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"};
91 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
92 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
93 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 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)"};
125 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"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
154 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
155 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
156 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
157 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
159 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
160 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
161 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
162 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
163 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
164 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
165 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
167 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
168 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
169 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
170 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)"};
172 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"};
174 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"};
176 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
178 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
179 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
180 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"};
181 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
182 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
183 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
184 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
185 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)"};
187 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
189 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)"};
191 extern cvar_t v_glslgamma;
193 extern qboolean v_flipped_state;
195 static struct r_bloomstate_s
200 int bloomwidth, bloomheight;
202 int screentexturewidth, screentextureheight;
203 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
205 int bloomtexturewidth, bloomtextureheight;
206 rtexture_t *texture_bloom;
208 // arrays for rendering the screen passes
209 float screentexcoord2f[8];
210 float bloomtexcoord2f[8];
211 float offsettexcoord2f[8];
213 r_viewport_t viewport;
217 r_waterstate_t r_waterstate;
219 /// shadow volume bsp struct with automatically growing nodes buffer
222 rtexture_t *r_texture_blanknormalmap;
223 rtexture_t *r_texture_white;
224 rtexture_t *r_texture_grey128;
225 rtexture_t *r_texture_black;
226 rtexture_t *r_texture_notexture;
227 rtexture_t *r_texture_whitecube;
228 rtexture_t *r_texture_normalizationcube;
229 rtexture_t *r_texture_fogattenuation;
230 rtexture_t *r_texture_fogheighttexture;
231 rtexture_t *r_texture_gammaramps;
232 unsigned int r_texture_gammaramps_serial;
233 //rtexture_t *r_texture_fogintensity;
234 rtexture_t *r_texture_reflectcube;
236 // TODO: hash lookups?
237 typedef struct cubemapinfo_s
244 int r_texture_numcubemaps;
245 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
247 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
248 unsigned int r_numqueries;
249 unsigned int r_maxqueries;
251 typedef struct r_qwskincache_s
253 char name[MAX_QPATH];
254 skinframe_t *skinframe;
258 static r_qwskincache_t *r_qwskincache;
259 static int r_qwskincache_size;
261 /// vertex coordinates for a quad that covers the screen exactly
262 const float r_screenvertex3f[12] =
270 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
273 for (i = 0;i < verts;i++)
284 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
287 for (i = 0;i < verts;i++)
297 // FIXME: move this to client?
300 if (gamemode == GAME_NEHAHRA)
302 Cvar_Set("gl_fogenable", "0");
303 Cvar_Set("gl_fogdensity", "0.2");
304 Cvar_Set("gl_fogred", "0.3");
305 Cvar_Set("gl_foggreen", "0.3");
306 Cvar_Set("gl_fogblue", "0.3");
308 r_refdef.fog_density = 0;
309 r_refdef.fog_red = 0;
310 r_refdef.fog_green = 0;
311 r_refdef.fog_blue = 0;
312 r_refdef.fog_alpha = 1;
313 r_refdef.fog_start = 0;
314 r_refdef.fog_end = 16384;
315 r_refdef.fog_height = 1<<30;
316 r_refdef.fog_fadedepth = 128;
317 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
320 static void R_BuildBlankTextures(void)
322 unsigned char data[4];
323 data[2] = 128; // normal X
324 data[1] = 128; // normal Y
325 data[0] = 255; // normal Z
326 data[3] = 128; // height
327 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
332 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
342 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345 static void R_BuildNoTexture(void)
348 unsigned char pix[16][16][4];
349 // this makes a light grey/dark grey checkerboard texture
350 for (y = 0;y < 16;y++)
352 for (x = 0;x < 16;x++)
354 if ((y < 8) ^ (x < 8))
370 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildWhiteCube(void)
375 unsigned char data[6*1*1*4];
376 memset(data, 255, sizeof(data));
377 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildNormalizationCube(void)
384 vec_t s, t, intensity;
387 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
388 for (side = 0;side < 6;side++)
390 for (y = 0;y < NORMSIZE;y++)
392 for (x = 0;x < NORMSIZE;x++)
394 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
395 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
430 intensity = 127.0f / sqrt(DotProduct(v, v));
431 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
432 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
433 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
434 data[((side*64+y)*64+x)*4+3] = 255;
438 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
442 static void R_BuildFogTexture(void)
446 unsigned char data1[FOGWIDTH][4];
447 //unsigned char data2[FOGWIDTH][4];
450 r_refdef.fogmasktable_start = r_refdef.fog_start;
451 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
452 r_refdef.fogmasktable_range = r_refdef.fogrange;
453 r_refdef.fogmasktable_density = r_refdef.fog_density;
455 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
456 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
458 d = (x * r - r_refdef.fogmasktable_start);
459 if(developer_extra.integer)
460 Con_DPrintf("%f ", d);
462 if (r_fog_exp2.integer)
463 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
465 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
466 if(developer_extra.integer)
467 Con_DPrintf(" : %f ", alpha);
468 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
469 if(developer_extra.integer)
470 Con_DPrintf(" = %f\n", alpha);
471 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
474 for (x = 0;x < FOGWIDTH;x++)
476 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
481 //data2[x][0] = 255 - b;
482 //data2[x][1] = 255 - b;
483 //data2[x][2] = 255 - b;
486 if (r_texture_fogattenuation)
488 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
489 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
493 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
498 static void R_BuildFogHeightTexture(void)
500 unsigned char *inpixels;
508 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
509 if (r_refdef.fogheighttexturename[0])
510 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
513 r_refdef.fog_height_tablesize = 0;
514 if (r_texture_fogheighttexture)
515 R_FreeTexture(r_texture_fogheighttexture);
516 r_texture_fogheighttexture = NULL;
517 if (r_refdef.fog_height_table2d)
518 Mem_Free(r_refdef.fog_height_table2d);
519 r_refdef.fog_height_table2d = NULL;
520 if (r_refdef.fog_height_table1d)
521 Mem_Free(r_refdef.fog_height_table1d);
522 r_refdef.fog_height_table1d = NULL;
526 r_refdef.fog_height_tablesize = size;
527 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
528 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
529 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
531 // LordHavoc: now the magic - what is that table2d for? it is a cooked
532 // average fog color table accounting for every fog layer between a point
533 // and the camera. (Note: attenuation is handled separately!)
534 for (y = 0;y < size;y++)
536 for (x = 0;x < size;x++)
542 for (j = x;j <= y;j++)
544 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
550 for (j = x;j >= y;j--)
552 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
558 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
559 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
560 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
563 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
566 //=======================================================================================================================================================
568 static const char *builtinshaderstring =
569 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
570 "// written by Forest 'LordHavoc' Hale\n"
571 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
573 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
576 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
577 "#define USELIGHTMAP\n"
579 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
580 "#define USEEYEVECTOR\n"
583 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
584 "# extension GL_ARB_texture_rectangle : enable\n"
587 "#ifdef USESHADOWMAP2D\n"
588 "# ifdef GL_EXT_gpu_shader4\n"
589 "# extension GL_EXT_gpu_shader4 : enable\n"
591 "# ifdef GL_ARB_texture_gather\n"
592 "# extension GL_ARB_texture_gather : enable\n"
594 "# ifdef GL_AMD_texture_texture4\n"
595 "# extension GL_AMD_texture_texture4 : enable\n"
600 "#ifdef USESHADOWMAPCUBE\n"
601 "# extension GL_EXT_gpu_shader4 : enable\n"
604 "//#ifdef USESHADOWSAMPLER\n"
605 "//# extension GL_ARB_shadow : enable\n"
608 "//#ifdef __GLSL_CG_DATA_TYPES\n"
609 "//# define myhalf half\n"
610 "//# define myhalf2 half2\n"
611 "//# define myhalf3 half3\n"
612 "//# define myhalf4 half4\n"
614 "# define myhalf float\n"
615 "# define myhalf2 vec2\n"
616 "# define myhalf3 vec3\n"
617 "# define myhalf4 vec4\n"
620 "#ifdef VERTEX_SHADER\n"
621 "uniform mat4 ModelViewProjectionMatrix;\n"
624 "#ifdef MODE_DEPTH_OR_SHADOW\n"
625 "#ifdef VERTEX_SHADER\n"
628 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
631 "#else // !MODE_DEPTH_ORSHADOW\n"
636 "#ifdef MODE_SHOWDEPTH\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
641 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
645 "#ifdef FRAGMENT_SHADER\n"
648 " gl_FragColor = gl_Color;\n"
651 "#else // !MODE_SHOWDEPTH\n"
656 "#ifdef MODE_POSTPROCESS\n"
657 "varying vec2 TexCoord1;\n"
658 "varying vec2 TexCoord2;\n"
660 "#ifdef VERTEX_SHADER\n"
663 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
664 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
666 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "uniform sampler2D Texture_First;\n"
674 "uniform sampler2D Texture_Second;\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
694 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
698 "#ifdef USEVIEWTINT\n"
699 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// 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"
705 " float sobel = 1.0;\n"
706 " // vec2 ts = textureSize(Texture_First, 0);\n"
707 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 " vec2 px = PixelSize;\n"
709 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
711 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
714 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
717 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
720 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
738 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
739 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
743 "#ifdef USESATURATION\n"
744 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
750 "#ifdef USEGAMMARAMPS\n"
751 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
757 "#else // !MODE_POSTPROCESS\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
769 "#ifdef VERTEX_SHADER\n"
772 " gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
776 "#ifdef USESPECULAR\n"
777 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
779 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
793 " gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
798 "#ifdef USESPECULAR\n"
799 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 " gl_FragColor *= tex2;\n"
804 " gl_FragColor += tex2;\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
812 "#else // !MODE_GENERIC\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
822 " gl_FrontColor = gl_Color;\n"
823 " TexCoord = gl_MultiTexCoord0.xy;\n"
824 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
835 " vec2 tc = TexCoord;\n"
836 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 " tc += BloomBlur_Parameters.xy;\n"
838 " for (i = 1;i < SAMPLES;i++)\n"
840 " color += texture2D(Texture_First, tc).rgb;\n"
841 " tc += BloomBlur_Parameters.xy;\n"
843 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
855 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 " ModelViewProjectionPosition = gl_Position;\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
876 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 " // FIXME temporary hack to detect the case that the reflection\n"
881 " // gets blackened at edges due to leaving the area that contains actual\n"
883 " // Remove this 'ack once we have a better way to stop this thing from\n"
885 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
893 "#else // !MODE_REFRACTION\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
908 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
930 "uniform float ClientTime;\n"
931 "#ifdef USENORMALMAPSCROLLBLEND\n"
932 "uniform vec2 NormalmapScrollBlend;\n"
937 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
938 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
939 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
940 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
941 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
942 " #ifdef USENORMALMAPSCROLLBLEND\n"
943 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
944 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
945 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
947 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
949 " // FIXME temporary hack to detect the case that the reflection\n"
950 " // gets blackened at edges due to leaving the area that contains actual\n"
952 " // Remove this 'ack once we have a better way to stop this thing from\n"
954 " float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
955 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
956 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
957 " f1 *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
958 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
959 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
960 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
961 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
962 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
963 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
964 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
965 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
966 " gl_FragColor.a = f1 + 0.5;\n"
969 "#else // !MODE_WATER\n"
974 "// common definitions between vertex shader and fragment shader:\n"
976 "varying vec2 TexCoord;\n"
977 "#ifdef USEVERTEXTEXTUREBLEND\n"
978 "varying vec2 TexCoord2;\n"
980 "#ifdef USELIGHTMAP\n"
981 "varying vec2 TexCoordLightmap;\n"
984 "#ifdef MODE_LIGHTSOURCE\n"
985 "varying vec3 CubeVector;\n"
988 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
989 "varying vec3 LightVector;\n"
992 "#ifdef USEEYEVECTOR\n"
993 "varying vec3 EyeVector;\n"
996 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
999 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1000 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1001 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1002 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1005 "#ifdef USEREFLECTION\n"
1006 "varying vec4 ModelViewProjectionPosition;\n"
1008 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1009 "uniform vec3 LightPosition;\n"
1010 "varying vec4 ModelViewPosition;\n"
1013 "#ifdef MODE_LIGHTSOURCE\n"
1014 "uniform vec3 LightPosition;\n"
1016 "uniform vec3 EyePosition;\n"
1017 "#ifdef MODE_LIGHTDIRECTION\n"
1018 "uniform vec3 LightDir;\n"
1020 "uniform vec4 FogPlane;\n"
1022 "#ifdef USESHADOWMAPORTHO\n"
1023 "varying vec3 ShadowMapTC;\n"
1030 "// 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"
1032 "// fragment shader specific:\n"
1033 "#ifdef FRAGMENT_SHADER\n"
1035 "uniform sampler2D Texture_Normal;\n"
1036 "uniform sampler2D Texture_Color;\n"
1037 "uniform sampler2D Texture_Gloss;\n"
1039 "uniform sampler2D Texture_Glow;\n"
1041 "#ifdef USEVERTEXTEXTUREBLEND\n"
1042 "uniform sampler2D Texture_SecondaryNormal;\n"
1043 "uniform sampler2D Texture_SecondaryColor;\n"
1044 "uniform sampler2D Texture_SecondaryGloss;\n"
1046 "uniform sampler2D Texture_SecondaryGlow;\n"
1049 "#ifdef USECOLORMAPPING\n"
1050 "uniform sampler2D Texture_Pants;\n"
1051 "uniform sampler2D Texture_Shirt;\n"
1054 "#ifdef USEFOGHEIGHTTEXTURE\n"
1055 "uniform sampler2D Texture_FogHeightTexture;\n"
1057 "uniform sampler2D Texture_FogMask;\n"
1059 "#ifdef USELIGHTMAP\n"
1060 "uniform sampler2D Texture_Lightmap;\n"
1062 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1063 "uniform sampler2D Texture_Deluxemap;\n"
1065 "#ifdef USEREFLECTION\n"
1066 "uniform sampler2D Texture_Reflection;\n"
1069 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1070 "uniform sampler2D Texture_ScreenDepth;\n"
1071 "uniform sampler2D Texture_ScreenNormalMap;\n"
1073 "#ifdef USEDEFERREDLIGHTMAP\n"
1074 "uniform sampler2D Texture_ScreenDiffuse;\n"
1075 "uniform sampler2D Texture_ScreenSpecular;\n"
1078 "uniform myhalf3 Color_Pants;\n"
1079 "uniform myhalf3 Color_Shirt;\n"
1080 "uniform myhalf3 FogColor;\n"
1083 "uniform float FogRangeRecip;\n"
1084 "uniform float FogPlaneViewDist;\n"
1085 "uniform float FogHeightFade;\n"
1086 "vec3 FogVertex(vec3 surfacecolor)\n"
1088 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1089 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1091 "#ifdef USEFOGHEIGHTTEXTURE\n"
1092 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1093 " fogfrac = fogheightpixel.a;\n"
1094 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1096 "# ifdef USEFOGOUTSIDE\n"
1097 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1099 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1101 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1106 "#ifdef USEOFFSETMAPPING\n"
1107 "uniform float OffsetMapping_Scale;\n"
1108 "vec2 OffsetMapping(vec2 TexCoord)\n"
1110 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1111 " // 14 sample relief mapping: linear search and then binary search\n"
1112 " // this basically steps forward a small amount repeatedly until it finds\n"
1113 " // itself inside solid, then jitters forward and back using decreasing\n"
1114 " // amounts to find the impact\n"
1115 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1116 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1117 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1118 " vec3 RT = vec3(TexCoord, 1);\n"
1119 " OffsetVector *= 0.1;\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1126 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1127 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1128 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1129 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1130 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1131 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1132 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1133 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1136 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1137 " // this basically moves forward the full distance, and then backs up based\n"
1138 " // on height of samples\n"
1139 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1140 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1141 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1142 " TexCoord += OffsetVector;\n"
1143 " OffsetVector *= 0.333;\n"
1144 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1145 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1146 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1147 " return TexCoord;\n"
1150 "#endif // USEOFFSETMAPPING\n"
1152 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1153 "uniform sampler2D Texture_Attenuation;\n"
1154 "uniform samplerCube Texture_Cube;\n"
1157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1159 "#ifdef USESHADOWMAPRECT\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1163 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1167 "#ifdef USESHADOWMAP2D\n"
1168 "# ifdef USESHADOWSAMPLER\n"
1169 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1171 "uniform sampler2D Texture_ShadowMap2D;\n"
1175 "#ifdef USESHADOWMAPVSDCT\n"
1176 "uniform samplerCube Texture_CubeProjection;\n"
1179 "#ifdef USESHADOWMAPCUBE\n"
1180 "# ifdef USESHADOWSAMPLER\n"
1181 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1183 "uniform samplerCube Texture_ShadowMapCube;\n"
1187 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1188 "uniform vec2 ShadowMap_TextureScale;\n"
1189 "uniform vec4 ShadowMap_Parameters;\n"
1192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1193 "# ifdef USESHADOWMAPORTHO\n"
1194 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1196 "# ifdef USESHADOWMAPVSDCT\n"
1197 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1199 " vec3 adir = abs(dir);\n"
1200 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1201 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1202 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1205 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1207 " vec3 adir = abs(dir);\n"
1208 " float ma = adir.z;\n"
1209 " vec4 proj = vec4(dir, 2.5);\n"
1210 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1211 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1212 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1213 " 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"
1217 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1219 "#ifdef USESHADOWMAPCUBE\n"
1220 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1222 " vec3 adir = abs(dir);\n"
1223 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1227 "# ifdef USESHADOWMAPRECT\n"
1228 "float ShadowMapCompare(vec3 dir)\n"
1230 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1232 "# ifdef USESHADOWSAMPLER\n"
1234 "# ifdef USESHADOWMAPPCF\n"
1235 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1236 " 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"
1238 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1243 "# ifdef USESHADOWMAPPCF\n"
1244 "# if USESHADOWMAPPCF > 1\n"
1245 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1246 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1247 " 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"
1248 " 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"
1249 " 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"
1250 " 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"
1251 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1252 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1254 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1255 " vec2 offset = fract(shadowmaptc.xy);\n"
1256 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1257 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1258 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1259 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1260 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1263 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1267 "# ifdef USESHADOWMAPORTHO\n"
1268 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1275 "# ifdef USESHADOWMAP2D\n"
1276 "float ShadowMapCompare(vec3 dir)\n"
1278 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1281 "# ifdef USESHADOWSAMPLER\n"
1282 "# ifdef USESHADOWMAPPCF\n"
1283 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1284 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1285 " 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"
1287 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1290 "# ifdef USESHADOWMAPPCF\n"
1291 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1292 "# ifdef GL_ARB_texture_gather\n"
1293 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1295 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1297 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1298 "# if USESHADOWMAPPCF > 1\n"
1299 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1300 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1301 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1302 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1303 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1304 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1305 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1306 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1307 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1308 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1309 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1310 " locols.yz += group2.ab;\n"
1311 " hicols.yz += group8.rg;\n"
1312 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1313 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1314 " mix(locols, hicols, offset.y);\n"
1315 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1316 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1317 " f = dot(cols, vec4(1.0/25.0));\n"
1319 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1320 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1321 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1322 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1323 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1324 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1325 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1328 "# ifdef GL_EXT_gpu_shader4\n"
1329 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1331 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1333 "# if USESHADOWMAPPCF > 1\n"
1334 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1335 " center *= ShadowMap_TextureScale;\n"
1336 " 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"
1337 " 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"
1338 " 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"
1339 " 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"
1340 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1341 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1343 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1344 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1345 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1346 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1347 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1348 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1352 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1355 "# ifdef USESHADOWMAPORTHO\n"
1356 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1363 "# ifdef USESHADOWMAPCUBE\n"
1364 "float ShadowMapCompare(vec3 dir)\n"
1366 " // apply depth texture cubemap as light filter\n"
1367 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1369 "# ifdef USESHADOWSAMPLER\n"
1370 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1372 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1377 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1378 "#endif // FRAGMENT_SHADER\n"
1383 "#ifdef MODE_DEFERREDGEOMETRY\n"
1384 "#ifdef VERTEX_SHADER\n"
1385 "uniform mat4 TexMatrix;\n"
1386 "#ifdef USEVERTEXTEXTUREBLEND\n"
1387 "uniform mat4 BackgroundTexMatrix;\n"
1389 "uniform mat4 ModelViewMatrix;\n"
1392 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1393 "#ifdef USEVERTEXTEXTUREBLEND\n"
1394 " gl_FrontColor = gl_Color;\n"
1395 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1398 " // transform unnormalized eye direction into tangent space\n"
1399 "#ifdef USEOFFSETMAPPING\n"
1400 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1401 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1402 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1403 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1406 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1407 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1408 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1409 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1411 "#endif // VERTEX_SHADER\n"
1413 "#ifdef FRAGMENT_SHADER\n"
1416 "#ifdef USEOFFSETMAPPING\n"
1417 " // apply offsetmapping\n"
1418 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1419 "#define TexCoord TexCoordOffset\n"
1422 "#ifdef USEALPHAKILL\n"
1423 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1429 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1430 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1431 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1434 "#ifdef USEVERTEXTEXTUREBLEND\n"
1435 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1436 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1438 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1439 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1442 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1444 "#endif // FRAGMENT_SHADER\n"
1445 "#else // !MODE_DEFERREDGEOMETRY\n"
1450 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1451 "#ifdef VERTEX_SHADER\n"
1452 "uniform mat4 ModelViewMatrix;\n"
1455 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1456 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1458 "#endif // VERTEX_SHADER\n"
1460 "#ifdef FRAGMENT_SHADER\n"
1461 "uniform mat4 ViewToLight;\n"
1462 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1463 "uniform vec2 ScreenToDepth;\n"
1464 "uniform myhalf3 DeferredColor_Ambient;\n"
1465 "uniform myhalf3 DeferredColor_Diffuse;\n"
1466 "#ifdef USESPECULAR\n"
1467 "uniform myhalf3 DeferredColor_Specular;\n"
1468 "uniform myhalf SpecularPower;\n"
1470 "uniform myhalf2 PixelToScreenTexCoord;\n"
1473 " // calculate viewspace pixel position\n"
1474 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1476 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1477 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1478 " // decode viewspace pixel normal\n"
1479 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1480 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1481 " // surfacenormal = pixel normal in viewspace\n"
1482 " // LightVector = pixel to light in viewspace\n"
1483 " // CubeVector = position in lightspace\n"
1484 " // eyevector = pixel to view in viewspace\n"
1485 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1486 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1487 "#ifdef USEDIFFUSE\n"
1488 " // calculate diffuse shading\n"
1489 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1490 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1492 "#ifdef USESPECULAR\n"
1493 " // calculate directional shading\n"
1494 " vec3 eyevector = position * -1.0;\n"
1495 "# ifdef USEEXACTSPECULARMATH\n"
1496 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1498 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1499 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1503 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1504 " fade *= ShadowMapCompare(CubeVector);\n"
1507 "#ifdef USEDIFFUSE\n"
1508 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1510 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1512 "#ifdef USESPECULAR\n"
