *= rsurface.texture->currentalpha;
11470 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11472 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11473 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11474 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11477 // brighten it up (as texture value 127 means "unlit")
11478 c[0] *= 2 * r_refdef.view.colorscale;
11479 c[1] *= 2 * r_refdef.view.colorscale;
11480 c[2] *= 2 * r_refdef.view.colorscale;
11482 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11483 c[3] *= r_wateralpha.value;
11485 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11488 GL_DepthMask(false);
11490 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11492 GL_BlendFunc(GL_ONE, GL_ONE);
11493 GL_DepthMask(false);
11495 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11497 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11498 GL_DepthMask(false);
11500 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11502 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11503 GL_DepthMask(false);
11507 GL_BlendFunc(GL_ONE, GL_ZERO);
11508 GL_DepthMask(writedepth);
11511 rsurface.lightmapcolor4f = NULL;
11513 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11515 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11517 rsurface.lightmapcolor4f = NULL;
11518 rsurface.lightmapcolor4f_bufferobject = 0;
11519 rsurface.lightmapcolor4f_bufferoffset = 0;
11521 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11523 qboolean applycolor = true;
11526 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11528 r_refdef.lightmapintensity = 1;
11529 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11530 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11534 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11536 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11537 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11538 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11541 if(!rsurface.lightmapcolor4f)
11542 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11544 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11545 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11546 if(r_refdef.fogenabled)
11547 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11549 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11550 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11553 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11556 RSurf_SetupDepthAndCulling();
11557 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11559 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11562 switch (vid.renderpath)
11564 case RENDERPATH_GL20:
11565 case RENDERPATH_CGGL:
11566 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11568 case RENDERPATH_GL13:
11569 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11571 case RENDERPATH_GL11:
11572 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11578 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11581 RSurf_SetupDepthAndCulling();
11582 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11584 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11587 switch (vid.renderpath)
11589 case RENDERPATH_GL20:
11590 case RENDERPATH_CGGL:
11591 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11593 case RENDERPATH_GL13:
11594 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11596 case RENDERPATH_GL11:
11597 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11603 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11606 int texturenumsurfaces, endsurface;
11607 texture_t *texture;
11608 const msurface_t *surface;
11609 #define MAXBATCH_TRANSPARENTSURFACES 256
11610 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11612 // if the model is static it doesn't matter what value we give for
11613 // wantnormals and wanttangents, so this logic uses only rules applicable
11614 // to a model, knowing that they are meaningless otherwise
11615 if (ent == r_refdef.scene.worldentity)
11616 RSurf_ActiveWorldEntity();
11617 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11618 RSurf_ActiveModelEntity(ent, false, false, false);
11621 switch (vid.renderpath)
11623 case RENDERPATH_GL20:
11624 case RENDERPATH_CGGL:
11625 RSurf_ActiveModelEntity(ent, true, true, false);
11627 case RENDERPATH_GL13:
11628 case RENDERPATH_GL11:
11629 RSurf_ActiveModelEntity(ent, true, false, false);
11634 if (r_transparentdepthmasking.integer)
11636 qboolean setup = false;
11637 for (i = 0;i < numsurfaces;i = j)
11640 surface = rsurface.modelsurfaces + surfacelist[i];
11641 texture = surface->texture;
11642 rsurface.texture = R_GetCurrentTexture(texture);
11643 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11644 // scan ahead until we find a different texture
11645 endsurface = min(i + 1024, numsurfaces);
11646 texturenumsurfaces = 0;
11647 texturesurfacelist[texturenumsurfaces++] = surface;
11648 for (;j < endsurface;j++)
11650 surface = rsurface.modelsurfaces + surfacelist[j];
11651 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11653 texturesurfacelist[texturenumsurfaces++] = surface;
11655 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11657 // render the range of surfaces as depth
11661 GL_ColorMask(0,0,0,0);
11663 GL_DepthTest(true);
11664 GL_BlendFunc(GL_ONE, GL_ZERO);
11665 GL_DepthMask(true);
11666 GL_AlphaTest(false);
11667 R_Mesh_ColorPointer(NULL, 0, 0);
11668 R_Mesh_ResetTextureState();
11669 R_SetupShader_DepthOrShadow();
11671 RSurf_SetupDepthAndCulling();
11672 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11673 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11676 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11679 for (i = 0;i < numsurfaces;i = j)
11682 surface = rsurface.modelsurfaces + surfacelist[i];
11683 texture = surface->texture;
11684 rsurface.texture = R_GetCurrentTexture(texture);
11685 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11686 // scan ahead until we find a different texture
11687 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11688 texturenumsurfaces = 0;
11689 texturesurfacelist[texturenumsurfaces++] = surface;
11690 for (;j < endsurface;j++)
11692 surface = rsurface.modelsurfaces + surfacelist[j];
11693 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11695 texturesurfacelist[texturenumsurfaces++] = surface;
11697 // render the range of surfaces
11698 if (ent == r_refdef.scene.worldentity)
11699 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11701 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11703 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11704 GL_AlphaTest(false);
11707 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11709 // transparent surfaces get pushed off into the transparent queue
11710 int surfacelistindex;
11711 const msurface_t *surface;
11712 vec3_t tempcenter, center;
11713 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11715 surface = texturesurfacelist[surfacelistindex];
11716 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11717 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11718 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11719 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11720 if (queueentity->transparent_offset) // transparent offset
11722 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11723 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11724 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11726 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11730 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11732 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11736 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11738 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11740 RSurf_SetupDepthAndCulling();
11741 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11742 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11746 if (!rsurface.texture->currentnumlayers)
11748 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11749 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11751 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11753 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11755 RSurf_SetupDepthAndCulling();
11756 GL_AlphaTest(false);
11757 R_Mesh_ColorPointer(NULL, 0, 0);
11758 R_Mesh_ResetTextureState();
11759 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11760 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11761 GL_DepthMask(true);
11762 GL_BlendFunc(GL_ONE, GL_ZERO);
11763 GL_Color(0, 0, 0, 1);
11764 GL_DepthTest(writedepth);
11765 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11767 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11769 RSurf_SetupDepthAndCulling();
11770 GL_AlphaTest(false);
11771 R_Mesh_ColorPointer(NULL, 0, 0);
11772 R_Mesh_ResetTextureState();
11773 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11774 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11775 GL_DepthMask(true);
11776 GL_BlendFunc(GL_ONE, GL_ZERO);
11777 GL_DepthTest(true);
11778 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11780 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11781 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11782 else if (!rsurface.texture->currentnumlayers)
11784 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11786 // in the deferred case, transparent surfaces were queued during prepass
11787 if (!r_shadow_usingdeferredprepass)
11788 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11792 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11793 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11798 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11801 texture_t *texture;
11802 // break the surface list down into batches by texture and use of lightmapping
11803 for (i = 0;i < numsurfaces;i = j)
11806 // texture is the base texture pointer, rsurface.texture is the
11807 // current frame/skin the texture is directing us to use (for example
11808 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11809 // use skin 1 instead)
11810 texture = surfacelist[i]->texture;
11811 rsurface.texture = R_GetCurrentTexture(texture);
11812 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11813 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11815 // if this texture is not the kind we want, skip ahead to the next one
11816 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11820 // simply scan ahead until we find a different texture or lightmap state
11821 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11823 // render the range of surfaces
11824 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11828 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11833 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11835 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11837 RSurf_SetupDepthAndCulling();
11838 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11839 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11843 if (!rsurface.texture->currentnumlayers)
11845 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11846 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11848 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11850 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11852 RSurf_SetupDepthAndCulling();
11853 GL_AlphaTest(false);
11854 R_Mesh_ColorPointer(NULL, 0, 0);
11855 R_Mesh_ResetTextureState();
11856 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11857 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11858 GL_DepthMask(true);
11859 GL_BlendFunc(GL_ONE, GL_ZERO);
11860 GL_Color(0, 0, 0, 1);
11861 GL_DepthTest(writedepth);
11862 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11864 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11866 RSurf_SetupDepthAndCulling();
11867 GL_AlphaTest(false);
11868 R_Mesh_ColorPointer(NULL, 0, 0);
11869 R_Mesh_ResetTextureState();
11870 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11871 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11872 GL_DepthMask(true);
11873 GL_BlendFunc(GL_ONE, GL_ZERO);
11874 GL_DepthTest(true);
11875 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11877 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11878 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11879 else if (!rsurface.texture->currentnumlayers)
11881 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11883 // in the deferred case, transparent surfaces were queued during prepass
11884 if (!r_shadow_usingdeferredprepass)
11885 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11889 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11890 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11895 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11898 texture_t *texture;
11899 // break the surface list down into batches by texture and use of lightmapping
11900 for (i = 0;i < numsurfaces;i = j)
11903 // texture is the base texture pointer, rsurface.texture is the
11904 // current frame/skin the texture is directing us to use (for example
11905 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11906 // use skin 1 instead)
11907 texture = surfacelist[i]->texture;
11908 rsurface.texture = R_GetCurrentTexture(texture);