1513 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1515 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1518 "# ifdef USECUBEFILTER\n"
1519 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1520 " gl_FragData[0].rgb *= cubecolor;\n"
1521 " gl_FragData[1].rgb *= cubecolor;\n"
1524 "#endif // FRAGMENT_SHADER\n"
1525 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1530 "#ifdef VERTEX_SHADER\n"
1531 "uniform mat4 TexMatrix;\n"
1532 "#ifdef USEVERTEXTEXTUREBLEND\n"
1533 "uniform mat4 BackgroundTexMatrix;\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 "uniform mat4 ModelToLight;\n"
1538 "#ifdef USESHADOWMAPORTHO\n"
1539 "uniform mat4 ShadowMapMatrix;\n"
1543 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1544 " gl_FrontColor = gl_Color;\n"
1546 " // copy the surface texcoord\n"
1547 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1548 "#ifdef USEVERTEXTEXTUREBLEND\n"
1549 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1551 "#ifdef USELIGHTMAP\n"
1552 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1555 "#ifdef MODE_LIGHTSOURCE\n"
1556 " // transform vertex position into light attenuation/cubemap space\n"
1557 " // (-1 to +1 across the light box)\n"
1558 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1560 "# ifdef USEDIFFUSE\n"
1561 " // transform unnormalized light direction into tangent space\n"
1562 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1563 " // normalize it per pixel)\n"
1564 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1565 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1566 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1567 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1571 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1572 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1573 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1574 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1577 " // transform unnormalized eye direction into tangent space\n"
1578 "#ifdef USEEYEVECTOR\n"
1579 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1580 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1581 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1582 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1586 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1587 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1590 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1591 " VectorS = gl_MultiTexCoord1.xyz;\n"
1592 " VectorT = gl_MultiTexCoord2.xyz;\n"
1593 " VectorR = gl_MultiTexCoord3.xyz;\n"
1596 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1597 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1599 "#ifdef USESHADOWMAPORTHO\n"
1600 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1603 "#ifdef USEREFLECTION\n"
1604 " ModelViewProjectionPosition = gl_Position;\n"
1607 "#endif // VERTEX_SHADER\n"
1612 "#ifdef FRAGMENT_SHADER\n"
1613 "#ifdef USEDEFERREDLIGHTMAP\n"
1614 "uniform myhalf2 PixelToScreenTexCoord;\n"
1615 "uniform myhalf3 DeferredMod_Diffuse;\n"
1616 "uniform myhalf3 DeferredMod_Specular;\n"
1618 "uniform myhalf3 Color_Ambient;\n"
1619 "uniform myhalf3 Color_Diffuse;\n"
1620 "uniform myhalf3 Color_Specular;\n"
1621 "uniform myhalf SpecularPower;\n"
1623 "uniform myhalf3 Color_Glow;\n"
1625 "uniform myhalf Alpha;\n"
1626 "#ifdef USEREFLECTION\n"
1627 "uniform vec4 DistortScaleRefractReflect;\n"
1628 "uniform vec4 ScreenScaleRefractReflect;\n"
1629 "uniform vec4 ScreenCenterRefractReflect;\n"
1630 "uniform myhalf4 ReflectColor;\n"
1632 "#ifdef USEREFLECTCUBE\n"
1633 "uniform mat4 ModelToReflectCube;\n"
1634 "uniform sampler2D Texture_ReflectMask;\n"
1635 "uniform samplerCube Texture_ReflectCube;\n"
1637 "#ifdef MODE_LIGHTDIRECTION\n"
1638 "uniform myhalf3 LightColor;\n"
1640 "#ifdef MODE_LIGHTSOURCE\n"
1641 "uniform myhalf3 LightColor;\n"
1645 "#ifdef USEOFFSETMAPPING\n"
1646 " // apply offsetmapping\n"
1647 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1648 "#define TexCoord TexCoordOffset\n"
1651 " // combine the diffuse textures (base, pants, shirt)\n"
1652 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1653 "#ifdef USEALPHAKILL\n"
1654 " if (color.a < 0.5)\n"
1657 " color.a *= Alpha;\n"
1658 "#ifdef USECOLORMAPPING\n"
1659 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1661 "#ifdef USEVERTEXTEXTUREBLEND\n"
1662 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1663 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1664 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1665 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1667 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1670 " // get the surface normal\n"
1671 "#ifdef USEVERTEXTEXTUREBLEND\n"
1672 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1674 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1677 " // get the material colors\n"
1678 " myhalf3 diffusetex = color.rgb;\n"
1679 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1680 "# ifdef USEVERTEXTEXTUREBLEND\n"
1681 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1683 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1687 "#ifdef USEREFLECTCUBE\n"
1688 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1689 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1690 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1691 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1697 "#ifdef MODE_LIGHTSOURCE\n"
1698 " // light source\n"
1699 "#ifdef USEDIFFUSE\n"
1700 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1701 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1702 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1703 "#ifdef USESPECULAR\n"
1704 "#ifdef USEEXACTSPECULARMATH\n"
1705 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1707 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1708 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1710 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1713 " color.rgb = diffusetex * Color_Ambient;\n"
1715 " color.rgb *= LightColor;\n"
1716 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1717 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1718 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1720 "# ifdef USECUBEFILTER\n"
1721 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1723 "#endif // MODE_LIGHTSOURCE\n"
1728 "#ifdef MODE_LIGHTDIRECTION\n"
1730 "#ifdef USEDIFFUSE\n"
1731 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1733 "#define lightcolor LightColor\n"
1734 "#endif // MODE_LIGHTDIRECTION\n"
1735 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1738 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1739 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1740 " // convert modelspace light vector to tangentspace\n"
1741 " myhalf3 lightnormal;\n"
1742 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1743 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1744 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1745 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1746 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1747 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1748 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1749 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1750 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1751 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1752 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1753 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1754 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1755 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1756 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1758 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1759 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1760 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1766 "#ifdef MODE_FAKELIGHT\n"
1768 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1769 "myhalf3 lightcolor = myhalf3(1.0);\n"
1770 "#endif // MODE_FAKELIGHT\n"
1775 "#ifdef MODE_LIGHTMAP\n"
1776 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1777 "#endif // MODE_LIGHTMAP\n"
1778 "#ifdef MODE_VERTEXCOLOR\n"
1779 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1780 "#endif // MODE_VERTEXCOLOR\n"
1781 "#ifdef MODE_FLATCOLOR\n"
1782 " color.rgb = diffusetex * Color_Ambient;\n"
1783 "#endif // MODE_FLATCOLOR\n"
1789 "# ifdef USEDIFFUSE\n"
1790 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1791 "# ifdef USESPECULAR\n"
1792 "# ifdef USEEXACTSPECULARMATH\n"
1793 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1795 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1796 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1798 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1800 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1803 " color.rgb = diffusetex * Color_Ambient;\n"
1807 "#ifdef USESHADOWMAPORTHO\n"
1808 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1811 "#ifdef USEDEFERREDLIGHTMAP\n"
1812 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1813 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1814 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1818 "#ifdef USEVERTEXTEXTUREBLEND\n"
1819 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1821 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1826 " color.rgb = FogVertex(color.rgb);\n"
1829 " // 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"
1830 "#ifdef USEREFLECTION\n"
1831 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1832 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1833 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1834 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1835 " // FIXME temporary hack to detect the case that the reflection\n"
1836 " // gets blackened at edges due to leaving the area that contains actual\n"
1838 " // Remove this 'ack once we have a better way to stop this thing from\n"
1840 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1841 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1842 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1843 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1844 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1845 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1848 " gl_FragColor = vec4(color);\n"
1850 "#endif // FRAGMENT_SHADER\n"
1852 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1853 "#endif // !MODE_DEFERREDGEOMETRY\n"
1854 "#endif // !MODE_WATER\n"
1855 "#endif // !MODE_REFRACTION\n"
1856 "#endif // !MODE_BLOOMBLUR\n"
1857 "#endif // !MODE_GENERIC\n"
1858 "#endif // !MODE_POSTPROCESS\n"
1859 "#endif // !MODE_SHOWDEPTH\n"
1860 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1864 =========================================================================================================================================================
1868 =========================================================================================================================================================
1872 =========================================================================================================================================================
1876 =========================================================================================================================================================
1880 =========================================================================================================================================================
1884 =========================================================================================================================================================
1888 =========================================================================================================================================================
1891 const char *builtincgshaderstring =
1892 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1893 "// written by Forest 'LordHavoc' Hale\n"
1894 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1896 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1897 "#if defined(USEREFLECTION)\n"
1898 "#undef USESHADOWMAPORTHO\n"
1901 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1904 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1905 "#define USELIGHTMAP\n"
1907 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1908 "#define USEEYEVECTOR\n"
1911 "#ifdef FRAGMENT_SHADER\n"
1912 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1915 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1916 "#ifdef VERTEX_SHADER\n"
1919 "float4 gl_Vertex : POSITION,\n"
1920 "uniform float4x4 ModelViewProjectionMatrix,\n"
1921 "out float4 gl_Position : POSITION\n"
1924 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1927 "#else // !MODE_DEPTH_ORSHADOW\n"
1932 "#ifdef MODE_SHOWDEPTH\n"
1933 "#ifdef VERTEX_SHADER\n"
1936 "float4 gl_Vertex : POSITION,\n"
1937 "uniform float4x4 ModelViewProjectionMatrix,\n"
1938 "out float4 gl_Position : POSITION,\n"
1939 "out float4 gl_FrontColor : COLOR0\n"
1942 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1943 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1947 "#ifdef FRAGMENT_SHADER\n"
1950 "float4 gl_FrontColor : COLOR0,\n"
1951 "out float4 gl_FragColor : COLOR\n"
1954 " gl_FragColor = gl_FrontColor;\n"
1957 "#else // !MODE_SHOWDEPTH\n"
1962 "#ifdef MODE_POSTPROCESS\n"
1964 "#ifdef VERTEX_SHADER\n"
1967 "float4 gl_Vertex : POSITION,\n"
1968 "uniform float4x4 ModelViewProjectionMatrix,\n"
1969 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1970 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1971 "out float4 gl_Position : POSITION,\n"
1972 "out float2 TexCoord1 : TEXCOORD0,\n"
1973 "out float2 TexCoord2 : TEXCOORD1\n"
1976 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1977 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1979 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1984 "#ifdef FRAGMENT_SHADER\n"
1987 "float2 TexCoord1 : TEXCOORD0,\n"
1988 "float2 TexCoord2 : TEXCOORD1,\n"
1989 "uniform sampler2D Texture_First,\n"
1991 "uniform sampler2D Texture_Second,\n"
1993 "#ifdef USEGAMMARAMPS\n"
1994 "uniform sampler2D Texture_GammaRamps,\n"
1996 "#ifdef USESATURATION\n"
1997 "uniform float Saturation,\n"
1999 "#ifdef USEVIEWTINT\n"
2000 "uniform float4 ViewTintColor,\n"
2002 "uniform float4 UserVec1,\n"
2003 "uniform float4 UserVec2,\n"
2004 "uniform float4 UserVec3,\n"
2005 "uniform float4 UserVec4,\n"
2006 "uniform float ClientTime,\n"
2007 "uniform float2 PixelSize,\n"
2008 "out float4 gl_FragColor : COLOR\n"
2011 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2013 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2015 "#ifdef USEVIEWTINT\n"
2016 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2019 "#ifdef USEPOSTPROCESSING\n"
2020 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2021 "// 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"
2022 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2023 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2024 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2025 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2026 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2027 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2030 "#ifdef USESATURATION\n"
2031 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2032 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2033 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2034 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2037 "#ifdef USEGAMMARAMPS\n"
2038 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2039 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2040 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2044 "#else // !MODE_POSTPROCESS\n"
2049 "#ifdef MODE_GENERIC\n"
2050 "#ifdef VERTEX_SHADER\n"
2053 "float4 gl_Vertex : POSITION,\n"
2054 "uniform float4x4 ModelViewProjectionMatrix,\n"
2055 "float4 gl_Color : COLOR0,\n"
2056 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2057 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2058 "out float4 gl_Position : POSITION,\n"
2059 "out float4 gl_FrontColor : COLOR,\n"
2060 "out float2 TexCoord1 : TEXCOORD0,\n"
2061 "out float2 TexCoord2 : TEXCOORD1\n"
2064 " gl_FrontColor = gl_Color;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2068 "#ifdef USESPECULAR\n"
2069 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2071 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2075 "#ifdef FRAGMENT_SHADER\n"
2079 "float4 gl_FrontColor : COLOR,\n"
2080 "float2 TexCoord1 : TEXCOORD0,\n"
2081 "float2 TexCoord2 : TEXCOORD1,\n"
2082 "#ifdef USEDIFFUSE\n"
2083 "uniform sampler2D Texture_First,\n"
2085 "#ifdef USESPECULAR\n"
2086 "uniform sampler2D Texture_Second,\n"
2088 "out float4 gl_FragColor : COLOR\n"
2091 " gl_FragColor = gl_FrontColor;\n"
2092 "#ifdef USEDIFFUSE\n"
2093 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2096 "#ifdef USESPECULAR\n"
2097 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2098 "# ifdef USECOLORMAPPING\n"
2099 " gl_FragColor *= tex2;\n"
2102 " gl_FragColor += tex2;\n"
2104 "# ifdef USEVERTEXTEXTUREBLEND\n"
2105 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2110 "#else // !MODE_GENERIC\n"
2115 "#ifdef MODE_BLOOMBLUR\n"
2116 "#ifdef VERTEX_SHADER\n"
2119 "float4 gl_Vertex : POSITION,\n"
2120 "uniform float4x4 ModelViewProjectionMatrix,\n"
2121 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2122 "out float4 gl_Position : POSITION,\n"
2123 "out float2 TexCoord : TEXCOORD0\n"
2126 " TexCoord = gl_MultiTexCoord0.xy;\n"
2127 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2131 "#ifdef FRAGMENT_SHADER\n"
2135 "float2 TexCoord : TEXCOORD0,\n"
2136 "uniform sampler2D Texture_First,\n"
2137 "uniform float4 BloomBlur_Parameters,\n"
2138 "out float4 gl_FragColor : COLOR\n"
2142 " float2 tc = TexCoord;\n"
2143 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2144 " tc += BloomBlur_Parameters.xy;\n"
2145 " for (i = 1;i < SAMPLES;i++)\n"
2147 " color += tex2D(Texture_First, tc).rgb;\n"
2148 " tc += BloomBlur_Parameters.xy;\n"
2150 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2153 "#else // !MODE_BLOOMBLUR\n"
2154 "#ifdef MODE_REFRACTION\n"
2155 "#ifdef VERTEX_SHADER\n"
2158 "float4 gl_Vertex : POSITION,\n"
2159 "uniform float4x4 ModelViewProjectionMatrix,\n"
2160 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2161 "uniform float4x4 TexMatrix,\n"
2162 "uniform float3 EyePosition,\n"
2163 "out float4 gl_Position : POSITION,\n"
2164 "out float2 TexCoord : TEXCOORD0,\n"
2165 "out float3 EyeVector : TEXCOORD1,\n"
2166 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2169 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2170 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2171 " ModelViewProjectionPosition = gl_Position;\n"
2175 "#ifdef FRAGMENT_SHADER\n"
2178 "float2 TexCoord : TEXCOORD0,\n"
2179 "float3 EyeVector : TEXCOORD1,\n"
2180 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2181 "uniform sampler2D Texture_Normal,\n"
2182 "uniform sampler2D Texture_Refraction,\n"
2183 "uniform sampler2D Texture_Reflection,\n"
2184 "uniform float4 DistortScaleRefractReflect,\n"
2185 "uniform float4 ScreenScaleRefractReflect,\n"
2186 "uniform float4 ScreenCenterRefractReflect,\n"
2187 "uniform float4 RefractColor,\n"
2188 "out float4 gl_FragColor : COLOR\n"
2191 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2192 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2193 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2194 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2195 " // FIXME temporary hack to detect the case that the reflection\n"
2196 " // gets blackened at edges due to leaving the area that contains actual\n"
2198 " // Remove this 'ack once we have a better way to stop this thing from\n"
2200 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2201 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2202 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2203 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2204 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2205 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2208 "#else // !MODE_REFRACTION\n"
2213 "#ifdef MODE_WATER\n"
2214 "#ifdef VERTEX_SHADER\n"
2218 "float4 gl_Vertex : POSITION,\n"
2219 "uniform float4x4 ModelViewProjectionMatrix,\n"
2220 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2221 "uniform float4x4 TexMatrix,\n"
2222 "uniform float3 EyePosition,\n"
2223 "out float4 gl_Position : POSITION,\n"
2224 "out float2 TexCoord : TEXCOORD0,\n"
2225 "out float3 EyeVector : TEXCOORD1,\n"
2226 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2229 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2230 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2231 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2232 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2233 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2234 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2235 " ModelViewProjectionPosition = gl_Position;\n"
2239 "#ifdef FRAGMENT_SHADER\n"
2242 "float2 TexCoord : TEXCOORD0,\n"
2243 "float3 EyeVector : TEXCOORD1,\n"
2244 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2245 "uniform sampler2D Texture_Normal,\n"
2246 "uniform sampler2D Texture_Refraction,\n"
2247 "uniform sampler2D Texture_Reflection,\n"
2248 "uniform float4 DistortScaleRefractReflect,\n"
2249 "uniform float4 ScreenScaleRefractReflect,\n"
2250 "uniform float4 ScreenCenterRefractReflect,\n"
2251 "uniform float4 RefractColor,\n"
2252 "uniform float4 ReflectColor,\n"
2253 "uniform float ReflectFactor,\n"
2254 "uniform float ReflectOffset,\n"
2255 "out float4 gl_FragColor : COLOR\n"
2258 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2259 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2260 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2261 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2262 " // FIXME temporary hack to detect the case that the reflection\n"
2263 " // gets blackened at edges due to leaving the area that contains actual\n"
2265 " // Remove this 'ack once we have a better way to stop this thing from\n"
2267 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2268 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2269 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2270 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2271 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2272 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2273 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2274 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2275 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2276 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2277 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2278 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2281 "#else // !MODE_WATER\n"
2286 "// 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"
2288 "// fragment shader specific:\n"
2289 "#ifdef FRAGMENT_SHADER\n"
2292 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2295 "#ifdef USEFOGHEIGHTTEXTURE\n"
2296 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2297 " fogfrac = fogheightpixel.a;\n"
2298 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2300 "# ifdef USEFOGOUTSIDE\n"
2301 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2303 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2305 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2310 "#ifdef USEOFFSETMAPPING\n"
2311 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2313 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2314 " // 14 sample relief mapping: linear search and then binary search\n"
2315 " // this basically steps forward a small amount repeatedly until it finds\n"
2316 " // itself inside solid, then jitters forward and back using decreasing\n"
2317 " // amounts to find the impact\n"
2318 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2319 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2320 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2321 " float3 RT = float3(TexCoord, 1);\n"
2322 " OffsetVector *= 0.1;\n"
2323 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2324 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2325 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2326 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2327 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2328 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2329 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2330 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2331 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2332 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2333 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2334 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2335 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2336 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2339 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2340 " // this basically moves forward the full distance, and then backs up based\n"
2341 " // on height of samples\n"
2342 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2343 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2344 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2345 " TexCoord += OffsetVector;\n"
2346 " OffsetVector *= 0.333;\n"
2347 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2348 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2349 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2350 " return TexCoord;\n"
2353 "#endif // USEOFFSETMAPPING\n"
2355 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2356 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2357 "# ifdef USESHADOWMAPORTHO\n"
2358 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2360 "# ifdef USESHADOWMAPVSDCT\n"
2361 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2363 " float3 adir = abs(dir);\n"
2364 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2365 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2366 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2369 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2371 " float3 adir = abs(dir);\n"
2372 " float ma = adir.z;\n"
2373 " float4 proj = float4(dir, 2.5);\n"
2374 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2375 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2376 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2377 " 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"
2381 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2383 "#ifdef USESHADOWMAPCUBE\n"
2384 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2386 " float3 adir = abs(dir);\n"
2387 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2391 "# ifdef USESHADOWMAPRECT\n"
2392 "#ifdef USESHADOWMAPVSDCT\n"
2393 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2395 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2398 "#ifdef USESHADOWMAPVSDCT\n"
2399 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2401 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2404 "# ifdef USESHADOWSAMPLER\n"
2406 "# ifdef USESHADOWMAPPCF\n"
2407 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2408 " 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"
2410 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2415 "# ifdef USESHADOWMAPPCF\n"
2416 "# if USESHADOWMAPPCF > 1\n"
2417 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2418 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2419 " 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"
2420 " 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"
2421 " 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"
2422 " 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"
2423 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2424 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2426 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2427 " float2 offset = frac(shadowmaptc.xy);\n"
2428 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2429 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2430 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2431 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2432 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2435 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2439 "# ifdef USESHADOWMAPORTHO\n"
2440 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2447 "# ifdef USESHADOWMAP2D\n"
2448 "#ifdef USESHADOWMAPVSDCT\n"
2449 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2451 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2454 "#ifdef USESHADOWMAPVSDCT\n"
2455 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2457 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2461 "# ifdef USESHADOWSAMPLER\n"
2462 "# ifdef USESHADOWMAPPCF\n"
2463 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2464 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2465 " 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"
2467 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2470 "# ifdef USESHADOWMAPPCF\n"
2471 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2472 "# ifdef GL_ARB_texture_gather\n"
2473 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2475 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2477 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2478 " center *= ShadowMap_TextureScale;\n"
2479 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2480 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2481 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2482 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2483 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2484 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2485 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2487 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2488 "# if USESHADOWMAPPCF > 1\n"
2489 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2490 " center *= ShadowMap_TextureScale;\n"
2491 " 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"
2492 " 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"
2493 " 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"
2494 " 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"
2495 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2496 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2498 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2499 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2500 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2501 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2502 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2503 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2507 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2510 "# ifdef USESHADOWMAPORTHO\n"
2511 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2518 "# ifdef USESHADOWMAPCUBE\n"
2519 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2521 " // apply depth texture cubemap as light filter\n"
2522 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2524 "# ifdef USESHADOWSAMPLER\n"
2525 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2527 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2532 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2533 "#endif // FRAGMENT_SHADER\n"
2538 "#ifdef MODE_DEFERREDGEOMETRY\n"
2539 "#ifdef VERTEX_SHADER\n"
2542 "float4 gl_Vertex : POSITION,\n"
2543 "uniform float4x4 ModelViewProjectionMatrix,\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 "float4 gl_Color : COLOR0,\n"
2547 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2548 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2549 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2550 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2551 "uniform float4x4 TexMatrix,\n"
2552 "#ifdef USEVERTEXTEXTUREBLEND\n"
2553 "uniform float4x4 BackgroundTexMatrix,\n"
2555 "uniform float4x4 ModelViewMatrix,\n"
2556 "#ifdef USEOFFSETMAPPING\n"
2557 "uniform float3 EyePosition,\n"