11909 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11910 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11912 // if this texture is not the kind we want, skip ahead to the next one
11913 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11917 // simply scan ahead until we find a different texture or lightmap state
11918 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11920 // render the range of surfaces
11921 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11925 float locboxvertex3f[6*4*3] =
11927 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11928 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11929 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11930 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11931 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11932 1,0,0, 0,0,0, 0,1,0, 1,1,0
11935 unsigned short locboxelements[6*2*3] =
11940 12,13,14, 12,14,15,
11941 16,17,18, 16,18,19,
11945 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11948 cl_locnode_t *loc = (cl_locnode_t *)ent;
11950 float vertex3f[6*4*3];
11952 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11953 GL_DepthMask(false);
11954 GL_DepthRange(0, 1);
11955 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11956 GL_DepthTest(true);
11957 GL_CullFace(GL_NONE);
11958 R_EntityMatrix(&identitymatrix);
11960 R_Mesh_VertexPointer(vertex3f, 0, 0);
11961 R_Mesh_ColorPointer(NULL, 0, 0);
11962 R_Mesh_ResetTextureState();
11963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11965 i = surfacelist[0];
11966 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11967 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11968 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11969 surfacelist[0] < 0 ? 0.5f : 0.125f);
11971 if (VectorCompare(loc->mins, loc->maxs))
11973 VectorSet(size, 2, 2, 2);
11974 VectorMA(loc->mins, -0.5f, size, mins);
11978 VectorCopy(loc->mins, mins);
11979 VectorSubtract(loc->maxs, loc->mins, size);
11982 for (i = 0;i < 6*4*3;)
11983 for (j = 0;j < 3;j++, i++)
11984 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11986 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11989 void R_DrawLocs(void)
11992 cl_locnode_t *loc, *nearestloc;
11994 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11995 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11997 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11998 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12002 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12004 if (decalsystem->decals)
12005 Mem_Free(decalsystem->decals);
12006 memset(decalsystem, 0, sizeof(*decalsystem));
12009 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)
12012 tridecal_t *decals;
12015 // expand or initialize the system
12016 if (decalsystem->maxdecals <= decalsystem->numdecals)
12018 decalsystem_t old = *decalsystem;
12019 qboolean useshortelements;
12020 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12021 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12022 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)));
12023 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12024 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12025 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12026 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12027 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12028 if (decalsystem->numdecals)
12029 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12031 Mem_Free(old.decals);
12032 for (i = 0;i < decalsystem->maxdecals*3;i++)
12033 decalsystem->element3i[i] = i;
12034 if (useshortelements)
12035 for (i = 0;i < decalsystem->maxdecals*3;i++)
12036 decalsystem->element3s[i] = i;
12039 // grab a decal and search for another free slot for the next one
12040 decals = decalsystem->decals;
12041 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12042 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12044 decalsystem->freedecal = i;
12045 if (decalsystem->numdecals <= i)
12046 decalsystem->numdecals = i + 1;
12048 // initialize the decal
12050 decal->triangleindex = triangleindex;
12051 decal->surfaceindex = surfaceindex;
12052 decal->decalsequence = decalsequence;
12053 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12054 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12055 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12056 decal->color4ub[0][3] = 255;
12057 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12058 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12059 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12060 decal->color4ub[1][3] = 255;
12061 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12062 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12063 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12064 decal->color4ub[2][3] = 255;
12065 decal->vertex3f[0][0] = v0[0];
12066 decal->vertex3f[0][1] = v0[1];
12067 decal->vertex3f[0][2] = v0[2];
12068 decal->vertex3f[1][0] = v1[0];
12069 decal->vertex3f[1][1] = v1[1];
12070 decal->vertex3f[1][2] = v1[2];
12071 decal->vertex3f[2][0] = v2[0];
12072 decal->vertex3f[2][1] = v2[1];
12073 decal->vertex3f[2][2] = v2[2];
12074 decal->texcoord2f[0][0] = t0[0];
12075 decal->texcoord2f[0][1] = t0[1];
12076 decal->texcoord2f[1][0] = t1[0];
12077 decal->texcoord2f[1][1] = t1[1];
12078 decal->texcoord2f[2][0] = t2[0];
12079 decal->texcoord2f[2][1] = t2[1];
12082 extern cvar_t cl_decals_bias;
12083 extern cvar_t cl_decals_models;
12084 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12085 // baseparms, parms, temps
12086 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)
12091 const float *vertex3f;
12093 float points[2][9][3];
12100 e = rsurface.modelelement3i + 3*triangleindex;
12102 vertex3f = rsurface.modelvertex3f;
12104 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12106 index = 3*e[cornerindex];
12107 VectorCopy(vertex3f + index, v[cornerindex]);
12110 //TriangleNormal(v[0], v[1], v[2], normal);
12111 //if (DotProduct(normal, localnormal) < 0.0f)
12113 // clip by each of the box planes formed from the projection matrix
12114 // if anything survives, we emit the decal
12115 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]);
12118 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]);
12121 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]);
12124 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]);
12127 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]);
12130 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]);
12133 // some part of the triangle survived, so we have to accept it...