2559 "out float4 gl_Position : POSITION,\n"
2560 "out float4 gl_FrontColor : COLOR,\n"
2561 "out float4 TexCoordBoth : TEXCOORD0,\n"
2562 "#ifdef USEOFFSETMAPPING\n"
2563 "out float3 EyeVector : TEXCOORD2,\n"
2565 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2566 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2567 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2570 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2571 "#ifdef USEVERTEXTEXTUREBLEND\n"
2572 " gl_FrontColor = gl_Color;\n"
2573 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2576 " // transform unnormalized eye direction into tangent space\n"
2577 "#ifdef USEOFFSETMAPPING\n"
2578 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2579 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2580 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2581 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2584 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2585 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2586 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2587 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2589 "#endif // VERTEX_SHADER\n"
2591 "#ifdef FRAGMENT_SHADER\n"
2594 "float4 TexCoordBoth : TEXCOORD0,\n"
2595 "float3 EyeVector : TEXCOORD2,\n"
2596 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2597 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2598 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2599 "uniform sampler2D Texture_Normal,\n"
2600 "#ifdef USEALPHAKILL\n"
2601 "uniform sampler2D Texture_Color,\n"
2603 "uniform sampler2D Texture_Gloss,\n"
2604 "#ifdef USEVERTEXTEXTUREBLEND\n"
2605 "uniform sampler2D Texture_SecondaryNormal,\n"
2606 "uniform sampler2D Texture_SecondaryGloss,\n"
2608 "#ifdef USEOFFSETMAPPING\n"
2609 "uniform float OffsetMapping_Scale,\n"
2611 "uniform half SpecularPower,\n"
2612 "out float4 gl_FragColor : COLOR\n"
2615 " float2 TexCoord = TexCoordBoth.xy;\n"
2616 "#ifdef USEOFFSETMAPPING\n"
2617 " // apply offsetmapping\n"
2618 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2619 "#define TexCoord TexCoordOffset\n"
2622 "#ifdef USEALPHAKILL\n"
2623 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2627 "#ifdef USEVERTEXTEXTUREBLEND\n"
2628 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2629 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2630 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2631 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2634 "#ifdef USEVERTEXTEXTUREBLEND\n"
2635 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2636 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2638 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2639 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2642 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2644 "#endif // FRAGMENT_SHADER\n"
2645 "#else // !MODE_DEFERREDGEOMETRY\n"
2650 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2651 "#ifdef VERTEX_SHADER\n"
2654 "float4 gl_Vertex : POSITION,\n"
2655 "uniform float4x4 ModelViewProjectionMatrix,\n"
2656 "uniform float4x4 ModelViewMatrix,\n"
2657 "out float4 gl_Position : POSITION,\n"
2658 "out float4 ModelViewPosition : TEXCOORD0\n"
2661 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2662 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2664 "#endif // VERTEX_SHADER\n"
2666 "#ifdef FRAGMENT_SHADER\n"
2669 "float2 Pixel : WPOS,\n"
2670 "float4 ModelViewPosition : TEXCOORD0,\n"
2671 "uniform float4x4 ViewToLight,\n"
2672 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2673 "uniform float3 LightPosition,\n"
2674 "uniform half2 PixelToScreenTexCoord,\n"
2675 "uniform half3 DeferredColor_Ambient,\n"
2676 "uniform half3 DeferredColor_Diffuse,\n"
2677 "#ifdef USESPECULAR\n"
2678 "uniform half3 DeferredColor_Specular,\n"
2679 "uniform half SpecularPower,\n"
2681 "uniform sampler2D Texture_Attenuation,\n"
2682 "uniform sampler2D Texture_ScreenDepth,\n"
2683 "uniform sampler2D Texture_ScreenNormalMap,\n"
2685 "#ifdef USECUBEFILTER\n"
2686 "uniform samplerCUBE Texture_Cube,\n"
2689 "#ifdef USESHADOWMAPRECT\n"
2690 "# ifdef USESHADOWSAMPLER\n"
2691 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2693 "uniform samplerRECT Texture_ShadowMapRect,\n"
2697 "#ifdef USESHADOWMAP2D\n"
2698 "# ifdef USESHADOWSAMPLER\n"
2699 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2701 "uniform sampler2D Texture_ShadowMap2D,\n"
2705 "#ifdef USESHADOWMAPVSDCT\n"
2706 "uniform samplerCUBE Texture_CubeProjection,\n"
2709 "#ifdef USESHADOWMAPCUBE\n"
2710 "# ifdef USESHADOWSAMPLER\n"
2711 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2713 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2717 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2718 "uniform float2 ShadowMap_TextureScale,\n"
2719 "uniform float4 ShadowMap_Parameters,\n"
2722 "out float4 gl_FragData0 : COLOR0,\n"
2723 "out float4 gl_FragData1 : COLOR1\n"
2726 " // calculate viewspace pixel position\n"
2727 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2728 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2729 " float3 position;\n"
2730 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2731 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2732 " // decode viewspace pixel normal\n"
2733 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2734 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2735 " // surfacenormal = pixel normal in viewspace\n"
2736 " // LightVector = pixel to light in viewspace\n"
2737 " // CubeVector = position in lightspace\n"
2738 " // eyevector = pixel to view in viewspace\n"
2739 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2740 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2741 "#ifdef USEDIFFUSE\n"
2742 " // calculate diffuse shading\n"
2743 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2744 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2746 "#ifdef USESPECULAR\n"
2747 " // calculate directional shading\n"
2748 " float3 eyevector = position * -1.0;\n"
2749 "# ifdef USEEXACTSPECULARMATH\n"
2750 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2752 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2753 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2757 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2758 " fade *= ShadowMapCompare(CubeVector,\n"
2759 "# if defined(USESHADOWMAP2D)\n"
2760 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2762 "# if defined(USESHADOWMAPRECT)\n"
2763 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2765 "# if defined(USESHADOWMAPCUBE)\n"
2766 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2769 "#ifdef USESHADOWMAPVSDCT\n"
2770 ", Texture_CubeProjection\n"
2775 "#ifdef USEDIFFUSE\n"
2776 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2778 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2780 "#ifdef USESPECULAR\n"
2781 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2783 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2786 "# ifdef USECUBEFILTER\n"
2787 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2788 " gl_FragData0.rgb *= cubecolor;\n"
2789 " gl_FragData1.rgb *= cubecolor;\n"
2792 "#endif // FRAGMENT_SHADER\n"
2793 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2798 "#ifdef VERTEX_SHADER\n"
2801 "float4 gl_Vertex : POSITION,\n"
2802 "uniform float4x4 ModelViewProjectionMatrix,\n"
2803 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2804 "float4 gl_Color : COLOR0,\n"
2806 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2807 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2808 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2809 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2810 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2812 "uniform float3 EyePosition,\n"
2813 "uniform float4x4 TexMatrix,\n"
2814 "#ifdef USEVERTEXTEXTUREBLEND\n"
2815 "uniform float4x4 BackgroundTexMatrix,\n"
2817 "#ifdef MODE_LIGHTSOURCE\n"
2818 "uniform float4x4 ModelToLight,\n"
2820 "#ifdef MODE_LIGHTSOURCE\n"
2821 "uniform float3 LightPosition,\n"
2823 "#ifdef MODE_LIGHTDIRECTION\n"
2824 "uniform float3 LightDir,\n"
2826 "uniform float4 FogPlane,\n"
2827 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2828 "uniform float3 LightPosition,\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "uniform float4x4 ShadowMapMatrix,\n"
2834 "out float4 gl_FrontColor : COLOR,\n"
2835 "out float4 TexCoordBoth : TEXCOORD0,\n"
2836 "#ifdef USELIGHTMAP\n"
2837 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2839 "#ifdef USEEYEVECTOR\n"
2840 "out float3 EyeVector : TEXCOORD2,\n"
2842 "#ifdef USEREFLECTION\n"
2843 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2846 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2848 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2849 "out float3 LightVector : TEXCOORD1,\n"
2851 "#ifdef MODE_LIGHTSOURCE\n"
2852 "out float3 CubeVector : TEXCOORD3,\n"
2854 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2855 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2856 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2857 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2859 "#ifdef USESHADOWMAPORTHO\n"
2860 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2862 "out float4 gl_Position : POSITION\n"
2865 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2866 " gl_FrontColor = gl_Color;\n"
2868 " // copy the surface texcoord\n"
2869 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2870 "#ifdef USEVERTEXTEXTUREBLEND\n"
2871 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2873 "#ifdef USELIGHTMAP\n"
2874 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2877 "#ifdef MODE_LIGHTSOURCE\n"
2878 " // transform vertex position into light attenuation/cubemap space\n"
2879 " // (-1 to +1 across the light box)\n"
2880 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2882 "# ifdef USEDIFFUSE\n"
2883 " // transform unnormalized light direction into tangent space\n"
2884 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2885 " // normalize it per pixel)\n"
2886 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2887 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2888 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2889 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2893 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2894 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2895 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2896 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2899 " // transform unnormalized eye direction into tangent space\n"
2900 "#ifdef USEEYEVECTOR\n"
2901 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2902 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2903 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2904 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2908 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2909 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2912 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2913 " VectorS = gl_MultiTexCoord1.xyz;\n"
2914 " VectorT = gl_MultiTexCoord2.xyz;\n"
2915 " VectorR = gl_MultiTexCoord3.xyz;\n"
2918 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2919 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2921 "#ifdef USESHADOWMAPORTHO\n"
2922 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2925 "#ifdef USEREFLECTION\n"
2926 " ModelViewProjectionPosition = gl_Position;\n"
2929 "#endif // VERTEX_SHADER\n"
2934 "#ifdef FRAGMENT_SHADER\n"
2937 "#ifdef USEDEFERREDLIGHTMAP\n"
2938 "float2 Pixel : WPOS,\n"
2940 "float4 gl_FrontColor : COLOR,\n"
2941 "float4 TexCoordBoth : TEXCOORD0,\n"
2942 "#ifdef USELIGHTMAP\n"
2943 "float2 TexCoordLightmap : TEXCOORD1,\n"
2945 "#ifdef USEEYEVECTOR\n"
2946 "float3 EyeVector : TEXCOORD2,\n"
2948 "#ifdef USEREFLECTION\n"
2949 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2952 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2954 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2955 "float3 LightVector : TEXCOORD1,\n"
2957 "#ifdef MODE_LIGHTSOURCE\n"
2958 "float3 CubeVector : TEXCOORD3,\n"
2960 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2961 "float4 ModelViewPosition : TEXCOORD0,\n"
2963 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2964 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2965 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2966 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2968 "#ifdef USESHADOWMAPORTHO\n"
2969 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2972 "uniform sampler2D Texture_Normal,\n"
2973 "uniform sampler2D Texture_Color,\n"
2974 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2975 "uniform sampler2D Texture_Gloss,\n"
2978 "uniform sampler2D Texture_Glow,\n"
2980 "#ifdef USEVERTEXTEXTUREBLEND\n"
2981 "uniform sampler2D Texture_SecondaryNormal,\n"
2982 "uniform sampler2D Texture_SecondaryColor,\n"
2983 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2984 "uniform sampler2D Texture_SecondaryGloss,\n"
2987 "uniform sampler2D Texture_SecondaryGlow,\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform sampler2D Texture_Pants,\n"
2992 "uniform sampler2D Texture_Shirt,\n"
2995 "uniform sampler2D Texture_FogHeightTexture,\n"
2996 "uniform sampler2D Texture_FogMask,\n"
2998 "#ifdef USELIGHTMAP\n"
2999 "uniform sampler2D Texture_Lightmap,\n"
3001 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3002 "uniform sampler2D Texture_Deluxemap,\n"
3004 "#ifdef USEREFLECTION\n"
3005 "uniform sampler2D Texture_Reflection,\n"
3008 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3009 "uniform sampler2D Texture_ScreenDepth,\n"
3010 "uniform sampler2D Texture_ScreenNormalMap,\n"
3012 "#ifdef USEDEFERREDLIGHTMAP\n"
3013 "uniform sampler2D Texture_ScreenDiffuse,\n"
3014 "uniform sampler2D Texture_ScreenSpecular,\n"
3017 "#ifdef USECOLORMAPPING\n"
3018 "uniform half3 Color_Pants,\n"
3019 "uniform half3 Color_Shirt,\n"
3022 "uniform float3 FogColor,\n"
3023 "uniform float FogRangeRecip,\n"
3024 "uniform float FogPlaneViewDist,\n"
3025 "uniform float FogHeightFade,\n"
3028 "#ifdef USEOFFSETMAPPING\n"
3029 "uniform float OffsetMapping_Scale,\n"
3032 "#ifdef USEDEFERREDLIGHTMAP\n"
3033 "uniform half2 PixelToScreenTexCoord,\n"
3034 "uniform half3 DeferredMod_Diffuse,\n"
3035 "uniform half3 DeferredMod_Specular,\n"
3037 "uniform half3 Color_Ambient,\n"
3038 "uniform half3 Color_Diffuse,\n"
3039 "uniform half3 Color_Specular,\n"
3040 "uniform half SpecularPower,\n"
3042 "uniform half3 Color_Glow,\n"
3044 "uniform half Alpha,\n"
3045 "#ifdef USEREFLECTION\n"
3046 "uniform float4 DistortScaleRefractReflect,\n"
3047 "uniform float4 ScreenScaleRefractReflect,\n"
3048 "uniform float4 ScreenCenterRefractReflect,\n"
3049 "uniform half4 ReflectColor,\n"
3051 "#ifdef USEREFLECTCUBE\n"
3052 "uniform float4x4 ModelToReflectCube,\n"
3053 "uniform sampler2D Texture_ReflectMask,\n"
3054 "uniform samplerCUBE Texture_ReflectCube,\n"
3056 "#ifdef MODE_LIGHTDIRECTION\n"
3057 "uniform half3 LightColor,\n"
3059 "#ifdef MODE_LIGHTSOURCE\n"
3060 "uniform half3 LightColor,\n"
3063 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3064 "uniform sampler2D Texture_Attenuation,\n"
3065 "uniform samplerCUBE Texture_Cube,\n"
3068 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3070 "#ifdef USESHADOWMAPRECT\n"
3071 "# ifdef USESHADOWSAMPLER\n"
3072 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3074 "uniform samplerRECT Texture_ShadowMapRect,\n"
3078 "#ifdef USESHADOWMAP2D\n"
3079 "# ifdef USESHADOWSAMPLER\n"
3080 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3082 "uniform sampler2D Texture_ShadowMap2D,\n"
3086 "#ifdef USESHADOWMAPVSDCT\n"
3087 "uniform samplerCUBE Texture_CubeProjection,\n"
3090 "#ifdef USESHADOWMAPCUBE\n"
3091 "# ifdef USESHADOWSAMPLER\n"
3092 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3094 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3098 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3099 "uniform float2 ShadowMap_TextureScale,\n"
3100 "uniform float4 ShadowMap_Parameters,\n"
3102 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3104 "out float4 gl_FragColor : COLOR\n"
3107 " float2 TexCoord = TexCoordBoth.xy;\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3111 "#ifdef USEOFFSETMAPPING\n"
3112 " // apply offsetmapping\n"
3113 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3114 "#define TexCoord TexCoordOffset\n"
3117 " // combine the diffuse textures (base, pants, shirt)\n"
3118 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3119 "#ifdef USEALPHAKILL\n"
3120 " if (color.a < 0.5)\n"
3123 " color.a *= Alpha;\n"
3124 "#ifdef USECOLORMAPPING\n"
3125 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3127 "#ifdef USEVERTEXTEXTUREBLEND\n"
3128 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3129 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3130 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3131 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3133 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3136 " // get the surface normal\n"
3137 "#ifdef USEVERTEXTEXTUREBLEND\n"
3138 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3140 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3143 " // get the material colors\n"
3144 " half3 diffusetex = color.rgb;\n"
3145 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3146 "# ifdef USEVERTEXTEXTUREBLEND\n"
3147 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3149 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3153 "#ifdef USEREFLECTCUBE\n"
3154 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3155 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3156 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3157 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3163 "#ifdef MODE_LIGHTSOURCE\n"
3164 " // light source\n"
3165 "#ifdef USEDIFFUSE\n"
3166 " half3 lightnormal = half3(normalize(LightVector));\n"
3167 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3168 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3169 "#ifdef USESPECULAR\n"
3170 "#ifdef USEEXACTSPECULARMATH\n"
3171 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3173 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3174 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3176 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3179 " color.rgb = diffusetex * Color_Ambient;\n"
3181 " color.rgb *= LightColor;\n"
3182 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3184 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3185 "# if defined(USESHADOWMAP2D)\n"
3186 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3188 "# if defined(USESHADOWMAPRECT)\n"
3189 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3191 "# if defined(USESHADOWMAPCUBE)\n"
3192 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3195 "#ifdef USESHADOWMAPVSDCT\n"
3196 ", Texture_CubeProjection\n"
3201 "# ifdef USECUBEFILTER\n"
3202 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3204 "#endif // MODE_LIGHTSOURCE\n"
3209 "#ifdef MODE_LIGHTDIRECTION\n"
3211 "#ifdef USEDIFFUSE\n"
3212 " half3 lightnormal = half3(normalize(LightVector));\n"
3214 "#define lightcolor LightColor\n"
3215 "#endif // MODE_LIGHTDIRECTION\n"
3216 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3218 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3219 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3220 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3221 " // convert modelspace light vector to tangentspace\n"
3222 " half3 lightnormal;\n"
3223 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3224 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3225 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3226 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3227 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3228 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3229 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3230 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3231 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3232 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3233 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3234 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3235 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3236 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3237 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3239 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3240 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3241 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3247 "#ifdef MODE_FAKELIGHT\n"
3249 "half3 lightnormal = half3(normalize(EyeVector));\n"
3250 "half3 lightcolor = half3(1.0);\n"
3251 "#endif // MODE_FAKELIGHT\n"
3256 "#ifdef MODE_LIGHTMAP\n"
3257 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3258 "#endif // MODE_LIGHTMAP\n"
3259 "#ifdef MODE_VERTEXCOLOR\n"
3260 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3261 "#endif // MODE_VERTEXCOLOR\n"
3262 "#ifdef MODE_FLATCOLOR\n"
3263 " color.rgb = diffusetex * Color_Ambient;\n"
3264 "#endif // MODE_FLATCOLOR\n"
3270 "# ifdef USEDIFFUSE\n"
3271 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3272 "# ifdef USESPECULAR\n"
3273 "# ifdef USEEXACTSPECULARMATH\n"
3274 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3276 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3277 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3279 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3281 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3284 " color.rgb = diffusetex * Color_Ambient;\n"
3288 "#ifdef USESHADOWMAPORTHO\n"
3289 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3290 "# if defined(USESHADOWMAP2D)\n"
3291 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3293 "# if defined(USESHADOWMAPRECT)\n"
3294 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3299 "#ifdef USEDEFERREDLIGHTMAP\n"
3300 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3301 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3302 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3306 "#ifdef USEVERTEXTEXTUREBLEND\n"
3307 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3309 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3314 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3317 " // 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"
3318 "#ifdef USEREFLECTION\n"
3319 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3320 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3321 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3322 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3323 " // FIXME temporary hack to detect the case that the reflection\n"
3324 " // gets blackened at edges due to leaving the area that contains actual\n"
3326 " // Remove this 'ack once we have a better way to stop this thing from\n"
3328 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3329 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3330 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3331 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3332 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3333 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3336 " gl_FragColor = float4(color);\n"
3338 "#endif // FRAGMENT_SHADER\n"
3340 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3341 "#endif // !MODE_DEFERREDGEOMETRY\n"
3342 "#endif // !MODE_WATER\n"
3343 "#endif // !MODE_REFRACTION\n"
3344 "#endif // !MODE_BLOOMBLUR\n"
3345 "#endif // !MODE_GENERIC\n"
3346 "#endif // !MODE_POSTPROCESS\n"
3347 "#endif // !MODE_SHOWDEPTH\n"
3348 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3351 char *glslshaderstring = NULL;
3352 char *cgshaderstring = NULL;
3354 //=======================================================================================================================================================
3356 typedef struct shaderpermutationinfo_s
3358 const char *pretext;
3361 shaderpermutationinfo_t;
3363 typedef struct shadermodeinfo_s
3365 const char *vertexfilename;
3366 const char *geometryfilename;
3367 const char *fragmentfilename;
3368 const char *pretext;
3373 typedef enum shaderpermutation_e
3375 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3376 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3377 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3378 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3379 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3380 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3381 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3382 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3383 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3384 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3385 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3386 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3387 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3388 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3389 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3390 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3391 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3392 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3393 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3394 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3395 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3396 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3397 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3398 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3399 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3400 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3401 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3402 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3403 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3404 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<29, // (water) counter-direction normalmaps scrolling
3405 SHADERPERMUTATION_LIMIT = 1<<30, ///< size of permutations array
3406 SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
3408 shaderpermutation_t;
3410 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3411 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3413 {"#define USEDIFFUSE\n", " diffuse"},
3414 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3415 {"#define USEVIEWTINT\n", " viewtint"},
3416 {"#define USECOLORMAPPING\n", " colormapping"},
3417 {"#define USESATURATION\n", " saturation"},
3418 {"#define USEFOGINSIDE\n", " foginside"},
3419 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3420 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3421 {"#define USEGAMMARAMPS\n", " gammaramps"},
3422 {"#define USECUBEFILTER\n", " cubefilter"},
3423 {"#define USEGLOW\n", " glow"},
3424 {"#define USEBLOOM\n", " bloom"},
3425 {"#define USESPECULAR\n", " specular"},
3426 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3427 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3428 {"#define USEREFLECTION\n", " reflection"},
3429 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3430 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3431 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3432 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3433 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3434 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3435 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3436 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3437 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3438 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3439 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3440 {"#define USEALPHAKILL\n", " alphakill"},
3441 {"#define USEREFLECTCUBE\n", " reflectcube"},
3442 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3445 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3446 typedef enum shadermode_e
3448 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3449 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3450 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3451 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3452 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3453 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3454 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3455 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3456 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3457 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3458 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3459 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3460 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3461 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3462 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3463 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3468 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3469 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3471 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3472 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3473 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3474 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3475 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3476 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3477 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3478 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3479 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3480 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3481 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3482 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3483 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3484 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3485 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3486 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3490 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3492 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3493 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3494 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3495 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3496 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3497 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3498 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3499 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3500 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3501 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3502 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3503 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3504 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3505 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3506 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3507 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3511 struct r_glsl_permutation_s;
3512 typedef struct r_glsl_permutation_s
3514 /// hash lookup data
3515 struct r_glsl_permutation_s *hashnext;
3517 unsigned int permutation;
3519 /// indicates if we have tried compiling this permutation already
3521 /// 0 if compilation failed
3523 /// locations of detected uniforms in program object, or -1 if not found
3524 int loc_Texture_First;
3525 int loc_Texture_Second;
3526 int loc_Texture_GammaRamps;
3527 int loc_Texture_Normal;
3528 int loc_Texture_Color;
3529 int loc_Texture_Gloss;
3530 int loc_Texture_Glow;
3531 int loc_Texture_SecondaryNormal;
3532 int loc_Texture_SecondaryColor;
3533 int loc_Texture_SecondaryGloss;
3534 int loc_Texture_SecondaryGlow;
3535 int loc_Texture_Pants;
3536 int loc_Texture_Shirt;
3537 int loc_Texture_FogHeightTexture;
3538 int loc_Texture_FogMask;
3539 int loc_Texture_Lightmap;
3540 int loc_Texture_Deluxemap;
3541 int loc_Texture_Attenuation;
3542 int loc_Texture_Cube;
3543 int loc_Texture_Refraction;
3544 int loc_Texture_Reflection;
3545 int loc_Texture_ShadowMapRect;
3546 int loc_Texture_ShadowMapCube;
3547 int loc_Texture_ShadowMap2D;