12136 // dynamic always uses the original triangle
12138 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12140 index = 3*e[cornerindex];
12141 VectorCopy(vertex3f + index, v[cornerindex]);
12144 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12146 // convert vertex positions to texcoords
12147 Matrix4x4_Transform(projection, v[cornerindex], temp);
12148 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12149 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12150 // calculate distance fade from the projection origin
12151 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12152 f = bound(0.0f, f, 1.0f);
12153 c[cornerindex][0] = r * f;
12154 c[cornerindex][1] = g * f;
12155 c[cornerindex][2] = b * f;
12156 c[cornerindex][3] = 1.0f;
12157 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12160 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);
12162 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12163 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);
12165 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)
12167 matrix4x4_t projection;
12168 decalsystem_t *decalsystem;
12171 const msurface_t *surface;
12172 const msurface_t *surfaces;
12173 const int *surfacelist;
12174 const texture_t *texture;
12176 int numsurfacelist;
12177 int surfacelistindex;
12180 float localorigin[3];
12181 float localnormal[3];
12182 float localmins[3];
12183 float localmaxs[3];
12186 float planes[6][4];
12189 int bih_triangles_count;
12190 int bih_triangles[256];
12191 int bih_surfaces[256];
12193 decalsystem = &ent->decalsystem;
12194 model = ent->model;
12195 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12197 R_DecalSystem_Reset(&ent->decalsystem);
12201 if (!model->brush.data_nodes && !cl_decals_models.integer)
12203 if (decalsystem->model)
12204 R_DecalSystem_Reset(decalsystem);
12208 if (decalsystem->model != model)
12209 R_DecalSystem_Reset(decalsystem);
12210 decalsystem->model = model;
12212 RSurf_ActiveModelEntity(ent, false, false, false);
12214 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12215 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12216 VectorNormalize(localnormal);
12217 localsize = worldsize*rsurface.inversematrixscale;
12218 localmins[0] = localorigin[0] - localsize;
12219 localmins[1] = localorigin[1] - localsize;
12220 localmins[2] = localorigin[2] - localsize;
12221 localmaxs[0] = localorigin[0] + localsize;
12222 localmaxs[1] = localorigin[1] + localsize;
12223 localmaxs[2] = localorigin[2] + localsize;
12225 //VectorCopy(localnormal, planes[4]);
12226 //VectorVectors(planes[4], planes[2], planes[0]);
12227 AnglesFromVectors(angles, localnormal, NULL, false);
12228 AngleVectors(angles, planes[0], planes[2], planes[4]);
12229 VectorNegate(planes[0], planes[1]);
12230 VectorNegate(planes[2], planes[3]);
12231 VectorNegate(planes[4], planes[5]);
12232 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12233 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12234 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12235 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12236 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12237 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12242 matrix4x4_t forwardprojection;
12243 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12244 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12249 float projectionvector[4][3];
12250 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12251 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12252 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12253 projectionvector[0][0] = planes[0][0] * ilocalsize;
12254 projectionvector[0][1] = planes[1][0] * ilocalsize;
12255 projectionvector[0][2] = planes[2][0] * ilocalsize;
12256 projectionvector[1][0] = planes[0][1] * ilocalsize;
12257 projectionvector[1][1] = planes[1][1] * ilocalsize;
12258 projectionvector[1][2] = planes[2][1] * ilocalsize;
12259 projectionvector[2][0] = planes[0][2] * ilocalsize;
12260 projectionvector[2][1] = planes[1][2] * ilocalsize;
12261 projectionvector[2][2] = planes[2][2] * ilocalsize;
12262 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12263 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12264 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12265 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12269 dynamic = model->surfmesh.isanimated;
12270 numsurfacelist = model->nummodelsurfaces;
12271 surfacelist = model->sortedmodelsurfaces;
12272 surfaces = model->data_surfaces;
12275 bih_triangles_count = -1;
12278 if(model->render_bih.numleafs)
12279 bih = &model->render_bih;
12280 else if(model->collision_bih.numleafs)
12281 bih = &model->collision_bih;
12284 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12285 if(bih_triangles_count == 0)
12287 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12289 if(bih_triangles_count > 0)
12291 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12293 surfaceindex = bih_surfaces[triangleindex];
12294 surface = surfaces + surfaceindex;
12295 texture = surface->texture;