3548 int loc_Texture_CubeProjection;
3549 int loc_Texture_ScreenDepth;
3550 int loc_Texture_ScreenNormalMap;
3551 int loc_Texture_ScreenDiffuse;
3552 int loc_Texture_ScreenSpecular;
3553 int loc_Texture_ReflectMask;
3554 int loc_Texture_ReflectCube;
3556 int loc_BloomBlur_Parameters;
3558 int loc_Color_Ambient;
3559 int loc_Color_Diffuse;
3560 int loc_Color_Specular;
3562 int loc_Color_Pants;
3563 int loc_Color_Shirt;
3564 int loc_DeferredColor_Ambient;
3565 int loc_DeferredColor_Diffuse;
3566 int loc_DeferredColor_Specular;
3567 int loc_DeferredMod_Diffuse;
3568 int loc_DeferredMod_Specular;
3569 int loc_DistortScaleRefractReflect;
3570 int loc_EyePosition;
3572 int loc_FogHeightFade;
3574 int loc_FogPlaneViewDist;
3575 int loc_FogRangeRecip;
3578 int loc_LightPosition;
3579 int loc_OffsetMapping_Scale;
3581 int loc_ReflectColor;
3582 int loc_ReflectFactor;
3583 int loc_ReflectOffset;
3584 int loc_RefractColor;
3586 int loc_ScreenCenterRefractReflect;
3587 int loc_ScreenScaleRefractReflect;
3588 int loc_ScreenToDepth;
3589 int loc_ShadowMap_Parameters;
3590 int loc_ShadowMap_TextureScale;
3591 int loc_SpecularPower;
3596 int loc_ViewTintColor;
3597 int loc_ViewToLight;
3598 int loc_ModelToLight;
3600 int loc_BackgroundTexMatrix;
3601 int loc_ModelViewProjectionMatrix;
3602 int loc_ModelViewMatrix;
3603 int loc_PixelToScreenTexCoord;
3604 int loc_ModelToReflectCube;
3605 int loc_ShadowMapMatrix;
3606 int loc_NormalmapScrollBlend;
3608 r_glsl_permutation_t;
3610 #define SHADERPERMUTATION_HASHSIZE 256
3612 /// information about each possible shader permutation
3613 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3614 /// currently selected permutation
3615 r_glsl_permutation_t *r_glsl_permutation;
3616 /// storage for permutations linked in the hash table
3617 memexpandablearray_t r_glsl_permutationarray;
3619 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3621 //unsigned int hashdepth = 0;
3622 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3623 r_glsl_permutation_t *p;
3624 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3626 if (p->mode == mode && p->permutation == permutation)
3628 //if (hashdepth > 10)
3629 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3634 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3636 p->permutation = permutation;
3637 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3638 r_glsl_permutationhash[mode][hashindex] = p;
3639 //if (hashdepth > 10)
3640 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3644 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3647 if (!filename || !filename[0])
3649 if (!strcmp(filename, "glsl/default.glsl"))
3651 if (!glslshaderstring)
3653 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3654 if (glslshaderstring)
3655 Con_DPrintf("Loading shaders from file %s...\n", filename);
3657 glslshaderstring = (char *)builtinshaderstring;
3659 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3660 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3661 return shaderstring;
3663 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3666 if (printfromdisknotice)
3667 Con_DPrintf("from disk %s... ", filename);
3668 return shaderstring;
3670 return shaderstring;
3673 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3676 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3677 int vertstrings_count = 0;
3678 int geomstrings_count = 0;
3679 int fragstrings_count = 0;
3680 char *vertexstring, *geometrystring, *fragmentstring;
3681 const char *vertstrings_list[32+3];
3682 const char *geomstrings_list[32+3];
3683 const char *fragstrings_list[32+3];
3684 char permutationname[256];
3691 permutationname[0] = 0;
3692 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3693 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3694 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3696 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3698 // the first pretext is which type of shader to compile as
3699 // (later these will all be bound together as a program object)
3700 vertstrings_count = 0;
3701 geomstrings_count = 0;
3702 fragstrings_count = 0;
3703 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3704 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3705 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3707 // the second pretext is the mode (for example a light source)
3708 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3709 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3710 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3711 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3713 // now add all the permutation pretexts
3714 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3716 if (permutation & (1<<i))
3718 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3719 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3720 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3721 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3725 // keep line numbers correct
3726 vertstrings_list[vertstrings_count++] = "\n";
3727 geomstrings_list[geomstrings_count++] = "\n";
3728 fragstrings_list[fragstrings_count++] = "\n";
3732 // now append the shader text itself
3733 vertstrings_list[vertstrings_count++] = vertexstring;
3734 geomstrings_list[geomstrings_count++] = geometrystring;
3735 fragstrings_list[fragstrings_count++] = fragmentstring;
3737 // if any sources were NULL, clear the respective list
3739 vertstrings_count = 0;
3740 if (!geometrystring)
3741 geomstrings_count = 0;
3742 if (!fragmentstring)
3743 fragstrings_count = 0;
3745 // compile the shader program
3746 if (vertstrings_count + geomstrings_count + fragstrings_count)
3747 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3751 qglUseProgramObjectARB(p->program);CHECKGLERROR
3752 // look up all the uniform variable names we care about, so we don't
3753 // have to look them up every time we set them
3755 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3756 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3757 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3758 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3759 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3760 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3761 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3762 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3763 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3764 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3765 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3766 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3767 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3768 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3769 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3770 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3771 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3772 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3773 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3774 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3775 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3776 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3777 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3778 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3779 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3780 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3781 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3782 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3783 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3784 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3785 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3786 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3787 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3788 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3789 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3790 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3791 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3792 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3793 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3794 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3795 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3796 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3797 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3798 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3799 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3800 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3801 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3802 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3803 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3804 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3805 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3806 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3807 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3808 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3809 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3810 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3811 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3812 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3813 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3814 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3815 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3816 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3817 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3818 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3819 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3820 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3821 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3822 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3823 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3824 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3825 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3826 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3827 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3828 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3829 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3830 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3831 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3832 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3833 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3834 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3835 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3836 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3837 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3838 // initialize the samplers to refer to the texture units we use
3839 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3840 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3841 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3842 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3843 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3844 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3845 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3846 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3847 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3848 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3849 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3850 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3851 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3852 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3853 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3854 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3855 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3856 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3857 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3858 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3859 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3860 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3861 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3862 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3863 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3864 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3865 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3866 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3867 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3868 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3869 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3871 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3874 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3878 Mem_Free(vertexstring);
3880 Mem_Free(geometrystring);
3882 Mem_Free(fragmentstring);
3885 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3887 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3888 if (r_glsl_permutation != perm)
3890 r_glsl_permutation = perm;
3891 if (!r_glsl_permutation->program)
3893 if (!r_glsl_permutation->compiled)
3894 R_GLSL_CompilePermutation(perm, mode, permutation);
3895 if (!r_glsl_permutation->program)
3897 // remove features until we find a valid permutation
3899 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3901 // reduce i more quickly whenever it would not remove any bits
3902 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3903 if (!(permutation & j))
3906 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3907 if (!r_glsl_permutation->compiled)
3908 R_GLSL_CompilePermutation(perm, mode, permutation);
3909 if (r_glsl_permutation->program)
3912 if (i >= SHADERPERMUTATION_COUNT)
3914 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3915 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3916 qglUseProgramObjectARB(0);CHECKGLERROR
3917 return; // no bit left to clear, entire mode is broken
3922 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3924 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3925 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3926 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3930 #include <Cg/cgGL.h>
3931 struct r_cg_permutation_s;
3932 typedef struct r_cg_permutation_s
3934 /// hash lookup data
3935 struct r_cg_permutation_s *hashnext;
3937 unsigned int permutation;
3939 /// indicates if we have tried compiling this permutation already
3941 /// 0 if compilation failed
3944 /// locations of detected parameters in programs, or NULL if not found
3945 CGparameter vp_EyePosition;
3946 CGparameter vp_FogPlane;
3947 CGparameter vp_LightDir;
3948 CGparameter vp_LightPosition;
3949 CGparameter vp_ModelToLight;
3950 CGparameter vp_TexMatrix;
3951 CGparameter vp_BackgroundTexMatrix;
3952 CGparameter vp_ModelViewProjectionMatrix;
3953 CGparameter vp_ModelViewMatrix;
3954 CGparameter vp_ShadowMapMatrix;
3956 CGparameter fp_Texture_First;
3957 CGparameter fp_Texture_Second;
3958 CGparameter fp_Texture_GammaRamps;
3959 CGparameter fp_Texture_Normal;
3960 CGparameter fp_Texture_Color;
3961 CGparameter fp_Texture_Gloss;
3962 CGparameter fp_Texture_Glow;
3963 CGparameter fp_Texture_SecondaryNormal;
3964 CGparameter fp_Texture_SecondaryColor;
3965 CGparameter fp_Texture_SecondaryGloss;
3966 CGparameter fp_Texture_SecondaryGlow;
3967 CGparameter fp_Texture_Pants;
3968 CGparameter fp_Texture_Shirt;
3969 CGparameter fp_Texture_FogHeightTexture;
3970 CGparameter fp_Texture_FogMask;
3971 CGparameter fp_Texture_Lightmap;
3972 CGparameter fp_Texture_Deluxemap;
3973 CGparameter fp_Texture_Attenuation;
3974 CGparameter fp_Texture_Cube;
3975 CGparameter fp_Texture_Refraction;
3976 CGparameter fp_Texture_Reflection;
3977 CGparameter fp_Texture_ShadowMapRect;
3978 CGparameter fp_Texture_ShadowMapCube;
3979 CGparameter fp_Texture_ShadowMap2D;
3980 CGparameter fp_Texture_CubeProjection;
3981 CGparameter fp_Texture_ScreenDepth;
3982 CGparameter fp_Texture_ScreenNormalMap;
3983 CGparameter fp_Texture_ScreenDiffuse;
3984 CGparameter fp_Texture_ScreenSpecular;
3985 CGparameter fp_Texture_ReflectMask;
3986 CGparameter fp_Texture_ReflectCube;
3987 CGparameter fp_Alpha;
3988 CGparameter fp_BloomBlur_Parameters;
3989 CGparameter fp_ClientTime;
3990 CGparameter fp_Color_Ambient;
3991 CGparameter fp_Color_Diffuse;
3992 CGparameter fp_Color_Specular;
3993 CGparameter fp_Color_Glow;
3994 CGparameter fp_Color_Pants;
3995 CGparameter fp_Color_Shirt;
3996 CGparameter fp_DeferredColor_Ambient;
3997 CGparameter fp_DeferredColor_Diffuse;
3998 CGparameter fp_DeferredColor_Specular;
3999 CGparameter fp_DeferredMod_Diffuse;
4000 CGparameter fp_DeferredMod_Specular;
4001 CGparameter fp_DistortScaleRefractReflect;
4002 CGparameter fp_EyePosition;
4003 CGparameter fp_FogColor;
4004 CGparameter fp_FogHeightFade;
4005 CGparameter fp_FogPlane;
4006 CGparameter fp_FogPlaneViewDist;
4007 CGparameter fp_FogRangeRecip;
4008 CGparameter fp_LightColor;
4009 CGparameter fp_LightDir;
4010 CGparameter fp_LightPosition;
4011 CGparameter fp_OffsetMapping_Scale;
4012 CGparameter fp_PixelSize;
4013 CGparameter fp_ReflectColor;
4014 CGparameter fp_ReflectFactor;
4015 CGparameter fp_ReflectOffset;
4016 CGparameter fp_RefractColor;
4017 CGparameter fp_Saturation;
4018 CGparameter fp_ScreenCenterRefractReflect;
4019 CGparameter fp_ScreenScaleRefractReflect;
4020 CGparameter fp_ScreenToDepth;
4021 CGparameter fp_ShadowMap_Parameters;
4022 CGparameter fp_ShadowMap_TextureScale;
4023 CGparameter fp_SpecularPower;
4024 CGparameter fp_UserVec1;
4025 CGparameter fp_UserVec2;
4026 CGparameter fp_UserVec3;
4027 CGparameter fp_UserVec4;
4028 CGparameter fp_ViewTintColor;
4029 CGparameter fp_ViewToLight;
4030 CGparameter fp_PixelToScreenTexCoord;
4031 CGparameter fp_ModelToReflectCube;
4032 CGparameter fp_NormalmapScrollBlend;
4036 /// information about each possible shader permutation
4037 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4038 /// currently selected permutation
4039 r_cg_permutation_t *r_cg_permutation;
4040 /// storage for permutations linked in the hash table
4041 memexpandablearray_t r_cg_permutationarray;
4043 #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));}}
4045 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4047 //unsigned int hashdepth = 0;
4048 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4049 r_cg_permutation_t *p;
4050 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4052 if (p->mode == mode && p->permutation == permutation)
4054 //if (hashdepth > 10)
4055 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4060 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4062 p->permutation = permutation;
4063 p->hashnext = r_cg_permutationhash[mode][hashindex];
4064 r_cg_permutationhash[mode][hashindex] = p;
4065 //if (hashdepth > 10)
4066 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4070 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4073 if (!filename || !filename[0])
4075 if (!strcmp(filename, "cg/default.cg"))
4077 if (!cgshaderstring)
4079 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4081 Con_DPrintf("Loading shaders from file %s...\n", filename);
4083 cgshaderstring = (char *)builtincgshaderstring;
4085 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4086 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4087 return shaderstring;
4089 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4092 if (printfromdisknotice)
4093 Con_DPrintf("from disk %s... ", filename);
4094 return shaderstring;
4096 return shaderstring;
4099 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4101 // TODO: load or create .fp and .vp shader files
4104 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4107 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4108 int vertstrings_count = 0, vertstring_length = 0;
4109 int geomstrings_count = 0, geomstring_length = 0;
4110 int fragstrings_count = 0, fragstring_length = 0;
4111 char *vertexstring, *geometrystring, *fragmentstring;
4112 const char *vertstrings_list[32+3];
4113 const char *geomstrings_list[32+3];
4114 const char *fragstrings_list[32+3];
4115 char *vertstring, *geomstring, *fragstring;
4116 char permutationname[256];
4117 char cachename[256];
4118 CGprofile vertexProfile;
4119 CGprofile fragmentProfile;
4127 permutationname[0] = 0;
4129 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4130 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4131 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4133 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4134 strlcat(cachename, "cg/", sizeof(cachename));
4136 // the first pretext is which type of shader to compile as
4137 // (later these will all be bound together as a program object)
4138 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4139 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4140 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4142 // the second pretext is the mode (for example a light source)
4143 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4144 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4145 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4146 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4147 strlcat(cachename, modeinfo->name, sizeof(cachename));
4149 // now add all the permutation pretexts
4150 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4152 if (permutation & (1<<i))
4154 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4155 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4156 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4157 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4158 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4162 // keep line numbers correct
4163 vertstrings_list[vertstrings_count++] = "\n";
4164 geomstrings_list[geomstrings_count++] = "\n";
4165 fragstrings_list[fragstrings_count++] = "\n";
4170 R_CompileShader_AddStaticParms(mode, permutation);
4172 // replace spaces in the cachename with _ characters
4173 for (i = 0;cachename[i];i++)
4174 if (cachename[i] == ' ')
4177 // now append the shader text itself
4178 vertstrings_list[vertstrings_count++] = vertexstring;
4179 geomstrings_list[geomstrings_count++] = geometrystring;
4180 fragstrings_list[fragstrings_count++] = fragmentstring;
4182 // if any sources were NULL, clear the respective list
4184 vertstrings_count = 0;
4185 if (!geometrystring)
4186 geomstrings_count = 0;
4187 if (!fragmentstring)
4188 fragstrings_count = 0;
4190 vertstring_length = 0;
4191 for (i = 0;i < vertstrings_count;i++)
4192 vertstring_length += strlen(vertstrings_list[i]);
4193 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4194 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4195 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4197 geomstring_length = 0;
4198 for (i = 0;i < geomstrings_count;i++)
4199 geomstring_length += strlen(geomstrings_list[i]);
4200 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4201 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4202 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4204 fragstring_length = 0;
4205 for (i = 0;i < fragstrings_count;i++)
4206 fragstring_length += strlen(fragstrings_list[i]);
4207 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4208 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4209 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4213 //vertexProfile = CG_PROFILE_ARBVP1;
4214 //fragmentProfile = CG_PROFILE_ARBFP1;
4215 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4216 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4217 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4218 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4219 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4222 // try to load the cached shader, or generate one
4223 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4225 // if caching failed, do a dynamic compile for now
4227 if (vertstring[0] && !p->vprogram)
4228 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4230 if (fragstring[0] && !p->fprogram)
4231 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4234 // look up all the uniform variable names we care about, so we don't
4235 // have to look them up every time we set them
4239 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4240 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4241 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4242 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4243 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4244 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4245 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4246 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4247 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4248 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4249 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4250 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4256 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4257 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4258 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4259 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4260 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4261 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4262 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4263 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4264 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4265 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4266 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4267 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4268 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4269 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4270 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4271 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4272 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4273 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4274 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4275 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4276 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4277 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4278 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4279 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4280 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4281 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4282 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4283 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4284 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4285 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4286 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4287 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4288 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4289 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4290 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4291 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4292 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4293 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4294 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4295 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4296 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4297 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4298 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4299 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4300 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4301 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4302 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4303 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4304 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4305 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4306 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4307 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4308 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4309 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4310 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4311 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4312 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4313 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4314 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4315 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4316 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4317 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4318 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4319 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4320 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4321 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4322 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4323 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4324 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4325 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4326 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4327 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4328 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4329 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4330 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4331 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4332 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4333 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4334 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4338 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4339 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4341 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4345 Mem_Free(vertstring);
4347 Mem_Free(geomstring);
4349 Mem_Free(fragstring);
4351 Mem_Free(vertexstring);
4353 Mem_Free(geometrystring);
4355 Mem_Free(fragmentstring);
4358 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4360 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4363 if (r_cg_permutation != perm)
4365 r_cg_permutation = perm;
4366 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4368 if (!r_cg_permutation->compiled)
4369 R_CG_CompilePermutation(perm, mode, permutation);
4370 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4372 // remove features until we find a valid permutation
4374 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4376 // reduce i more quickly whenever it would not remove any bits
4377 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4378 if (!(permutation & j))
4381 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4382 if (!r_cg_permutation->compiled)
4383 R_CG_CompilePermutation(perm, mode, permutation);
4384 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4387 if (i >= SHADERPERMUTATION_COUNT)
4389 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4390 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4391 return; // no bit left to clear, entire mode is broken
4397 if (r_cg_permutation->vprogram)
4399 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4400 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4401 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4405 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4406 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4408 if (r_cg_permutation->fprogram)
4410 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4411 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4412 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4421 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4422 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4423 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4426 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4428 cgGLSetTextureParameter(param, R_GetTexture(tex));
4429 cgGLEnableTextureParameter(param);
4433 void R_GLSL_Restart_f(void)
4435 unsigned int i, limit;
4436 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4437 Mem_Free(glslshaderstring);
4438 glslshaderstring = NULL;
4439 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4440 Mem_Free(cgshaderstring);
4441 cgshaderstring = NULL;
4442 switch(vid.renderpath)