12296 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12298 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12300 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12305 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12307 surfaceindex = surfacelist[surfacelistindex];
12308 surface = surfaces + surfaceindex;
12309 // check cull box first because it rejects more than any other check
12310 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12312 // skip transparent surfaces
12313 texture = surface->texture;
12314 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12316 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12318 numtriangles = surface->num_triangles;
12319 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12320 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12325 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12326 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)
12328 int renderentityindex;
12329 float worldmins[3];
12330 float worldmaxs[3];
12331 entity_render_t *ent;
12333 if (!cl_decals_newsystem.integer)
12336 worldmins[0] = worldorigin[0] - worldsize;
12337 worldmins[1] = worldorigin[1] - worldsize;
12338 worldmins[2] = worldorigin[2] - worldsize;
12339 worldmaxs[0] = worldorigin[0] + worldsize;
12340 worldmaxs[1] = worldorigin[1] + worldsize;
12341 worldmaxs[2] = worldorigin[2] + worldsize;
12343 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12345 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12347 ent = r_refdef.scene.entities[renderentityindex];
12348 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12351 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12355 typedef struct r_decalsystem_splatqueue_s
12357 vec3_t worldorigin;
12358 vec3_t worldnormal;
12364 r_decalsystem_splatqueue_t;
12366 int r_decalsystem_numqueued = 0;
12367 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12369 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)
12371 r_decalsystem_splatqueue_t *queue;
12373 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12376 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12377 VectorCopy(worldorigin, queue->worldorigin);
12378 VectorCopy(worldnormal, queue->worldnormal);
12379 Vector4Set(queue->color, r, g, b, a);
12380 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12381 queue->worldsize = worldsize;
12382 queue->decalsequence = cl.decalsequence++;
12385 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12388 r_decalsystem_splatqueue_t *queue;
12390 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12391 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);
12392 r_decalsystem_numqueued = 0;
12395 extern cvar_t cl_decals_max;
12396 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12399 decalsystem_t *decalsystem = &ent->decalsystem;
12406 if (!decalsystem->numdecals)
12409 if (r_showsurfaces.integer)
12412 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12414 R_DecalSystem_Reset(decalsystem);
12418 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12419 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12421 if (decalsystem->lastupdatetime)
12422 frametime = (cl.time - decalsystem->lastupdatetime);
12425 decalsystem->lastupdatetime = cl.time;
12426 decal = decalsystem->decals;
12427 numdecals = decalsystem->numdecals;
12429 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12431 if (decal->color4ub[0][3])
12433 decal->lived += frametime;
12434 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12436 memset(decal, 0, sizeof(*decal));
12437 if (decalsystem->freedecal > i)
12438 decalsystem->freedecal = i;
12442 decal = decalsystem->decals;
12443 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12446 // collapse the array by shuffling the tail decals into the gaps
12449 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12450 decalsystem->freedecal++;
12451 if (decalsystem->freedecal == numdecals)
12453 decal[decalsystem->freedecal] = decal[--numdecals];
12456 decalsystem->numdecals = numdecals;
12458 if (numdecals <= 0)
12460 // if there are no decals left, reset decalsystem
12461 R_DecalSystem_Reset(decalsystem);
12465 extern skinframe_t *decalskinframe;
12466 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12469 decalsystem_t *decalsystem = &ent->decalsystem;
12478 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12481 numdecals = decalsystem->numdecals;
12485 if (r_showsurfaces.integer)
12488 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12490 R_DecalSystem_Reset(decalsystem);
12494 // if the model is static it doesn't matter what value we give for
12495 // wantnormals and wanttangents, so this logic uses only rules applicable
12496 // to a model, knowing that they are meaningless otherwise
12497 if (ent == r_refdef.scene.worldentity)
12498 RSurf_ActiveWorldEntity();
12500 RSurf_ActiveModelEntity(ent, false, false, false);
12502 decalsystem->lastupdatetime = cl.time;
12503 decal = decalsystem->decals;
12505 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12507 // update vertex positions for animated models
12508 v3f = decalsystem->vertex3f;
12509 c4f = decalsystem->color4f;
12510 t2f = decalsystem->texcoord2f;
12511 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12513 if (!decal->color4ub[0][3])
12516 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12519 // update color values for fading decals