4444 case RENDERPATH_GL20:
4446 r_glsl_permutation_t *p;
4447 r_glsl_permutation = NULL;
4448 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4449 for (i = 0;i < limit;i++)
4451 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4453 GL_Backend_FreeProgram(p->program);
4454 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4457 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4460 case RENDERPATH_CGGL:
4463 r_cg_permutation_t *p;
4464 r_cg_permutation = NULL;
4465 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4466 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4467 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4468 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4469 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4470 for (i = 0;i < limit;i++)
4472 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4475 cgDestroyProgram(p->vprogram);
4477 cgDestroyProgram(p->fprogram);
4478 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4481 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4485 case RENDERPATH_GL13:
4486 case RENDERPATH_GL11:
4491 void R_GLSL_DumpShader_f(void)
4496 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4499 FS_Print(file, "/* The engine may define the following macros:\n");
4500 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4501 for (i = 0;i < SHADERMODE_COUNT;i++)
4502 FS_Print(file, glslshadermodeinfo[i].pretext);
4503 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4504 FS_Print(file, shaderpermutationinfo[i].pretext);
4505 FS_Print(file, "*/\n");
4506 FS_Print(file, builtinshaderstring);
4508 Con_Printf("glsl/default.glsl written\n");
4511 Con_Printf("failed to write to glsl/default.glsl\n");
4514 file = FS_OpenRealFile("cg/default.cg", "w", false);
4517 FS_Print(file, "/* The engine may define the following macros:\n");
4518 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4519 for (i = 0;i < SHADERMODE_COUNT;i++)
4520 FS_Print(file, cgshadermodeinfo[i].pretext);
4521 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4522 FS_Print(file, shaderpermutationinfo[i].pretext);
4523 FS_Print(file, "*/\n");
4524 FS_Print(file, builtincgshaderstring);
4526 Con_Printf("cg/default.cg written\n");
4529 Con_Printf("failed to write to cg/default.cg\n");
4533 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4536 texturemode = GL_MODULATE;
4537 switch (vid.renderpath)
4539 case RENDERPATH_GL20:
4540 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))));
4541 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4542 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4544 case RENDERPATH_CGGL:
4547 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))));
4548 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4549 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4552 case RENDERPATH_GL13:
4553 R_Mesh_TexBind(0, first );
4554 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4555 R_Mesh_TexBind(1, second);
4557 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4559 case RENDERPATH_GL11:
4560 R_Mesh_TexBind(0, first );
4565 void R_SetupShader_DepthOrShadow(void)
4567 switch (vid.renderpath)
4569 case RENDERPATH_GL20:
4570 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4572 case RENDERPATH_CGGL:
4574 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4577 case RENDERPATH_GL13:
4578 R_Mesh_TexBind(0, 0);
4579 R_Mesh_TexBind(1, 0);
4581 case RENDERPATH_GL11:
4582 R_Mesh_TexBind(0, 0);
4587 void R_SetupShader_ShowDepth(void)
4589 switch (vid.renderpath)
4591 case RENDERPATH_GL20:
4592 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4594 case RENDERPATH_CGGL:
4596 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4599 case RENDERPATH_GL13:
4601 case RENDERPATH_GL11:
4606 extern qboolean r_shadow_usingdeferredprepass;
4607 extern cvar_t r_shadow_deferred_8bitrange;
4608 extern rtexture_t *r_shadow_attenuationgradienttexture;
4609 extern rtexture_t *r_shadow_attenuation2dtexture;
4610 extern rtexture_t *r_shadow_attenuation3dtexture;
4611 extern qboolean r_shadow_usingshadowmaprect;
4612 extern qboolean r_shadow_usingshadowmapcube;
4613 extern qboolean r_shadow_usingshadowmap2d;
4614 extern qboolean r_shadow_usingshadowmaportho;
4615 extern float r_shadow_shadowmap_texturescale[2];
4616 extern float r_shadow_shadowmap_parameters[4];
4617 extern qboolean r_shadow_shadowmapvsdct;
4618 extern qboolean r_shadow_shadowmapsampler;
4619 extern int r_shadow_shadowmappcf;
4620 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4621 extern rtexture_t *r_shadow_shadowmap2dtexture;
4622 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4623 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4624 extern matrix4x4_t r_shadow_shadowmapmatrix;
4625 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4626 extern int r_shadow_prepass_width;
4627 extern int r_shadow_prepass_height;
4628 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4629 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4630 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4631 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4632 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4634 // a blendfunc allows colormod if:
4635 // a) it can never keep the destination pixel invariant, or
4636 // b) it can keep the destination pixel invariant, and still can do so if colormodded
4637 // this is to prevent unintended side effects from colormod
4640 // IF there is a (s, sa) for which for all (d, da),
4641 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4642 // THEN, for this (s, sa) and all (colormod, d, da):
4643 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4644 // OBVIOUSLY, this means that
4645 // s*colormod * src(s*colormod, d, sa, da) = 0
4646 // dst(s*colormod, d, sa, da) = 1
4648 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4650 // main condition to leave dst color invariant:
4651 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4653 // s * 0 + d * dst(s, d, sa, da) == d
4654 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4655 // => colormod is a problem for GL_SRC_COLOR only
4657 // s + d * dst(s, d, sa, da) == d
4659 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4660 // => colormod is never problematic for these
4661 // src == GL_SRC_COLOR:
4662 // s*s + d * dst(s, d, sa, da) == d
4664 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4665 // => colormod is never problematic for these
4666 // src == GL_ONE_MINUS_SRC_COLOR:
4667 // s*(1-s) + d * dst(s, d, sa, da) == d
4668 // => s == 0 or s == 1
4669 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4670 // => colormod is a problem for GL_SRC_COLOR only
4671 // src == GL_DST_COLOR
4672 // s*d + d * dst(s, d, sa, da) == d
4674 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4675 // => colormod is always a problem
4678 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4679 // => colormod is never problematic for these
4680 // => BUT, we do not know s! We must assume it is problematic
4681 // then... except in GL_ONE case, where we know all invariant
4683 // src == GL_ONE_MINUS_DST_COLOR
4684 // s*(1-d) + d * dst(s, d, sa, da) == d
4685 // => s == 0 (1-d is impossible to handle for our desired result)
4686 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4687 // => colormod is never problematic for these
4688 // src == GL_SRC_ALPHA
4689 // s*sa + d * dst(s, d, sa, da) == d
4690 // => s == 0, or sa == 0
4691 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4692 // => colormod breaks in the case GL_SRC_COLOR only
4693 // src == GL_ONE_MINUS_SRC_ALPHA
4694 // s*(1-sa) + d * dst(s, d, sa, da) == d
4695 // => s == 0, or sa == 1
4696 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4697 // => colormod breaks in the case GL_SRC_COLOR only
4698 // src == GL_DST_ALPHA
4699 // s*da + d * dst(s, d, sa, da) == d
4701 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4702 // => colormod is never problematic for these
4707 case GL_ONE_MINUS_SRC_COLOR:
4709 case GL_ONE_MINUS_SRC_ALPHA:
4710 if(dst == GL_SRC_COLOR)
4715 case GL_ONE_MINUS_DST_COLOR:
4717 case GL_ONE_MINUS_DST_ALPHA:
4727 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4729 // select a permutation of the lighting shader appropriate to this
4730 // combination of texture, entity, light source, and fogging, only use the
4731 // minimum features necessary to avoid wasting rendering time in the
4732 // fragment shader on features that are not being used
4733 unsigned int permutation = 0;
4734 unsigned int mode = 0;
4735 qboolean allow_colormod;
4736 static float dummy_colormod[3] = {1, 1, 1};
4737 float *colormod = rsurface.colormod;
4739 if (rsurfacepass == RSURFPASS_BACKGROUND)
4741 // distorted background
4742 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4744 mode = SHADERMODE_WATER;
4745 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
4746 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
4747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4748 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4750 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4752 mode = SHADERMODE_REFRACTION;
4753 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4754 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4758 mode = SHADERMODE_GENERIC;
4759 permutation |= SHADERPERMUTATION_DIFFUSE;
4760 GL_BlendFunc(GL_ONE, GL_ZERO);
4761 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4763 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4764 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4765 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4766 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4767 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4768 R_Mesh_ColorPointer(NULL, 0, 0);
4769 GL_AlphaTest(false);
4771 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4773 if (r_glsl_offsetmapping.integer)
4775 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4776 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4777 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4778 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4779 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4781 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4782 if (r_glsl_offsetmapping_reliefmapping.integer)
4783 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4787 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4788 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4789 permutation |= SHADERPERMUTATION_ALPHAKILL;
4790 // normalmap (deferred prepass), may use alpha test on diffuse
4791 mode = SHADERMODE_DEFERREDGEOMETRY;
4792 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4793 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4794 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4795 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4796 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4797 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4798 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4799 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4800 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4802 R_Mesh_ColorPointer(NULL, 0, 0);
4803 GL_AlphaTest(false);
4804 GL_BlendFunc(GL_ONE, GL_ZERO);
4805 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4807 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4809 if (r_glsl_offsetmapping.integer)
4811 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4812 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4813 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4814 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4815 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4817 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4818 if (r_glsl_offsetmapping_reliefmapping.integer)
4819 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4822 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4823 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4825 mode = SHADERMODE_LIGHTSOURCE;
4826 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4827 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4828 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4829 permutation |= SHADERPERMUTATION_CUBEFILTER;
4830 if (diffusescale > 0)
4831 permutation |= SHADERPERMUTATION_DIFFUSE;
4832 if (specularscale > 0)
4834 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4835 if (r_shadow_glossexact.integer)
4836 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4838 if (r_refdef.fogenabled)
4839 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4840 if (rsurface.texture->colormapping)
4841 permutation |= SHADERPERMUTATION_COLORMAPPING;
4842 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4844 if (r_shadow_usingshadowmaprect)
4845 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4846 if (r_shadow_usingshadowmap2d)
4847 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4848 if (r_shadow_usingshadowmapcube)
4849 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4850 else if(r_shadow_shadowmapvsdct)
4851 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4853 if (r_shadow_shadowmapsampler)
4854 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4855 if (r_shadow_shadowmappcf > 1)
4856 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4857 else if (r_shadow_shadowmappcf)
4858 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4860 if (rsurface.texture->reflectmasktexture)
4861 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4862 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4863 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4865 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4866 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4867 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4871 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4872 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4873 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4875 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4876 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4877 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4879 R_Mesh_ColorPointer(NULL, 0, 0);
4880 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4881 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4882 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4884 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4886 if (r_glsl_offsetmapping.integer)
4888 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4889 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4890 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4891 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4892 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4894 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4895 if (r_glsl_offsetmapping_reliefmapping.integer)
4896 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4899 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4900 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4901 // unshaded geometry (fullbright or ambient model lighting)
4902 mode = SHADERMODE_FLATCOLOR;
4903 ambientscale = diffusescale = specularscale = 0;
4904 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4905 permutation |= SHADERPERMUTATION_GLOW;
4906 if (r_refdef.fogenabled)
4907 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4908 if (rsurface.texture->colormapping)
4909 permutation |= SHADERPERMUTATION_COLORMAPPING;
4910 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4912 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4913 if (r_shadow_usingshadowmaprect)
4914 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4915 if (r_shadow_usingshadowmap2d)
4916 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4918 if (r_shadow_shadowmapsampler)
4919 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4920 if (r_shadow_shadowmappcf > 1)
4921 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4922 else if (r_shadow_shadowmappcf)
4923 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4925 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4926 permutation |= SHADERPERMUTATION_REFLECTION;
4927 if (rsurface.texture->reflectmasktexture)
4928 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4929 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4930 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4932 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4933 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4934 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4938 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4939 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4940 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4942 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4943 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4944 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4946 R_Mesh_ColorPointer(NULL, 0, 0);
4947 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4948 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4949 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4951 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4953 if (r_glsl_offsetmapping.integer)
4955 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4956 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4957 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4958 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4959 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4961 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4962 if (r_glsl_offsetmapping_reliefmapping.integer)
4963 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4966 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4967 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4968 // directional model lighting
4969 mode = SHADERMODE_LIGHTDIRECTION;
4970 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4971 permutation |= SHADERPERMUTATION_GLOW;
4972 permutation |= SHADERPERMUTATION_DIFFUSE;
4973 if (specularscale > 0)
4975 permutation |= SHADERPERMUTATION_SPECULAR;
4976 if (r_shadow_glossexact.integer)
4977 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4979 if (r_refdef.fogenabled)
4980 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4981 if (rsurface.texture->colormapping)
4982 permutation |= SHADERPERMUTATION_COLORMAPPING;
4983 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4985 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4986 if (r_shadow_usingshadowmaprect)
4987 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4988 if (r_shadow_usingshadowmap2d)
4989 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4991 if (r_shadow_shadowmapsampler)
4992 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4993 if (r_shadow_shadowmappcf > 1)
4994 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4995 else if (r_shadow_shadowmappcf)
4996 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4998 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4999 permutation |= SHADERPERMUTATION_REFLECTION;
5000 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5001 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5002 if (rsurface.texture->reflectmasktexture)
5003 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5004 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5005 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5007 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5008 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5009 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5013 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5014 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5015 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5017 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5018 R_Mesh_ColorPointer(NULL, 0, 0);
5019 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5020 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5021 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5023 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5025 if (r_glsl_offsetmapping.integer)
5027 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5028 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5029 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5030 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5031 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5033 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5034 if (r_glsl_offsetmapping_reliefmapping.integer)
5035 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5038 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5039 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5040 // ambient model lighting
5041 mode = SHADERMODE_LIGHTDIRECTION;
5042 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5043 permutation |= SHADERPERMUTATION_GLOW;
5044 if (r_refdef.fogenabled)
5045 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5046 if (rsurface.texture->colormapping)
5047 permutation |= SHADERPERMUTATION_COLORMAPPING;
5048 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5050 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5051 if (r_shadow_usingshadowmaprect)
5052 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5053 if (r_shadow_usingshadowmap2d)
5054 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5056 if (r_shadow_shadowmapsampler)
5057 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5058 if (r_shadow_shadowmappcf > 1)
5059 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5060 else if (r_shadow_shadowmappcf)
5061 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5063 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5064 permutation |= SHADERPERMUTATION_REFLECTION;
5065 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5066 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5067 if (rsurface.texture->reflectmasktexture)
5068 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5069 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5070 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5072 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5073 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5074 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5078 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5079 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5080 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5082 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5083 R_Mesh_ColorPointer(NULL, 0, 0);
5084 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5085 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5086 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5090 if (r_glsl_offsetmapping.integer)
5092 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5093 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5094 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5095 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5096 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5098 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5099 if (r_glsl_offsetmapping_reliefmapping.integer)
5100 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5103 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5104 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5106 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5107 permutation |= SHADERPERMUTATION_GLOW;
5108 if (r_refdef.fogenabled)
5109 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5110 if (rsurface.texture->colormapping)
5111 permutation |= SHADERPERMUTATION_COLORMAPPING;
5112 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5114 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5115 if (r_shadow_usingshadowmaprect)
5116 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5117 if (r_shadow_usingshadowmap2d)
5118 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5120 if (r_shadow_shadowmapsampler)
5121 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5122 if (r_shadow_shadowmappcf > 1)
5123 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5124 else if (r_shadow_shadowmappcf)
5125 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5128 permutation |= SHADERPERMUTATION_REFLECTION;
5129 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5130 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5131 if (rsurface.texture->reflectmasktexture)
5132 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5133 if (FAKELIGHT_ENABLED)
5135 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5136 mode = SHADERMODE_FAKELIGHT;
5137 permutation |= SHADERPERMUTATION_DIFFUSE;
5138 if (specularscale > 0)
5140 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5141 if (r_shadow_glossexact.integer)
5142 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5144 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5145 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5147 R_Mesh_ColorPointer(NULL, 0, 0);
5149 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5151 // deluxemapping (light direction texture)
5152 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5153 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5155 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5156 permutation |= SHADERPERMUTATION_DIFFUSE;
5157 if (specularscale > 0)
5159 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5160 if (r_shadow_glossexact.integer)
5161 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5163 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5164 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5165 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5167 R_Mesh_ColorPointer(NULL, 0, 0);
5169 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5171 // fake deluxemapping (uniform light direction in tangentspace)
5172 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5173 permutation |= SHADERPERMUTATION_DIFFUSE;
5174 if (specularscale > 0)
5176 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5177 if (r_shadow_glossexact.integer)
5178 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5180 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5181 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5182 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5184 R_Mesh_ColorPointer(NULL, 0, 0);
5186 else if (rsurface.uselightmaptexture)
5188 // ordinary lightmapping (q1bsp, q3bsp)
5189 mode = SHADERMODE_LIGHTMAP;
5190 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5191 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5192 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5194 R_Mesh_ColorPointer(NULL, 0, 0);
5198 // ordinary vertex coloring (q3bsp)
5199 mode = SHADERMODE_VERTEXCOLOR;
5200 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5201 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5203 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5204 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5206 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5207 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5208 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5212 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5213 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5214 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5216 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5217 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5218 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5221 colormod = dummy_colormod;
5222 switch(vid.renderpath)
5224 case RENDERPATH_GL20:
5225 R_SetupShader_SetPermutationGLSL(mode, permutation);
5226 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5227 if (mode == SHADERMODE_LIGHTSOURCE)
5229 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5230 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5231 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5232 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5233 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5234 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);
5236 // additive passes are only darkened by fog, not tinted
5237 if (r_glsl_permutation->loc_FogColor >= 0)
5238 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5239 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5243 if (mode == SHADERMODE_FLATCOLOR)
5245 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5247 else if (mode == SHADERMODE_LIGHTDIRECTION)
5249 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]);
5250 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]);
5251 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);
5252 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);
5253 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);
5254 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]);
5255 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]);
5259 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]);
5260 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]);
5261 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);
5262 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);
5263 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);
5265 // additive passes are only darkened by fog, not tinted
5266 if (r_glsl_permutation->loc_FogColor >= 0)
5268 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5269 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5271 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5273 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);
5274 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]);
5275 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]);
5276 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]);
5277 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]);
5278 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5279 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5280 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5281 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5283 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5284 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5285 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5286 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]);
5287 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]);
5289 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5290 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5291 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5292 if (r_glsl_permutation->loc_Color_Pants >= 0)
5294 if (rsurface.texture->pantstexture)
5295 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5297 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5299 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5301 if (rsurface.texture->shirttexture)
5302 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5304 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5306 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]);
5307 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5308 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5309 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5310 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5311 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]);
5312 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5314 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5315 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5316 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5317 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5318 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5319 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5320 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5321 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5322 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5323 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5324 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5325 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5326 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5327 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5328 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5329 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5330 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5331 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5332 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5333 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5334 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5335 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5336 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5337 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5338 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5339 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5340 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5342 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5343 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5344 if (rsurface.rtlight)
5346 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5347 if (r_shadow_usingshadowmapcube)
5348 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5349 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5354 case RENDERPATH_CGGL:
5356 R_SetupShader_SetPermutationCG(mode, permutation);
5357 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5358 if (mode == SHADERMODE_LIGHTSOURCE)
5360 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5361 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5365 if (mode == SHADERMODE_LIGHTDIRECTION)
5367 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
5370 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5371 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5372 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5373 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5374 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
5377 if (mode == SHADERMODE_LIGHTSOURCE)
5379 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5380 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5381 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5382 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5383 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
5385 // additive passes are only darkened by fog, not tinted
5386 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5387 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5391 if (mode == SHADERMODE_FLATCOLOR)
5393 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5395 else if (mode == SHADERMODE_LIGHTDIRECTION)
5397 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
5398 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
5399 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
5400 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
5401 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
5402 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
5403 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
5407 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
5408 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
5409 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
5410 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
5411 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
5413 // additive passes are only darkened by fog, not tinted
5414 if (r_cg_permutation->fp_FogColor)
5416 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5417 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5419 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5422 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
5423 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
5424 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
5425 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
5426 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
5427 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5428 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5429 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5430 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5432 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
5433 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
5434 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5435 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5436 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5437 if (r_cg_permutation->fp_Color_Pants)
5439 if (rsurface.texture->pantstexture)
5440 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5442 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5445 if (r_cg_permutation->fp_Color_Shirt)
5447 if (rsurface.texture->shirttexture)
5448 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5450 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5453 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
5454 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5455 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5456 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5457 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5458 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
5459 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5461 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5462 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5463 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5464 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5465 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5466 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5467 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5468 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5469 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5470 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5471 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5472 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5473 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5474 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5475 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
5476 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5477 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5478 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5479 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5480 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5481 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5482 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5483 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5484 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5485 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5486 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5487 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5489 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5490 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5491 if (rsurface.rtlight)
5493 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5494 if (r_shadow_usingshadowmapcube)
5495 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5496 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5503 case RENDERPATH_GL13:
5504 case RENDERPATH_GL11:
5509 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5511 // select a permutation of the lighting shader appropriate to this
5512 // combination of texture, entity, light source, and fogging, only use the
5513 // minimum features necessary to avoid wasting rendering time in the
5514 // fragment shader on features that are not being used
5515 unsigned int permutation = 0;
5516 unsigned int mode = 0;
5517 const float *lightcolorbase = rtlight->currentcolor;
5518 float ambientscale = rtlight->ambientscale;
5519 float diffusescale = rtlight->diffusescale;
5520 float specularscale = rtlight->specularscale;
5521 // this is the location of the light in view space
5522 vec3_t viewlightorigin;
5523 // this transforms from view space (camera) to light space (cubemap)
5524 matrix4x4_t viewtolight;
5525 matrix4x4_t lighttoview;
5526 float viewtolight16f[16];
5527 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5529 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5530 if (rtlight->currentcubemap != r_texture_whitecube)
5531 permutation |= SHADERPERMUTATION_CUBEFILTER;
5532 if (diffusescale > 0)
5533 permutation |= SHADERPERMUTATION_DIFFUSE;
5534 if (specularscale > 0)
5536 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5537 if (r_shadow_glossexact.integer)
5538 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5540 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5542 if (r_shadow_usingshadowmaprect)
5543 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5544 if (r_shadow_usingshadowmap2d)
5545 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5546 if (r_shadow_usingshadowmapcube)
5547 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5548 else if(r_shadow_shadowmapvsdct)
5549 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5551 if (r_shadow_shadowmapsampler)
5552 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5553 if (r_shadow_shadowmappcf > 1)
5554 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5555 else if (r_shadow_shadowmappcf)
5556 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5558 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5559 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5560 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5561 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5562 switch(vid.renderpath)
5564 case RENDERPATH_GL20:
5565 R_SetupShader_SetPermutationGLSL(mode, permutation);
5566 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5567 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5568 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);
5569 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);
5570 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);
5571 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]);
5572 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]);
5573 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));
5574 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]);
5575 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5577 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5578 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5579 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5580 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5581 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5582 if (r_shadow_usingshadowmapcube)
5583 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5584 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5585 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5587 case RENDERPATH_CGGL:
5589 R_SetupShader_SetPermutationCG(mode, permutation);
5590 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5591 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5592 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
5593 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
5594 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
5595 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
5596 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
5597 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
5598 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
5599 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5601 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5602 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5603 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5604 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5605 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5606 if (r_shadow_usingshadowmapcube)
5607 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5608 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5609 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5612 case RENDERPATH_GL13:
5613 case RENDERPATH_GL11:
5618 #define SKINFRAME_HASH 1024
5622 int loadsequence; // incremented each level change
5623 memexpandablearray_t array;
5624 skinframe_t *hash[SKINFRAME_HASH];
5627 r_skinframe_t r_skinframe;
5629 void R_SkinFrame_PrepareForPurge(void)
5631 r_skinframe.loadsequence++;
5632 // wrap it without hitting zero
5633 if (r_skinframe.loadsequence >= 200)
5634 r_skinframe.loadsequence = 1;
5637 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5641 // mark the skinframe as used for the purging code
5642 skinframe->loadsequence = r_skinframe.loadsequence;
5645 void R_SkinFrame_Purge(void)
5649 for (i = 0;i < SKINFRAME_HASH;i++)
5651 for (s = r_skinframe.hash[i];s;s = s->next)
5653 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5655 if (s->merged == s->base)
5657 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5658 R_PurgeTexture(s->stain );s->stain = NULL;
5659 R_PurgeTexture(s->merged);s->merged = NULL;
5660 R_PurgeTexture(s->base );s->base = NULL;
5661 R_PurgeTexture(s->pants );s->pants = NULL;
5662 R_PurgeTexture(s->shirt );s->shirt = NULL;
5663 R_PurgeTexture(s->nmap );s->nmap = NULL;
5664 R_PurgeTexture(s->gloss );s->gloss = NULL;
5665 R_PurgeTexture(s->glow );s->glow = NULL;
5666 R_PurgeTexture(s->fog );s->fog = NULL;
5667 R_PurgeTexture(s->reflect);s->reflect = NULL;
5668 s->loadsequence = 0;
5674 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5676 char basename[MAX_QPATH];
5678 Image_StripImageExtension(name, basename, sizeof(basename));
5680 if( last == NULL ) {
5682 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5683 item = r_skinframe.hash[hashindex];
5688 // linearly search through the hash bucket
5689 for( ; item ; item = item->next ) {
5690 if( !strcmp( item->basename, basename ) ) {
5697 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5701 char basename[MAX_QPATH];
5703 Image_StripImageExtension(name, basename, sizeof(basename));
5705 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5706 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5707 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5711 rtexture_t *dyntexture;
5712 // check whether its a dynamic texture
5713 dyntexture = CL_GetDynTexture( basename );
5714 if (!add && !dyntexture)
5716 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5717 memset(item, 0, sizeof(*item));
5718 strlcpy(item->basename, basename, sizeof(item->basename));
5719 item->base = dyntexture; // either NULL or dyntexture handle
5720 item->textureflags = textureflags;
5721 item->comparewidth = comparewidth;
5722 item->compareheight = compareheight;
5723 item->comparecrc = comparecrc;
5724 item->next = r_skinframe.hash[hashindex];
5725 r_skinframe.hash[hashindex] = item;
5727 else if( item->base == NULL )
5729 rtexture_t *dyntexture;
5730 // check whether its a dynamic texture
5731 // 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]
5732 dyntexture = CL_GetDynTexture( basename );
5733 item->base = dyntexture; // either NULL or dyntexture handle
5736 R_SkinFrame_MarkUsed(item);
5740 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5742 unsigned long long avgcolor[5], wsum; \
5750 for(pix = 0; pix < cnt; ++pix) \
5753 for(comp = 0; comp < 3; ++comp) \
5755 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5758 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5760 for(comp = 0; comp < 3; ++comp) \
5761 avgcolor[comp] += getpixel * w; \
5764 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5765 avgcolor[4] += getpixel; \
5767 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5769 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5770 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5771 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5772 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5775 extern cvar_t gl_picmip;
5776 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5779 unsigned char *pixels;
5780 unsigned char *bumppixels;
5781 unsigned char *basepixels = NULL;
5782 int basepixels_width = 0;
5783 int basepixels_height = 0;
5784 skinframe_t *skinframe;
5785 rtexture_t *ddsbase = NULL;
5786 qboolean ddshasalpha = false;
5787 float ddsavgcolor[4];
5788 char basename[MAX_QPATH];
5789 int miplevel = R_PicmipForFlags(textureflags);
5790 int savemiplevel = miplevel;
5793 if (cls.state == ca_dedicated)
5796 // return an existing skinframe if already loaded
5797 // if loading of the first image fails, don't make a new skinframe as it
5798 // would cause all future lookups of this to be missing
5799 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5800 if (skinframe && skinframe->base)
5803 Image_StripImageExtension(name, basename, sizeof(basename));
5805 // check for DDS texture file first
5806 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5808 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5809 if (basepixels == NULL)
5813 // FIXME handle miplevel
5815 if (developer_loading.integer)
5816 Con_Printf("loading skin \"%s\"\n", name);
5818 // we've got some pixels to store, so really allocate this new texture now
5820 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5821 skinframe->stain = NULL;
5822 skinframe->merged = NULL;
5823 skinframe->base = NULL;
5824 skinframe->pants = NULL;
5825 skinframe->shirt = NULL;
5826 skinframe->nmap = NULL;
5827 skinframe->gloss = NULL;
5828 skinframe->glow = NULL;
5829 skinframe->fog = NULL;
5830 skinframe->reflect = NULL;
5831 skinframe->hasalpha = false;
5835 skinframe->base = ddsbase;
5836 skinframe->hasalpha = ddshasalpha;
5837 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5838 if (r_loadfog && skinframe->hasalpha)
5839 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5840 //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]);
5844 basepixels_width = image_width;
5845 basepixels_height = image_height;
5846 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);
5847 if (textureflags & TEXF_ALPHA)
5849 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5851 if (basepixels[j] < 255)
5853 skinframe->hasalpha = true;
5857 if (r_loadfog && skinframe->hasalpha)
5859 // has transparent pixels
5860 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5861 for (j = 0;j < image_width * image_height * 4;j += 4)
5866 pixels[j+3] = basepixels[j+3];
5868 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);
5872 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5873 //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]);
5874 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5875 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5876 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5877 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5882 mymiplevel = savemiplevel;
5883 if (r_loadnormalmap)
5884 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);
5885 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5887 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5888 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5889 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5890 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5893 // _norm is the name used by tenebrae and has been adopted as standard
5894 if (r_loadnormalmap && skinframe->nmap == NULL)
5896 mymiplevel = savemiplevel;
5897 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5899 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);
5903 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5905 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5906 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5907 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);
5909 Mem_Free(bumppixels);
5911 else if (r_shadow_bumpscale_basetexture.value > 0)
5913 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5914 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5915 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);
5918 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5919 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5922 // _luma is supported only for tenebrae compatibility
5923 // _glow is the preferred name
5924 mymiplevel = savemiplevel;
5925 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))))
5927 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);
5928 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5929 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5930 Mem_Free(pixels);pixels = NULL;
5933 mymiplevel = savemiplevel;
5934 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5936 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);
5937 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5938 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5943 mymiplevel = savemiplevel;
5944 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5946 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);
5947 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5948 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5953 mymiplevel = savemiplevel;
5954 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5956 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);
5957 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5958 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5963 mymiplevel = savemiplevel;
5964 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5966 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);
5967 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5968 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5974 Mem_Free(basepixels);
5979 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5980 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5983 unsigned char *temp1, *temp2;
5984 skinframe_t *skinframe;
5986 if (cls.state == ca_dedicated)
5989 // if already loaded just return it, otherwise make a new skinframe
5990 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5991 if (skinframe && skinframe->base)
5994 skinframe->stain = NULL;
5995 skinframe->merged = NULL;
5996 skinframe->base = NULL;
5997 skinframe->pants = NULL;
5998 skinframe->shirt = NULL;
5999 skinframe->nmap = NULL;
6000 skinframe->gloss = NULL;
6001 skinframe->glow = NULL;
6002 skinframe->fog = NULL;
6003 skinframe->reflect = NULL;
6004 skinframe->hasalpha = false;
6006 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6010 if (developer_loading.integer)
6011 Con_Printf("loading 32bit skin \"%s\"\n", name);
6013 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6015 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6016 temp2 = temp1 + width * height * 4;
6017 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6018 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);
6021 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6022 if (textureflags & TEXF_ALPHA)
6024 for (i = 3;i < width * height * 4;i += 4)
6026 if (skindata[i] < 255)
6028 skinframe->hasalpha = true;
6032 if (r_loadfog && skinframe->hasalpha)
6034 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6035 memcpy(fogpixels, skindata, width * height * 4);
6036 for (i = 0;i < width * height * 4;i += 4)
6037 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6038 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6039 Mem_Free(fogpixels);
6043 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6044 //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]);
6049 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6053 skinframe_t *skinframe;
6055 if (cls.state == ca_dedicated)
6058 // if already loaded just return it, otherwise make a new skinframe
6059 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6060 if (skinframe && skinframe->base)
6063 skinframe->stain = NULL;
6064 skinframe->merged = NULL;
6065 skinframe->base = NULL;
6066 skinframe->pants = NULL;
6067 skinframe->shirt = NULL;
6068 skinframe->nmap = NULL;
6069 skinframe->gloss = NULL;
6070 skinframe->glow = NULL;
6071 skinframe->fog = NULL;
6072 skinframe->reflect = NULL;
6073 skinframe->hasalpha = false;
6075 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6079 if (developer_loading.integer)
6080 Con_Printf("loading quake skin \"%s\"\n", name);
6082 // 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)
6083 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6084 memcpy(skinframe->qpixels, skindata, width*height);
6085 skinframe->qwidth = width;
6086 skinframe->qheight = height;
6089 for (i = 0;i < width * height;i++)
6090 featuresmask |= palette_featureflags[skindata[i]];
6092 skinframe->hasalpha = false;
6093 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6094 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6095 skinframe->qgeneratemerged = true;
6096 skinframe->qgeneratebase = skinframe->qhascolormapping;
6097 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6099 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6100 //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]);
6105 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6109 unsigned char *skindata;
6111 if (!skinframe->qpixels)
6114 if (!skinframe->qhascolormapping)
6115 colormapped = false;
6119 if (!skinframe->qgeneratebase)
6124 if (!skinframe->qgeneratemerged)
6128 width = skinframe->qwidth;
6129 height = skinframe->qheight;
6130 skindata = skinframe->qpixels;
6132 if (skinframe->qgeneratenmap)
6134 unsigned char *temp1, *temp2;
6135 skinframe->qgeneratenmap = false;
6136 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6137 temp2 = temp1 + width * height * 4;
6138 // use either a custom palette or the quake palette
6139 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6140 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6141 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);
6145 if (skinframe->qgenerateglow)
6147 skinframe->qgenerateglow = false;
6148 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6153 skinframe->qgeneratebase = false;
6154 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);
6155 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6156 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6160 skinframe->qgeneratemerged = false;
6161 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);
6164 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6166 Mem_Free(skinframe->qpixels);
6167 skinframe->qpixels = NULL;
6171 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)
6174 skinframe_t *skinframe;
6176 if (cls.state == ca_dedicated)
6179 // if already loaded just return it, otherwise make a new skinframe
6180 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6181 if (skinframe && skinframe->base)
6184 skinframe->stain = NULL;
6185 skinframe->merged = NULL;
6186 skinframe->base = NULL;
6187 skinframe->pants = NULL;
6188 skinframe->shirt = NULL;
6189 skinframe->nmap = NULL;
6190 skinframe->gloss = NULL;
6191 skinframe->glow = NULL;
6192 skinframe->fog = NULL;
6193 skinframe->reflect = NULL;
6194 skinframe->hasalpha = false;
6196 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6200 if (developer_loading.integer)
6201 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6203 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6204 if (textureflags & TEXF_ALPHA)
6206 for (i = 0;i < width * height;i++)
6208 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6210 skinframe->hasalpha = true;
6214 if (r_loadfog && skinframe->hasalpha)
6215 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6218 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6219 //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]);
6224 skinframe_t *R_SkinFrame_LoadMissing(void)
6226 skinframe_t *skinframe;
6228 if (cls.state == ca_dedicated)
6231 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6232 skinframe->stain = NULL;
6233 skinframe->merged = NULL;
6234 skinframe->base = NULL;
6235 skinframe->pants = NULL;
6236 skinframe->shirt = NULL;
6237 skinframe->nmap = NULL;
6238 skinframe->gloss = NULL;
6239 skinframe->glow = NULL;
6240 skinframe->fog = NULL;
6241 skinframe->reflect = NULL;
6242 skinframe->hasalpha = false;
6244 skinframe->avgcolor[0] = rand() / RAND_MAX;
6245 skinframe->avgcolor[1] = rand() / RAND_MAX;
6246 skinframe->avgcolor[2] = rand() / RAND_MAX;
6247 skinframe->avgcolor[3] = 1;
6252 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6253 typedef struct suffixinfo_s
6256 qboolean flipx, flipy, flipdiagonal;
6259 static suffixinfo_t suffix[3][6] =
6262 {"px", false, false, false},
6263 {"nx", false, false, false},
6264 {"py", false, false, false},
6265 {"ny", false, false, false},
6266 {"pz", false, false, false},
6267 {"nz", false, false, false}
6270 {"posx", false, false, false},
6271 {"negx", false, false, false},
6272 {"posy", false, false, false},
6273 {"negy", false, false, false},
6274 {"posz", false, false, false},
6275 {"negz", false, false, false}
6278 {"rt", true, false, true},
6279 {"lf", false, true, true},
6280 {"ft", true, true, false},
6281 {"bk", false, false, false},
6282 {"up", true, false, true},
6283 {"dn", true, false, true}
6287 static int componentorder[4] = {0, 1, 2, 3};
6289 rtexture_t *R_LoadCubemap(const char *basename)
6291 int i, j, cubemapsize;
6292 unsigned char *cubemappixels, *image_buffer;
6293 rtexture_t *cubemaptexture;
6295 // must start 0 so the first loadimagepixels has no requested width/height
6297 cubemappixels = NULL;
6298 cubemaptexture = NULL;
6299 // keep trying different suffix groups (posx, px, rt) until one loads
6300 for (j = 0;j < 3 && !cubemappixels;j++)
6302 // load the 6 images in the suffix group
6303 for (i = 0;i < 6;i++)
6305 // generate an image name based on the base and and suffix
6306 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6308 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6310 // an image loaded, make sure width and height are equal
6311 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6313 // if this is the first image to load successfully, allocate the cubemap memory
6314 if (!cubemappixels && image_width >= 1)
6316 cubemapsize = image_width;
6317 // note this clears to black, so unavailable sides are black
6318 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6320 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6322 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);
6325 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6327 Mem_Free(image_buffer);
6331 // if a cubemap loaded, upload it
6334 if (developer_loading.integer)
6335 Con_Printf("loading cubemap \"%s\"\n", basename);
6337 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6338 Mem_Free(cubemappixels);
6342 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6343 if (developer_loading.integer)
6345 Con_Printf("(tried tried images ");
6346 for (j = 0;j < 3;j++)
6347 for (i = 0;i < 6;i++)
6348 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6349 Con_Print(" and was unable to find any of them).\n");
6352 return cubemaptexture;
6355 rtexture_t *R_GetCubemap(const char *basename)
6358 for (i = 0;i < r_texture_numcubemaps;i++)
6359 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6360 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6361 if (i >= MAX_CUBEMAPS)
6362 return r_texture_whitecube;
6363 r_texture_numcubemaps++;
6364 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6365 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6366 return r_texture_cubemaps[i].texture;
6369 void R_FreeCubemaps(void)
6372 for (i = 0;i < r_texture_numcubemaps;i++)
6374 if (developer_loading.integer)
6375 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6376 if (r_texture_cubemaps[i].texture)
6377 R_FreeTexture(r_texture_cubemaps[i].texture);
6379 r_texture_numcubemaps = 0;
6382 void R_Main_FreeViewCache(void)
6384 if (r_refdef.viewcache.entityvisible)
6385 Mem_Free(r_refdef.viewcache.entityvisible);
6386 if (r_refdef.viewcache.world_pvsbits)
6387 Mem_Free(r_refdef.viewcache.world_pvsbits);
6388 if (r_refdef.viewcache.world_leafvisible)
6389 Mem_Free(r_refdef.viewcache.world_leafvisible);
6390 if (r_refdef.viewcache.world_surfacevisible)
6391 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6392 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6395 void R_Main_ResizeViewCache(void)
6397 int numentities = r_refdef.scene.numentities;