12520 if (decal->lived >= cl_decals_time.value)
12522 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12523 alpha *= (1.0f/255.0f);
12526 alpha = 1.0f/255.0f;
12528 c4f[ 0] = decal->color4ub[0][0] * alpha;
12529 c4f[ 1] = decal->color4ub[0][1] * alpha;
12530 c4f[ 2] = decal->color4ub[0][2] * alpha;
12532 c4f[ 4] = decal->color4ub[1][0] * alpha;
12533 c4f[ 5] = decal->color4ub[1][1] * alpha;
12534 c4f[ 6] = decal->color4ub[1][2] * alpha;
12536 c4f[ 8] = decal->color4ub[2][0] * alpha;
12537 c4f[ 9] = decal->color4ub[2][1] * alpha;
12538 c4f[10] = decal->color4ub[2][2] * alpha;
12541 t2f[0] = decal->texcoord2f[0][0];
12542 t2f[1] = decal->texcoord2f[0][1];
12543 t2f[2] = decal->texcoord2f[1][0];
12544 t2f[3] = decal->texcoord2f[1][1];
12545 t2f[4] = decal->texcoord2f[2][0];
12546 t2f[5] = decal->texcoord2f[2][1];
12548 // update vertex positions for animated models
12549 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12551 e = rsurface.modelelement3i + 3*decal->triangleindex;
12552 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12553 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12554 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12558 VectorCopy(decal->vertex3f[0], v3f);
12559 VectorCopy(decal->vertex3f[1], v3f + 3);
12560 VectorCopy(decal->vertex3f[2], v3f + 6);
12563 if (r_refdef.fogenabled)
12565 alpha = RSurf_FogVertex(v3f);
12566 VectorScale(c4f, alpha, c4f);
12567 alpha = RSurf_FogVertex(v3f + 3);
12568 VectorScale(c4f + 4, alpha, c4f + 4);
12569 alpha = RSurf_FogVertex(v3f + 6);
12570 VectorScale(c4f + 8, alpha, c4f + 8);
12581 r_refdef.stats.drawndecals += numtris;
12583 // now render the decals all at once
12584 // (this assumes they all use one particle font texture!)
12585 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);
12586 R_Mesh_ResetTextureState();
12587 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12588 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12589 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12590 GL_DepthMask(false);
12591 GL_DepthRange(0, 1);
12592 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12593 GL_DepthTest(true);
12594 GL_CullFace(GL_NONE);
12595 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12596 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12597 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12601 static void R_DrawModelDecals(void)
12605 // fade faster when there are too many decals
12606 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12607 for (i = 0;i < r_refdef.scene.numentities;i++)
12608 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12610 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12611 for (i = 0;i < r_refdef.scene.numentities;i++)
12612 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12613 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12615 R_DecalSystem_ApplySplatEntitiesQueue();
12617 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12618 for (i = 0;i < r_refdef.scene.numentities;i++)
12619 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12621 r_refdef.stats.totaldecals += numdecals;
12623 if (r_showsurfaces.integer)
12626 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12628 for (i = 0;i < r_refdef.scene.numentities;i++)
12630 if (!r_refdef.viewcache.entityvisible[i])
12632 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12633 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12637 extern cvar_t mod_collision_bih;
12638 void R_DrawDebugModel(void)
12640 entity_render_t *ent = rsurface.entity;
12641 int i, j, k, l, flagsmask;
12642 const msurface_t *surface;
12643 dp_model_t *model = ent->model;
12646 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12648 R_Mesh_ColorPointer(NULL, 0, 0);
12649 R_Mesh_ResetTextureState();
12650 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12651 GL_DepthRange(0, 1);
12652 GL_DepthTest(!r_showdisabledepthtest.integer);
12653 GL_DepthMask(false);
12654 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12656 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12660 qboolean cullbox = ent == r_refdef.scene.worldentity;
12661 const q3mbrush_t *brush;
12662 const bih_t *bih = &model->collision_bih;
12663 const bih_leaf_t *bihleaf;
12664 float vertex3f[3][3];
12665 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12667 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12669 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12671 switch (bihleaf->type)
12674 brush = model->brush.data_brushes + bihleaf->itemindex;
12675 if (brush->colbrushf && brush->colbrushf->numtriangles)
12677 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12678 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);
12679 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12682 case BIH_COLLISIONTRIANGLE:
12683 triangleindex = bihleaf->itemindex;
12684 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12685 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12686 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12687 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12688 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);