6398 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6399 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6400 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6401 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6402 if (r_refdef.viewcache.maxentities < numentities)
6404 r_refdef.viewcache.maxentities = numentities;
6405 if (r_refdef.viewcache.entityvisible)
6406 Mem_Free(r_refdef.viewcache.entityvisible);
6407 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6409 if (r_refdef.viewcache.world_numclusters != numclusters)
6411 r_refdef.viewcache.world_numclusters = numclusters;
6412 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6413 if (r_refdef.viewcache.world_pvsbits)
6414 Mem_Free(r_refdef.viewcache.world_pvsbits);
6415 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6417 if (r_refdef.viewcache.world_numleafs != numleafs)
6419 r_refdef.viewcache.world_numleafs = numleafs;
6420 if (r_refdef.viewcache.world_leafvisible)
6421 Mem_Free(r_refdef.viewcache.world_leafvisible);
6422 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6424 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6426 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6427 if (r_refdef.viewcache.world_surfacevisible)
6428 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6429 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6433 extern rtexture_t *loadingscreentexture;
6434 void gl_main_start(void)
6436 loadingscreentexture = NULL;
6437 r_texture_blanknormalmap = NULL;
6438 r_texture_white = NULL;
6439 r_texture_grey128 = NULL;
6440 r_texture_black = NULL;
6441 r_texture_whitecube = NULL;
6442 r_texture_normalizationcube = NULL;
6443 r_texture_fogattenuation = NULL;
6444 r_texture_fogheighttexture = NULL;
6445 r_texture_gammaramps = NULL;
6446 r_texture_numcubemaps = 0;
6448 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6449 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6451 switch(vid.renderpath)
6453 case RENDERPATH_GL20:
6454 case RENDERPATH_CGGL:
6455 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6456 Cvar_SetValueQuick(&gl_combine, 1);
6457 Cvar_SetValueQuick(&r_glsl, 1);
6458 r_loadnormalmap = true;
6462 case RENDERPATH_GL13:
6463 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6464 Cvar_SetValueQuick(&gl_combine, 1);
6465 Cvar_SetValueQuick(&r_glsl, 0);
6466 r_loadnormalmap = false;
6467 r_loadgloss = false;
6470 case RENDERPATH_GL11:
6471 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6472 Cvar_SetValueQuick(&gl_combine, 0);
6473 Cvar_SetValueQuick(&r_glsl, 0);
6474 r_loadnormalmap = false;
6475 r_loadgloss = false;
6481 R_FrameData_Reset();
6485 memset(r_queries, 0, sizeof(r_queries));
6487 r_qwskincache = NULL;
6488 r_qwskincache_size = 0;
6490 // set up r_skinframe loading system for textures
6491 memset(&r_skinframe, 0, sizeof(r_skinframe));
6492 r_skinframe.loadsequence = 1;
6493 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6495 r_main_texturepool = R_AllocTexturePool();
6496 R_BuildBlankTextures();
6498 if (vid.support.arb_texture_cube_map)
6501 R_BuildNormalizationCube();
6503 r_texture_fogattenuation = NULL;
6504 r_texture_fogheighttexture = NULL;
6505 r_texture_gammaramps = NULL;
6506 //r_texture_fogintensity = NULL;
6507 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6508 memset(&r_waterstate, 0, sizeof(r_waterstate));
6509 r_glsl_permutation = NULL;
6510 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6511 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6512 glslshaderstring = NULL;
6514 r_cg_permutation = NULL;
6515 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6516 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6517 cgshaderstring = NULL;
6519 memset(&r_svbsp, 0, sizeof (r_svbsp));
6521 r_refdef.fogmasktable_density = 0;
6524 void gl_main_shutdown(void)
6527 R_FrameData_Reset();
6529 R_Main_FreeViewCache();
6532 qglDeleteQueriesARB(r_maxqueries, r_queries);
6536 memset(r_queries, 0, sizeof(r_queries));
6538 r_qwskincache = NULL;
6539 r_qwskincache_size = 0;
6541 // clear out the r_skinframe state
6542 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6543 memset(&r_skinframe, 0, sizeof(r_skinframe));
6546 Mem_Free(r_svbsp.nodes);
6547 memset(&r_svbsp, 0, sizeof (r_svbsp));
6548 R_FreeTexturePool(&r_main_texturepool);
6549 loadingscreentexture = NULL;
6550 r_texture_blanknormalmap = NULL;
6551 r_texture_white = NULL;
6552 r_texture_grey128 = NULL;
6553 r_texture_black = NULL;
6554 r_texture_whitecube = NULL;
6555 r_texture_normalizationcube = NULL;
6556 r_texture_fogattenuation = NULL;
6557 r_texture_fogheighttexture = NULL;
6558 r_texture_gammaramps = NULL;
6559 r_texture_numcubemaps = 0;
6560 //r_texture_fogintensity = NULL;
6561 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6562 memset(&r_waterstate, 0, sizeof(r_waterstate));
6563 r_glsl_permutation = NULL;
6564 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6565 glslshaderstring = NULL;
6567 r_cg_permutation = NULL;
6568 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6569 cgshaderstring = NULL;
6574 extern void CL_ParseEntityLump(char *entitystring);
6575 void gl_main_newmap(void)
6577 // FIXME: move this code to client
6578 char *entities, entname[MAX_QPATH];
6580 Mem_Free(r_qwskincache);
6581 r_qwskincache = NULL;
6582 r_qwskincache_size = 0;
6585 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6586 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6588 CL_ParseEntityLump(entities);
6592 if (cl.worldmodel->brush.entities)
6593 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6595 R_Main_FreeViewCache();
6597 R_FrameData_Reset();
6600 void GL_Main_Init(void)
6602 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6604 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6605 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6606 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6607 if (gamemode == GAME_NEHAHRA)
6609 Cvar_RegisterVariable (&gl_fogenable);
6610 Cvar_RegisterVariable (&gl_fogdensity);
6611 Cvar_RegisterVariable (&gl_fogred);
6612 Cvar_RegisterVariable (&gl_foggreen);
6613 Cvar_RegisterVariable (&gl_fogblue);
6614 Cvar_RegisterVariable (&gl_fogstart);
6615 Cvar_RegisterVariable (&gl_fogend);
6616 Cvar_RegisterVariable (&gl_skyclip);
6618 Cvar_RegisterVariable(&r_motionblur);
6619 Cvar_RegisterVariable(&r_motionblur_maxblur);
6620 Cvar_RegisterVariable(&r_motionblur_bmin);
6621 Cvar_RegisterVariable(&r_motionblur_vmin);
6622 Cvar_RegisterVariable(&r_motionblur_vmax);
6623 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6624 Cvar_RegisterVariable(&r_motionblur_randomize);
6625 Cvar_RegisterVariable(&r_damageblur);
6626 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6627 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6628 Cvar_RegisterVariable(&r_equalize_entities_by);
6629 Cvar_RegisterVariable(&r_equalize_entities_to);
6630 Cvar_RegisterVariable(&r_depthfirst);
6631 Cvar_RegisterVariable(&r_useinfinitefarclip);
6632 Cvar_RegisterVariable(&r_farclip_base);
6633 Cvar_RegisterVariable(&r_farclip_world);
6634 Cvar_RegisterVariable(&r_nearclip);
6635 Cvar_RegisterVariable(&r_showbboxes);
6636 Cvar_RegisterVariable(&r_showsurfaces);
6637 Cvar_RegisterVariable(&r_showtris);
6638 Cvar_RegisterVariable(&r_shownormals);
6639 Cvar_RegisterVariable(&r_showlighting);
6640 Cvar_RegisterVariable(&r_showshadowvolumes);
6641 Cvar_RegisterVariable(&r_showcollisionbrushes);
6642 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6643 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6644 Cvar_RegisterVariable(&r_showdisabledepthtest);
6645 Cvar_RegisterVariable(&r_drawportals);
6646 Cvar_RegisterVariable(&r_drawentities);
6647 Cvar_RegisterVariable(&r_draw2d);
6648 Cvar_RegisterVariable(&r_drawworld);
6649 Cvar_RegisterVariable(&r_cullentities_trace);
6650 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6651 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6652 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6653 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6654 Cvar_RegisterVariable(&r_drawviewmodel);
6655 Cvar_RegisterVariable(&r_drawexteriormodel);
6656 Cvar_RegisterVariable(&r_speeds);
6657 Cvar_RegisterVariable(&r_fullbrights);
6658 Cvar_RegisterVariable(&r_wateralpha);
6659 Cvar_RegisterVariable(&r_dynamic);
6660 Cvar_RegisterVariable(&r_fakelight);
6661 Cvar_RegisterVariable(&r_fakelight_intensity);
6662 Cvar_RegisterVariable(&r_fullbright);
6663 Cvar_RegisterVariable(&r_shadows);
6664 Cvar_RegisterVariable(&r_shadows_darken);
6665 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6666 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6667 Cvar_RegisterVariable(&r_shadows_throwdistance);
6668 Cvar_RegisterVariable(&r_shadows_throwdirection);
6669 Cvar_RegisterVariable(&r_shadows_focus);
6670 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6671 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6672 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6673 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6674 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6675 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6676 Cvar_RegisterVariable(&r_fog_exp2);
6677 Cvar_RegisterVariable(&r_drawfog);
6678 Cvar_RegisterVariable(&r_transparentdepthmasking);
6679 Cvar_RegisterVariable(&r_texture_dds_load);
6680 Cvar_RegisterVariable(&r_texture_dds_save);
6681 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6682 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6683 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6684 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6685 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6686 Cvar_RegisterVariable(&r_textureunits);
6687 Cvar_RegisterVariable(&gl_combine);
6688 Cvar_RegisterVariable(&r_glsl);
6689 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6690 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6691 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6692 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6693 Cvar_RegisterVariable(&r_glsl_postprocess);
6694 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6695 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6696 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6697 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6698 Cvar_RegisterVariable(&r_water);
6699 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6700 Cvar_RegisterVariable(&r_water_clippingplanebias);
6701 Cvar_RegisterVariable(&r_water_refractdistort);
6702 Cvar_RegisterVariable(&r_water_reflectdistort);
6703 Cvar_RegisterVariable(&r_water_scissormode);
6704 Cvar_RegisterVariable(&r_lerpsprites);
6705 Cvar_RegisterVariable(&r_lerpmodels);
6706 Cvar_RegisterVariable(&r_lerplightstyles);
6707 Cvar_RegisterVariable(&r_waterscroll);
6708 Cvar_RegisterVariable(&r_bloom);
6709 Cvar_RegisterVariable(&r_bloom_colorscale);
6710 Cvar_RegisterVariable(&r_bloom_brighten);
6711 Cvar_RegisterVariable(&r_bloom_blur);
6712 Cvar_RegisterVariable(&r_bloom_resolution);
6713 Cvar_RegisterVariable(&r_bloom_colorexponent);
6714 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6715 Cvar_RegisterVariable(&r_hdr);
6716 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6717 Cvar_RegisterVariable(&r_hdr_glowintensity);
6718 Cvar_RegisterVariable(&r_hdr_range);
6719 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6720 Cvar_RegisterVariable(&developer_texturelogging);
6721 Cvar_RegisterVariable(&gl_lightmaps);
6722 Cvar_RegisterVariable(&r_test);
6723 Cvar_RegisterVariable(&r_batchmode);
6724 Cvar_RegisterVariable(&r_glsl_saturation);
6725 Cvar_RegisterVariable(&r_framedatasize);
6726 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6727 Cvar_SetValue("r_fullbrights", 0);
6728 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6730 Cvar_RegisterVariable(&r_track_sprites);
6731 Cvar_RegisterVariable(&r_track_sprites_flags);
6732 Cvar_RegisterVariable(&r_track_sprites_scalew);
6733 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6734 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6735 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6738 extern void R_Textures_Init(void);
6739 extern void GL_Draw_Init(void);
6740 extern void GL_Main_Init(void);
6741 extern void R_Shadow_Init(void);
6742 extern void R_Sky_Init(void);
6743 extern void GL_Surf_Init(void);
6744 extern void R_Particles_Init(void);
6745 extern void R_Explosion_Init(void);
6746 extern void gl_backend_init(void);
6747 extern void Sbar_Init(void);
6748 extern void R_LightningBeams_Init(void);
6749 extern void Mod_RenderInit(void);
6750 extern void Font_Init(void);
6752 void Render_Init(void)
6765 R_LightningBeams_Init();
6774 extern char *ENGINE_EXTENSIONS;
6777 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6778 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6779 gl_version = (const char *)qglGetString(GL_VERSION);
6780 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6784 if (!gl_platformextensions)
6785 gl_platformextensions = "";
6787 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6788 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6789 Con_Printf("GL_VERSION: %s\n", gl_version);
6790 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6791 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6793 VID_CheckExtensions();
6795 // LordHavoc: report supported extensions
6796 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6798 // clear to black (loading plaque will be seen over this)
6800 qglClearColor(0,0,0,1);CHECKGLERROR
6801 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6804 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6808 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6810 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6813 p = r_refdef.view.frustum + i;
6818 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6822 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6826 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6830 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6834 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6838 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6842 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6846 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6854 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6858 for (i = 0;i < numplanes;i++)
6865 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6869 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6873 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6877 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6881 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6885 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6889 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6893 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6901 //==================================================================================
6903 // LordHavoc: this stores temporary data used within the same frame
6905 qboolean r_framedata_failed;
6906 static size_t r_framedata_size;
6907 static size_t r_framedata_current;
6908 static void *r_framedata_base;
6910 void R_FrameData_Reset(void)
6912 if (r_framedata_base)
6913 Mem_Free(r_framedata_base);
6914 r_framedata_base = NULL;
6915 r_framedata_size = 0;
6916 r_framedata_current = 0;
6917 r_framedata_failed = false;
6920 void R_FrameData_NewFrame(void)
6923 if (r_framedata_failed)
6924 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6925 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6926 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6927 if (r_framedata_size != wantedsize)
6929 r_framedata_size = wantedsize;
6930 if (r_framedata_base)
6931 Mem_Free(r_framedata_base);
6932 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6934 r_framedata_current = 0;
6935 r_framedata_failed = false;
6938 void *R_FrameData_Alloc(size_t size)
6942 // align to 16 byte boundary
6943 size = (size + 15) & ~15;
6944 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6945 r_framedata_current += size;
6948 if (r_framedata_current > r_framedata_size)
6949 r_framedata_failed = true;
6951 // return NULL on everything after a failure
6952 if (r_framedata_failed)
6958 void *R_FrameData_Store(size_t size, void *data)
6960 void *d = R_FrameData_Alloc(size);
6962 memcpy(d, data, size);
6966 //==================================================================================
6968 // LordHavoc: animcache originally written by Echon, rewritten since then
6971 * Animation cache prevents re-generating mesh data for an animated model
6972 * multiple times in one frame for lighting, shadowing, reflections, etc.
6975 void R_AnimCache_Free(void)
6979 void R_AnimCache_ClearCache(void)
6982 entity_render_t *ent;
6984 for (i = 0;i < r_refdef.scene.numentities;i++)
6986 ent = r_refdef.scene.entities[i];
6987 ent->animcache_vertex3f = NULL;
6988 ent->animcache_normal3f = NULL;
6989 ent->animcache_svector3f = NULL;
6990 ent->animcache_tvector3f = NULL;
6994 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6996 dp_model_t *model = ent->model;
6998 // see if it's already cached this frame
6999 if (ent->animcache_vertex3f)
7001 // add normals/tangents if needed
7002 if (wantnormals || wanttangents)
7004 if (ent->animcache_normal3f)
7005 wantnormals = false;
7006 if (ent->animcache_svector3f)
7007 wanttangents = false;
7008 if (wantnormals || wanttangents)
7010 numvertices = model->surfmesh.num_vertices;
7012 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7015 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7016 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7018 if (!r_framedata_failed)
7019 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7025 // see if this ent is worth caching
7026 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7028 // get some memory for this entity and generate mesh data
7029 numvertices = model->surfmesh.num_vertices;
7030 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7032 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7035 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7036 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7038 if (!r_framedata_failed)
7039 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7041 return !r_framedata_failed;
7044 void R_AnimCache_CacheVisibleEntities(void)
7047 qboolean wantnormals = !r_showsurfaces.integer;
7048 qboolean wanttangents = !r_showsurfaces.integer;
7050 switch(vid.renderpath)
7052 case RENDERPATH_GL20:
7053 case RENDERPATH_CGGL:
7055 case RENDERPATH_GL13:
7056 case RENDERPATH_GL11:
7057 wanttangents = false;
7061 // TODO: thread this
7062 // NOTE: R_PrepareRTLights() also caches entities
7064 for (i = 0;i < r_refdef.scene.numentities;i++)
7065 if (r_refdef.viewcache.entityvisible[i])
7066 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7069 //==================================================================================
7071 static void R_View_UpdateEntityLighting (void)
7074 entity_render_t *ent;
7075 vec3_t tempdiffusenormal, avg;
7076 vec_t f, fa, fd, fdd;
7077 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7079 for (i = 0;i < r_refdef.scene.numentities;i++)
7081 ent = r_refdef.scene.entities[i];
7083 // skip unseen models
7084 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7088 if (ent->model && ent->model->brush.num_leafs)
7090 // TODO: use modellight for r_ambient settings on world?
7091 VectorSet(ent->modellight_ambient, 0, 0, 0);
7092 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7093 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7097 // fetch the lighting from the worldmodel data
7098 VectorClear(ent->modellight_ambient);
7099 VectorClear(ent->modellight_diffuse);
7100 VectorClear(tempdiffusenormal);
7101 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7104 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7105 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7106 if(ent->flags & RENDER_EQUALIZE)
7108 // first fix up ambient lighting...
7109 if(r_equalize_entities_minambient.value > 0)
7111 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7114 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7115 if(fa < r_equalize_entities_minambient.value * fd)
7118 // fa'/fd' = minambient
7119 // fa'+0.25*fd' = fa+0.25*fd
7121 // fa' = fd' * minambient
7122 // fd'*(0.25+minambient) = fa+0.25*fd
7124 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7125 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7127 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7128 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
7129 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7130 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7135 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7137 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7138 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7141 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7142 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7143 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7149 VectorSet(ent->modellight_ambient, 1, 1, 1);
7151 // move the light direction into modelspace coordinates for lighting code
7152 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7153 if(VectorLength2(ent->modellight_lightdir) == 0)
7154 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7155 VectorNormalize(ent->modellight_lightdir);
7159 #define MAX_LINEOFSIGHTTRACES 64
7161 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7164 vec3_t boxmins, boxmaxs;
7167 dp_model_t *model = r_refdef.scene.worldmodel;
7169 if (!model || !model->brush.TraceLineOfSight)
7172 // expand the box a little
7173 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7174 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7175 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7176 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7177 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7178 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7180 // return true if eye is inside enlarged box
7181 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7185 VectorCopy(eye, start);
7186 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7187 if (model->brush.TraceLineOfSight(model, start, end))
7190 // try various random positions
7191 for (i = 0;i < numsamples;i++)
7193 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7194 if (model->brush.TraceLineOfSight(model, start, end))
7202 static void R_View_UpdateEntityVisible (void)
7207 entity_render_t *ent;
7209 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7210 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7211 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7212 : RENDER_EXTERIORMODEL;
7213 if (!r_drawviewmodel.integer)
7214 renderimask |= RENDER_VIEWMODEL;
7215 if (!r_drawexteriormodel.integer)
7216 renderimask |= RENDER_EXTERIORMODEL;
7217 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7219 // worldmodel can check visibility
7220 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7221 for (i = 0;i < r_refdef.scene.numentities;i++)
7223 ent = r_refdef.scene.entities[i];
7224 if (!(ent->flags & renderimask))
7225 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)))
7226 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))
7227 r_refdef.viewcache.entityvisible[i] = true;
7229 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7230 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7232 for (i = 0;i < r_refdef.scene.numentities;i++)
7234 ent = r_refdef.scene.entities[i];
7235 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7237 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7239 continue; // temp entities do pvs only
7240 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7241 ent->last_trace_visibility = realtime;
7242 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7243 r_refdef.viewcache.entityvisible[i] = 0;
7250 // no worldmodel or it can't check visibility
7251 for (i = 0;i < r_refdef.scene.numentities;i++)
7253 ent = r_refdef.scene.entities[i];
7254 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));
7259 /// only used if skyrendermasked, and normally returns false
7260 int R_DrawBrushModelsSky (void)
7263 entity_render_t *ent;
7266 for (i = 0;i < r_refdef.scene.numentities;i++)
7268 if (!r_refdef.viewcache.entityvisible[i])
7270 ent = r_refdef.scene.entities[i];
7271 if (!ent->model || !ent->model->DrawSky)
7273 ent->model->DrawSky(ent);
7279 static void R_DrawNoModel(entity_render_t *ent);
7280 static void R_DrawModels(void)
7283 entity_render_t *ent;
7285 for (i = 0;i < r_refdef.scene.numentities;i++)
7287 if (!r_refdef.viewcache.entityvisible[i])
7289 ent = r_refdef.scene.entities[i];
7290 r_refdef.stats.entities++;
7291 if (ent->model && ent->model->Draw != NULL)
7292 ent->model->Draw(ent);
7298 static void R_DrawModelsDepth(void)
7301 entity_render_t *ent;
7303 for (i = 0;i < r_refdef.scene.numentities;i++)
7305 if (!r_refdef.viewcache.entityvisible[i])
7307 ent = r_refdef.scene.entities[i];
7308 if (ent->model && ent->model->DrawDepth != NULL)
7309 ent->model->DrawDepth(ent);
7313 static void R_DrawModelsDebug(void)
7316 entity_render_t *ent;
7318 for (i = 0;i < r_refdef.scene.numentities;i++)
7320 if (!r_refdef.viewcache.entityvisible[i])
7322 ent = r_refdef.scene.entities[i];
7323 if (ent->model && ent->model->DrawDebug != NULL)
7324 ent->model->DrawDebug(ent);
7328 static void R_DrawModelsAddWaterPlanes(void)
7331 entity_render_t *ent;
7333 for (i = 0;i < r_refdef.scene.numentities;i++)
7335 if (!r_refdef.viewcache.entityvisible[i])
7337 ent = r_refdef.scene.entities[i];
7338 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7339 ent->model->DrawAddWaterPlanes(ent);
7343 static void R_View_SetFrustum(const int *scissor)
7346 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
7347 vec3_t forward, left, up, origin, v;
7351 // flipped x coordinates (because x points left here)
7352 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7353 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7355 // non-flipped y coordinates
7356 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7357 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7360 // we can't trust r_refdef.view.forward and friends in reflected scenes
7361 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7364 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7365 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7366 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7367 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7368 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7369 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7370 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7371 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7372 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7373 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7374 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7375 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7379 zNear = r_refdef.nearclip;
7380 nudge = 1.0 - 1.0 / (1<<23);
7381 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7382 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7383 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7384 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7385 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7386 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7387 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7388 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7394 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7395 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7396 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7397 r_refdef.view.frustum[0].dist = m[15] - m[12];
7399 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7400 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7401 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7402 r_refdef.view.frustum[1].dist = m[15] + m[12];
7404 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7405 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7406 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7407 r_refdef.view.frustum[2].dist = m[15] - m[13];
7409 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7410 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7411 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7412 r_refdef.view.frustum[3].dist = m[15] + m[13];
7414 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7415 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7416 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7417 r_refdef.view.frustum[4].dist = m[15] - m[14];
7419 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7420 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7421 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7422 r_refdef.view.frustum[5].dist = m[15] + m[14];
7425 if (r_refdef.view.useperspective)
7427 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7428 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7429 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7430 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7431 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7433 // then the normals from the corners relative to origin
7434 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
7435 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
7436 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
7437 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
7439 // in a NORMAL view, forward cross left == up
7440 // in a REFLECTED view, forward cross left == down
7441 // so our cross products above need to be adjusted for a left handed coordinate system
7442 CrossProduct(forward, left, v);
7443 if(DotProduct(v, up) < 0)
7445 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
7446 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
7447 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
7448 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
7451 // Leaving those out was a mistake, those were in the old code, and they
7452 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7453 // I couldn't reproduce it after adding those normalizations. --blub
7454 VectorNormalize(r_refdef.view.frustum[0].normal);
7455 VectorNormalize(r_refdef.view.frustum[1].normal);
7456 VectorNormalize(r_refdef.view.frustum[2].normal);
7457 VectorNormalize(r_refdef.view.frustum[3].normal);
7459 // make the corners absolute
7460 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
7461 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
7462 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
7463 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
7466 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7468 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7469 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7470 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7471 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7472 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7476 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7477 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7478 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7479 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7480 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7481 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7482 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7483 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7484 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7485 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7487 r_refdef.view.numfrustumplanes = 5;
7489 if (r_refdef.view.useclipplane)
7491 r_refdef.view.numfrustumplanes = 6;
7492 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7495 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7496 PlaneClassify(r_refdef.view.frustum + i);
7498 // LordHavoc: note to all quake engine coders, Quake had a special case
7499 // for 90 degrees which assumed a square view (wrong), so I removed it,
7500 // Quake2 has it disabled as well.