12689 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12691 case BIH_RENDERTRIANGLE:
12692 triangleindex = bihleaf->itemindex;
12693 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12694 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12695 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12696 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12697 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);
12698 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12704 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12706 if (r_showtris.integer || r_shownormals.integer)
12708 if (r_showdisabledepthtest.integer)
12710 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12711 GL_DepthMask(false);
12715 GL_BlendFunc(GL_ONE, GL_ZERO);
12716 GL_DepthMask(true);
12718 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12720 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12722 rsurface.texture = R_GetCurrentTexture(surface->texture);
12723 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12725 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12726 if (r_showtris.value > 0)
12728 if (!rsurface.texture->currentlayers->depthmask)
12729 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12730 else if (ent == r_refdef.scene.worldentity)
12731 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12733 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12734 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12735 R_Mesh_ColorPointer(NULL, 0, 0);
12736 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12737 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12738 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12739 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);
12740 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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]);
12758 if (r_shownormals.value > 0)
12760 qglBegin(GL_LINES);
12761 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12763 VectorCopy(rsurface.vertex3f + l * 3, v);
12764 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12765 qglVertex3f(v[0], v[1], v[2]);
12766 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12767 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12768 qglVertex3f(v[0], v[1], v[2]);
12772 qglBegin(GL_LINES);
12773 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12775 VectorCopy(rsurface.vertex3f + l * 3, v);
12776 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12777 qglVertex3f(v[0], v[1], v[2]);
12778 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12779 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12780 qglVertex3f(v[0], v[1], v[2]);
12784 qglBegin(GL_LINES);
12785 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12787 VectorCopy(rsurface.vertex3f + l * 3, v);
12788 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12789 qglVertex3f(v[0], v[1], v[2]);
12790 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12791 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12792 qglVertex3f(v[0], v[1], v[2]);
12799 rsurface.texture = NULL;
12803 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12804 int r_maxsurfacelist = 0;
12805 const msurface_t **r_surfacelist = NULL;
12806 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12808 int i, j, endj, flagsmask;
12809 dp_model_t *model = r_refdef.scene.worldmodel;
12810 msurface_t *surfaces;
12811 unsigned char *update;
12812 int numsurfacelist = 0;
12816 if (r_maxsurfacelist < model->num_surfaces)
12818 r_maxsurfacelist = model->num_surfaces;
12820 Mem_Free((msurface_t**)r_surfacelist);
12821 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12824 RSurf_ActiveWorldEntity();
12826 surfaces = model->data_surfaces;
12827 update = model->brushq1.lightmapupdateflags;
12829 // update light styles on this submodel
12830 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12832 model_brush_lightstyleinfo_t *style;
12833 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12835 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12837 int *list = style->surfacelist;
12838 style->value = r_refdef.scene.lightstylevalue[style->style];
12839 for (j = 0;j < style->numsurfaces;j++)
12840 update[list[j]] = true;
12845 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12849 R_DrawDebugModel();
12850 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12854 rsurface.uselightmaptexture = false;
12855 rsurface.texture = NULL;
12856 rsurface.rtlight = NULL;
12857 numsurfacelist = 0;
12858 // add visible surfaces to draw list
12859 for (i = 0;i < model->nummodelsurfaces;i++)
12861 j = model->sortedmodelsurfaces[i];
12862 if (r_refdef.viewcache.world_surfacevisible[j])
12863 r_surfacelist[numsurfacelist++] = surfaces + j;
12865 // update lightmaps if needed
12866 if (model->brushq1.firstrender)
12868 model->brushq1.firstrender = false;
12869 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12871 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12875 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12876 if (r_refdef.viewcache.world_surfacevisible[j])
12878 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12880 // don't do anything if there were no surfaces
12881 if (!numsurfacelist)
12883 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12886 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12887 GL_AlphaTest(false);
12889 // add to stats if desired
12890 if (r_speeds.integer && !skysurfaces && !depthonly)
12892 r_refdef.stats.world_surfaces += numsurfacelist;
12893 for (j = 0;j < numsurfacelist;j++)
12894 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12897 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12900 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12902 int i, j, endj, flagsmask;
12903 dp_model_t *model = ent->model;
12904 msurface_t *surfaces;
12905 unsigned char *update;
12906 int numsurfacelist = 0;
12910 if (r_maxsurfacelist < model->num_surfaces)
12912 r_maxsurfacelist = model->num_surfaces;
12914 Mem_Free((msurface_t **)r_surfacelist);
12915 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12918 // if the model is static it doesn't matter what value we give for
12919 // wantnormals and wanttangents, so this logic uses only rules applicable
12920 // to a model, knowing that they are meaningless otherwise
12921 if (ent == r_refdef.scene.worldentity)
12922 RSurf_ActiveWorldEntity();
12923 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12924 RSurf_ActiveModelEntity(ent, false, false, false);
12926 RSurf_ActiveModelEntity(ent, true, true, true);
12927 else if (depthonly)
12929 switch (vid.renderpath)
12931 case RENDERPATH_GL20:
12932 case RENDERPATH_CGGL:
12933 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12935 case RENDERPATH_GL13:
12936 case RENDERPATH_GL11:
12937 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12943 switch (vid.renderpath)
12945 case RENDERPATH_GL20:
12946 case RENDERPATH_CGGL:
12947 RSurf_ActiveModelEntity(ent, true, true, false);
12949 case RENDERPATH_GL13:
12950 case RENDERPATH_GL11:
12951 RSurf_ActiveModelEntity(ent, true, false, false);
12956 surfaces = model->data_surfaces;
12957 update = model->brushq1.lightmapupdateflags;
12959 // update light styles
12960 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12962 model_brush_lightstyleinfo_t *style;
12963 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12965 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12967 int *list = style->surfacelist;
12968 style->value = r_refdef.scene.lightstylevalue[style->style];
12969 for (j = 0;j < style->numsurfaces;j++)
12970 update[list[j]] = true;
12975 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12979 R_DrawDebugModel();
12980 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12984 rsurface.uselightmaptexture = false;
12985 rsurface.texture = NULL;
12986 rsurface.rtlight = NULL;
12987 numsurfacelist = 0;
12988 // add visible surfaces to draw list
12989 for (i = 0;i < model->nummodelsurfaces;i++)
12990 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12991 // don't do anything if there were no surfaces
12992 if (!numsurfacelist)
12994 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12997 // update lightmaps if needed
13001 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13006 R_BuildLightMap(ent, surfaces + j);
13011 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13013 R_BuildLightMap(ent, surfaces + j);
13014 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13015 GL_AlphaTest(false);
13017 // add to stats if desired
13018 if (r_speeds.integer && !skysurfaces && !depthonly)
13020 r_refdef.stats.entities_surfaces += numsurfacelist;
13021 for (j = 0;j < numsurfacelist;j++)
13022 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13025 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13028 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13030 static texture_t texture;
13031 static msurface_t surface;
13032 const msurface_t *surfacelist = &surface;
13034 // fake enough texture and surface state to render this geometry
13036 texture.update_lastrenderframe = -1; // regenerate this texture
13037 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13038 texture.currentskinframe = skinframe;
13039 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13040 texture.offsetmapping = OFFSETMAPPING_OFF;
13041 texture.offsetscale = 1;
13042 texture.specularscalemod = 1;
13043 texture.specularpowermod = 1;
13045 surface.texture = &texture;
13046 surface.num_triangles = numtriangles;
13047 surface.num_firsttriangle = firsttriangle;
13048 surface.num_vertices = numvertices;
13049 surface.num_firstvertex = firstvertex;
13052 rsurface.texture = R_GetCurrentTexture(surface.texture);
13053 rsurface.uselightmaptexture = false;
13054 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13057 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)
13059 static msurface_t surface;
13060 const msurface_t *surfacelist = &surface;
13062 // fake enough texture and surface state to render this geometry
13064 surface.texture = texture;
13065 surface.num_triangles = numtriangles;
13066 surface.num_firsttriangle = firsttriangle;
13067 surface.num_vertices = numvertices;
13068 surface.num_firstvertex = firstvertex;
13071 rsurface.texture = R_GetCurrentTexture(surface.texture);
13072 rsurface.uselightmaptexture = false;
13073 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);