7502 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7503 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7504 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7505 //PlaneClassify(&frustum[0]);
7507 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7508 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7509 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7510 //PlaneClassify(&frustum[1]);
7512 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7513 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7514 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7515 //PlaneClassify(&frustum[2]);
7517 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7518 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7519 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7520 //PlaneClassify(&frustum[3]);
7523 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7524 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7525 //PlaneClassify(&frustum[4]);
7528 void R_View_UpdateWithScissor(const int *myscissor)
7530 R_Main_ResizeViewCache();
7531 R_View_SetFrustum(myscissor);
7532 R_View_WorldVisibility(r_refdef.view.useclipplane);
7533 R_View_UpdateEntityVisible();
7534 R_View_UpdateEntityLighting();
7537 void R_View_Update(void)
7539 R_Main_ResizeViewCache();
7540 R_View_SetFrustum(NULL);
7541 R_View_WorldVisibility(r_refdef.view.useclipplane);
7542 R_View_UpdateEntityVisible();
7543 R_View_UpdateEntityLighting();
7546 void R_SetupView(qboolean allowwaterclippingplane)
7548 const float *customclipplane = NULL;
7550 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7552 // LordHavoc: couldn't figure out how to make this approach the
7553 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7554 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7555 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7556 dist = r_refdef.view.clipplane.dist;
7557 plane[0] = r_refdef.view.clipplane.normal[0];
7558 plane[1] = r_refdef.view.clipplane.normal[1];
7559 plane[2] = r_refdef.view.clipplane.normal[2];
7561 customclipplane = plane;
7564 if (!r_refdef.view.useperspective)
7565 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);
7566 else if (vid.stencil && r_useinfinitefarclip.integer)
7567 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);
7569 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);
7570 R_SetViewport(&r_refdef.view.viewport);
7573 void R_EntityMatrix(const matrix4x4_t *matrix)
7575 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7577 gl_modelmatrixchanged = false;
7578 gl_modelmatrix = *matrix;
7579 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7580 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7581 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7582 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7584 switch(vid.renderpath)
7586 case RENDERPATH_GL20:
7587 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7588 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7589 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7591 case RENDERPATH_CGGL:
7594 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7595 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7596 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7599 case RENDERPATH_GL13:
7600 case RENDERPATH_GL11:
7601 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7607 void R_ResetViewRendering2D(void)
7609 r_viewport_t viewport;
7612 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7613 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);
7614 R_SetViewport(&viewport);
7615 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7616 GL_Color(1, 1, 1, 1);
7617 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7618 GL_BlendFunc(GL_ONE, GL_ZERO);
7619 GL_AlphaTest(false);
7620 GL_ScissorTest(false);
7621 GL_DepthMask(false);
7622 GL_DepthRange(0, 1);
7623 GL_DepthTest(false);
7624 R_EntityMatrix(&identitymatrix);
7625 R_Mesh_ResetTextureState();
7626 GL_PolygonOffset(0, 0);
7627 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7628 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7629 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7630 qglStencilMask(~0);CHECKGLERROR
7631 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7632 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7633 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7636 void R_ResetViewRendering3D(void)
7641 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7642 GL_Color(1, 1, 1, 1);
7643 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7644 GL_BlendFunc(GL_ONE, GL_ZERO);
7645 GL_AlphaTest(false);
7646 GL_ScissorTest(true);
7648 GL_DepthRange(0, 1);
7650 R_EntityMatrix(&identitymatrix);
7651 R_Mesh_ResetTextureState();
7652 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7653 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7654 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7655 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7656 qglStencilMask(~0);CHECKGLERROR
7657 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7658 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7659 GL_CullFace(r_refdef.view.cullface_back);
7664 R_RenderView_UpdateViewVectors
7667 static void R_RenderView_UpdateViewVectors(void)
7669 // break apart the view matrix into vectors for various purposes
7670 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7671 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7672 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7673 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7674 // make an inverted copy of the view matrix for tracking sprites
7675 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7678 void R_RenderScene(void);
7679 void R_RenderWaterPlanes(void);
7681 static void R_Water_StartFrame(void)
7684 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7685 r_waterstate_waterplane_t *p;
7687 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7690 switch(vid.renderpath)
7692 case RENDERPATH_GL20:
7693 case RENDERPATH_CGGL:
7695 case RENDERPATH_GL13:
7696 case RENDERPATH_GL11:
7700 // set waterwidth and waterheight to the water resolution that will be
7701 // used (often less than the screen resolution for faster rendering)
7702 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7703 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7705 // calculate desired texture sizes
7706 // can't use water if the card does not support the texture size
7707 if (!r_water.integer || r_showsurfaces.integer)
7708 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7709 else if (vid.support.arb_texture_non_power_of_two)
7711 texturewidth = waterwidth;
7712 textureheight = waterheight;
7713 camerawidth = waterwidth;
7714 cameraheight = waterheight;
7718 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7719 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7720 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7721 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7724 // allocate textures as needed
7725 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7727 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7728 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7730 if (p->texture_refraction)
7731 R_FreeTexture(p->texture_refraction);
7732 p->texture_refraction = NULL;
7733 if (p->texture_reflection)
7734 R_FreeTexture(p->texture_reflection);
7735 p->texture_reflection = NULL;
7736 if (p->texture_camera)
7737 R_FreeTexture(p->texture_camera);
7738 p->texture_camera = NULL;
7740 memset(&r_waterstate, 0, sizeof(r_waterstate));
7741 r_waterstate.texturewidth = texturewidth;
7742 r_waterstate.textureheight = textureheight;
7743 r_waterstate.camerawidth = camerawidth;
7744 r_waterstate.cameraheight = cameraheight;
7747 if (r_waterstate.texturewidth)
7749 r_waterstate.enabled = true;
7751 // when doing a reduced render (HDR) we want to use a smaller area
7752 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7753 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7755 // set up variables that will be used in shader setup
7756 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7757 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7758 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7759 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7762 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7763 r_waterstate.numwaterplanes = 0;
7766 void R_Water_AddWaterPlane(msurface_t *surface)
7768 int triangleindex, planeindex;
7775 r_waterstate_waterplane_t *p;
7776 texture_t *t = R_GetCurrentTexture(surface->texture);
7777 cam_ent = t->camera_entity;
7778 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7781 // just use the first triangle with a valid normal for any decisions
7782 VectorClear(normal);
7783 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7785 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7786 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7787 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7788 TriangleNormal(vert[0], vert[1], vert[2], normal);
7789 if (VectorLength2(normal) >= 0.001)
7793 VectorCopy(normal, plane.normal);
7794 VectorNormalize(plane.normal);
7795 plane.dist = DotProduct(vert[0], plane.normal);
7796 PlaneClassify(&plane);
7797 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7799 // skip backfaces (except if nocullface is set)
7800 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7802 VectorNegate(plane.normal, plane.normal);
7804 PlaneClassify(&plane);
7808 // find a matching plane if there is one
7809 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7810 if(p->camera_entity == t->camera_entity)
7811 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7813 if (planeindex >= r_waterstate.maxwaterplanes)
7814 return; // nothing we can do, out of planes
7816 // if this triangle does not fit any known plane rendered this frame, add one
7817 if (planeindex >= r_waterstate.numwaterplanes)
7819 // store the new plane
7820 r_waterstate.numwaterplanes++;
7822 // clear materialflags and pvs
7823 p->materialflags = 0;
7824 p->pvsvalid = false;
7825 p->camera_entity = t->camera_entity;
7826 VectorCopy(surface->mins, p->mins);
7827 VectorCopy(surface->maxs, p->maxs);
7832 p->mins[0] = min(p->mins[0], surface->mins[0]);
7833 p->mins[1] = min(p->mins[1], surface->mins[1]);
7834 p->mins[2] = min(p->mins[2], surface->mins[2]);
7835 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
7836 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
7837 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
7839 // merge this surface's materialflags into the waterplane
7840 p->materialflags |= t->currentmaterialflags;
7841 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7843 // merge this surface's PVS into the waterplane
7844 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7845 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7846 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7848 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7854 static void R_Water_ProcessPlanes(void)
7857 r_refdef_view_t originalview;
7858 r_refdef_view_t myview;
7860 r_waterstate_waterplane_t *p;
7863 originalview = r_refdef.view;
7865 // make sure enough textures are allocated
7866 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7868 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7870 if (!p->texture_refraction)
7871 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);
7872 if (!p->texture_refraction)
7875 else if (p->materialflags & MATERIALFLAG_CAMERA)
7877 if (!p->texture_camera)
7878 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);
7879 if (!p->texture_camera)
7883 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7885 if (!p->texture_reflection)
7886 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);
7887 if (!p->texture_reflection)
7893 r_refdef.view = originalview;
7894 r_refdef.view.showdebug = false;
7895 r_refdef.view.width = r_waterstate.waterwidth;
7896 r_refdef.view.height = r_waterstate.waterheight;
7897 r_refdef.view.useclipplane = true;
7898 myview = r_refdef.view;
7899 r_waterstate.renderingscene = true;
7900 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7902 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7904 r_refdef.view = myview;
7905 if(r_water_scissormode.integer)
7908 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7909 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7912 // render reflected scene and copy into texture
7913 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7914 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7915 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7916 r_refdef.view.clipplane = p->plane;
7918 // reverse the cullface settings for this render
7919 r_refdef.view.cullface_front = GL_FRONT;
7920 r_refdef.view.cullface_back = GL_BACK;
7921 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7923 r_refdef.view.usecustompvs = true;
7925 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7927 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7930 R_ResetViewRendering3D();
7931 R_ClearScreen(r_refdef.fogenabled);
7932 if(r_water_scissormode.integer & 2)
7933 R_View_UpdateWithScissor(myscissor);
7936 if(r_water_scissormode.integer & 1)
7937 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
7940 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);
7943 // render the normal view scene and copy into texture
7944 // (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)
7945 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7947 r_refdef.view = myview;
7948 if(r_water_scissormode.integer)
7951 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7952 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7955 r_waterstate.renderingrefraction = true;
7957 r_refdef.view.clipplane = p->plane;
7958 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7959 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7961 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7963 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7964 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7965 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7966 R_RenderView_UpdateViewVectors();
7967 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7969 r_refdef.view.usecustompvs = true;
7970 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);
7974 PlaneClassify(&r_refdef.view.clipplane);
7976 R_ResetViewRendering3D();
7977 R_ClearScreen(r_refdef.fogenabled);
7978 if(r_water_scissormode.integer & 2)
7979 R_View_UpdateWithScissor(myscissor);
7982 if(r_water_scissormode.integer & 1)
7983 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
7986 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);
7987 r_waterstate.renderingrefraction = false;
7989 else if (p->materialflags & MATERIALFLAG_CAMERA)
7991 r_refdef.view = myview;
7993 r_refdef.view.clipplane = p->plane;
7994 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7995 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7997 r_refdef.view.width = r_waterstate.camerawidth;
7998 r_refdef.view.height = r_waterstate.cameraheight;
7999 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8000 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8002 if(p->camera_entity)
8004 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8005 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8008 // note: all of the view is used for displaying... so
8009 // there is no use in scissoring
8011 // reverse the cullface settings for this render
8012 r_refdef.view.cullface_front = GL_FRONT;
8013 r_refdef.view.cullface_back = GL_BACK;
8014 // also reverse the view matrix
8015 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
8016 R_RenderView_UpdateViewVectors();
8017 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8019 r_refdef.view.usecustompvs = true;
8020 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);
8023 // camera needs no clipplane
8024 r_refdef.view.useclipplane = false;
8026 PlaneClassify(&r_refdef.view.clipplane);
8028 R_ResetViewRendering3D();
8029 R_ClearScreen(r_refdef.fogenabled);
8033 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);
8034 r_waterstate.renderingrefraction = false;
8038 r_waterstate.renderingscene = false;
8039 r_refdef.view = originalview;
8040 R_ResetViewRendering3D();
8041 R_ClearScreen(r_refdef.fogenabled);
8045 r_refdef.view = originalview;
8046 r_waterstate.renderingscene = false;
8047 Cvar_SetValueQuick(&r_water, 0);
8048 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8052 void R_Bloom_StartFrame(void)
8054 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8056 switch(vid.renderpath)
8058 case RENDERPATH_GL20:
8059 case RENDERPATH_CGGL:
8061 case RENDERPATH_GL13:
8062 case RENDERPATH_GL11:
8066 // set bloomwidth and bloomheight to the bloom resolution that will be
8067 // used (often less than the screen resolution for faster rendering)
8068 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8069 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8070 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8071 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8072 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8074 // calculate desired texture sizes
8075 if (vid.support.arb_texture_non_power_of_two)
8077 screentexturewidth = r_refdef.view.width;
8078 screentextureheight = r_refdef.view.height;
8079 bloomtexturewidth = r_bloomstate.bloomwidth;
8080 bloomtextureheight = r_bloomstate.bloomheight;
8084 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8085 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8086 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8087 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8090 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))
8092 Cvar_SetValueQuick(&r_hdr, 0);
8093 Cvar_SetValueQuick(&r_bloom, 0);
8094 Cvar_SetValueQuick(&r_motionblur, 0);
8095 Cvar_SetValueQuick(&r_damageblur, 0);
8098 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)))
8099 screentexturewidth = screentextureheight = 0;
8100 if (!r_hdr.integer && !r_bloom.integer)
8101 bloomtexturewidth = bloomtextureheight = 0;
8103 // allocate textures as needed
8104 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8106 if (r_bloomstate.texture_screen)
8107 R_FreeTexture(r_bloomstate.texture_screen);
8108 r_bloomstate.texture_screen = NULL;
8109 r_bloomstate.screentexturewidth = screentexturewidth;
8110 r_bloomstate.screentextureheight = screentextureheight;
8111 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8112 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);
8114 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8116 if (r_bloomstate.texture_bloom)
8117 R_FreeTexture(r_bloomstate.texture_bloom);
8118 r_bloomstate.texture_bloom = NULL;
8119 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8120 r_bloomstate.bloomtextureheight = bloomtextureheight;
8121 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8122 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);
8125 // when doing a reduced render (HDR) we want to use a smaller area
8126 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8127 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8128 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8129 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8130 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8132 // set up a texcoord array for the full resolution screen image
8133 // (we have to keep this around to copy back during final render)
8134 r_bloomstate.screentexcoord2f[0] = 0;
8135 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8136 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8137 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8138 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8139 r_bloomstate.screentexcoord2f[5] = 0;
8140 r_bloomstate.screentexcoord2f[6] = 0;
8141 r_bloomstate.screentexcoord2f[7] = 0;
8143 // set up a texcoord array for the reduced resolution bloom image
8144 // (which will be additive blended over the screen image)
8145 r_bloomstate.bloomtexcoord2f[0] = 0;
8146 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8147 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8148 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8149 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8150 r_bloomstate.bloomtexcoord2f[5] = 0;
8151 r_bloomstate.bloomtexcoord2f[6] = 0;
8152 r_bloomstate.bloomtexcoord2f[7] = 0;
8154 if (r_hdr.integer || r_bloom.integer)
8156 r_bloomstate.enabled = true;
8157 r_bloomstate.hdr = r_hdr.integer != 0;
8160 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);
8163 void R_Bloom_CopyBloomTexture(float colorscale)
8165 r_refdef.stats.bloom++;
8167 // scale down screen texture to the bloom texture size
8169 R_SetViewport(&r_bloomstate.viewport);
8170 GL_BlendFunc(GL_ONE, GL_ZERO);
8171 GL_Color(colorscale, colorscale, colorscale, 1);
8172 // TODO: optimize with multitexture or GLSL
8173 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8174 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8175 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8176 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8178 // we now have a bloom image in the framebuffer
8179 // copy it into the bloom image texture for later processing
8180 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);
8181 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8184 void R_Bloom_CopyHDRTexture(void)
8186 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);
8187 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8190 void R_Bloom_MakeTexture(void)
8193 float xoffset, yoffset, r, brighten;
8195 r_refdef.stats.bloom++;
8197 R_ResetViewRendering2D();
8198 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8199 R_Mesh_ColorPointer(NULL, 0, 0);
8201 // we have a bloom image in the framebuffer
8203 R_SetViewport(&r_bloomstate.viewport);
8205 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8208 r = bound(0, r_bloom_colorexponent.value / x, 1);
8209 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8210 GL_Color(r, r, r, 1);
8211 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8212 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8213 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8214 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8216 // copy the vertically blurred bloom view to a texture
8217 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);
8218 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8221 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8222 brighten = r_bloom_brighten.value;
8224 brighten *= r_hdr_range.value;
8225 brighten = sqrt(brighten);
8227 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8228 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8229 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8231 for (dir = 0;dir < 2;dir++)
8233 // blend on at multiple vertical offsets to achieve a vertical blur
8234 // TODO: do offset blends using GLSL
8235 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8236 GL_BlendFunc(GL_ONE, GL_ZERO);
8237 for (x = -range;x <= range;x++)
8239 if (!dir){xoffset = 0;yoffset = x;}
8240 else {xoffset = x;yoffset = 0;}
8241 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8242 yoffset /= (float)r_bloomstate.bloomtextureheight;
8243 // compute a texcoord array with the specified x and y offset
8244 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8245 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8246 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8247 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8248 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8249 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8250 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8251 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8252 // this r value looks like a 'dot' particle, fading sharply to
8253 // black at the edges
8254 // (probably not realistic but looks good enough)
8255 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8256 //r = brighten/(range*2+1);
8257 r = brighten / (range * 2 + 1);
8259 r *= (1 - x*x/(float)(range*range));
8260 GL_Color(r, r, r, 1);
8261 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8262 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8263 GL_BlendFunc(GL_ONE, GL_ONE);
8266 // copy the vertically blurred bloom view to a texture
8267 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);
8268 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8271 // apply subtract last
8272 // (just like it would be in a GLSL shader)
8273 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8275 GL_BlendFunc(GL_ONE, GL_ZERO);
8276 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8277 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8278 GL_Color(1, 1, 1, 1);
8279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8280 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8282 GL_BlendFunc(GL_ONE, GL_ONE);
8283 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8284 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8286 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8287 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8289 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8291 // copy the darkened bloom view to a texture
8292 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);
8293 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8297 void R_HDR_RenderBloomTexture(void)
8299 int oldwidth, oldheight;
8300 float oldcolorscale;
8302 oldcolorscale = r_refdef.view.colorscale;
8303 oldwidth = r_refdef.view.width;
8304 oldheight = r_refdef.view.height;
8305 r_refdef.view.width = r_bloomstate.bloomwidth;
8306 r_refdef.view.height = r_bloomstate.bloomheight;
8308 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8309 // TODO: add exposure compensation features
8310 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8312 r_refdef.view.showdebug = false;
8313 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8315 R_ResetViewRendering3D();
8317 R_ClearScreen(r_refdef.fogenabled);
8318 if (r_timereport_active)
8319 R_TimeReport("HDRclear");
8322 if (r_timereport_active)
8323 R_TimeReport("visibility");
8325 // only do secondary renders with HDR if r_hdr is 2 or higher
8326 r_waterstate.numwaterplanes = 0;
8327 if (r_waterstate.enabled && r_hdr.integer >= 2)
8328 R_RenderWaterPlanes();
8330 r_refdef.view.showdebug = true;
8332 r_waterstate.numwaterplanes = 0;
8334 R_ResetViewRendering2D();
8336 R_Bloom_CopyHDRTexture();
8337 R_Bloom_MakeTexture();
8339 // restore the view settings
8340 r_refdef.view.width = oldwidth;
8341 r_refdef.view.height = oldheight;
8342 r_refdef.view.colorscale = oldcolorscale;
8344 R_ResetViewRendering3D();
8346 R_ClearScreen(r_refdef.fogenabled);
8347 if (r_timereport_active)
8348 R_TimeReport("viewclear");
8351 static void R_BlendView(void)
8353 unsigned int permutation;
8354 float uservecs[4][4];
8356 switch (vid.renderpath)
8358 case RENDERPATH_GL20:
8359 case RENDERPATH_CGGL:
8361 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8362 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8363 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8364 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8365 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8367 if (r_bloomstate.texture_screen)
8369 // make sure the buffer is available
8370 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8372 R_ResetViewRendering2D();
8373 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8374 R_Mesh_ColorPointer(NULL, 0, 0);
8376 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8378 // declare variables
8380 static float avgspeed;
8382 speed = VectorLength(cl.movement_velocity);
8384 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8385 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8387 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8388 speed = bound(0, speed, 1);
8389 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8391 // calculate values into a standard alpha
8392 cl.motionbluralpha = 1 - exp(-
8394 (r_motionblur.value * speed / 80)
8396 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8399 max(0.0001, cl.time - cl.oldtime) // fps independent
8402 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8403 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8405 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8407 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8408 GL_Color(1, 1, 1, cl.motionbluralpha);
8409 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8410 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8411 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8412 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8416 // copy view into the screen texture
8417 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);
8418 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8420 else if (!r_bloomstate.texture_bloom)
8422 // we may still have to do view tint...
8423 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8425 // apply a color tint to the whole view
8426 R_ResetViewRendering2D();
8427 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8428 R_Mesh_ColorPointer(NULL, 0, 0);
8429 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8430 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8431 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8432 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8434 break; // no screen processing, no bloom, skip it
8437 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8439 // render simple bloom effect
8440 // copy the screen and shrink it and darken it for the bloom process
8441 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8442 // make the bloom texture
8443 R_Bloom_MakeTexture();
8446 #if _MSC_VER >= 1400
8447 #define sscanf sscanf_s
8449 memset(uservecs, 0, sizeof(uservecs));
8450 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8451 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8452 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8453 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8455 R_ResetViewRendering2D();
8456 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8457 R_Mesh_ColorPointer(NULL, 0, 0);
8458 GL_Color(1, 1, 1, 1);
8459 GL_BlendFunc(GL_ONE, GL_ZERO);
8460 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8461 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8463 switch(vid.renderpath)
8465 case RENDERPATH_GL20:
8466 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8467 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8468 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8469 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8470 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]);
8471 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8472 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]);
8473 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]);
8474 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]);
8475 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]);
8476 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8477 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8479 case RENDERPATH_CGGL:
8481 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8482 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8483 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8484 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8485 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
8486 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8487 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
8488 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
8489 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
8490 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
8491 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8492 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8498 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8499 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8501 case RENDERPATH_GL13:
8502 case RENDERPATH_GL11:
8503 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8505 // apply a color tint to the whole view
8506 R_ResetViewRendering2D();
8507 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8508 R_Mesh_ColorPointer(NULL, 0, 0);
8509 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8510 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8511 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8512 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8518 matrix4x4_t r_waterscrollmatrix;
8520 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8522 if (r_refdef.fog_density)
8524 r_refdef.fogcolor[0] = r_refdef.fog_red;
8525 r_refdef.fogcolor[1] = r_refdef.fog_green;
8526 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8528 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8529 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8530 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8531 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8535 VectorCopy(r_refdef.fogcolor, fogvec);
8536 // color.rgb *= ContrastBoost * SceneBrightness;
8537 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8538 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8539 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8540 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8545 void R_UpdateVariables(void)
8549 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8551 r_refdef.farclip = r_farclip_base.value;
8552 if (r_refdef.scene.worldmodel)
8553 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8554 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8556 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8557 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8558 r_refdef.polygonfactor = 0;
8559 r_refdef.polygonoffset = 0;
8560 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8561 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8563 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8564 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8565 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8566 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8567 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8568 if (FAKELIGHT_ENABLED)
8570 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8572 if (r_showsurfaces.integer)
8574 r_refdef.scene.rtworld = false;
8575 r_refdef.scene.rtworldshadows = false;
8576 r_refdef.scene.rtdlight = false;
8577 r_refdef.scene.rtdlightshadows = false;
8578 r_refdef.lightmapintensity = 0;
8581 if (gamemode == GAME_NEHAHRA)
8583 if (gl_fogenable.integer)
8585 r_refdef.oldgl_fogenable = true;
8586 r_refdef.fog_density = gl_fogdensity.value;
8587 r_refdef.fog_red = gl_fogred.value;
8588 r_refdef.fog_green = gl_foggreen.value;
8589 r_refdef.fog_blue = gl_fogblue.value;
8590 r_refdef.fog_alpha = 1;
8591 r_refdef.fog_start = 0;
8592 r_refdef.fog_end = gl_skyclip.value;
8593 r_refdef.fog_height = 1<<30;
8594 r_refdef.fog_fadedepth = 128;
8596 else if (r_refdef.oldgl_fogenable)
8598 r_refdef.oldgl_fogenable = false;
8599 r_refdef.fog_density = 0;
8600 r_refdef.fog_red = 0;
8601 r_refdef.fog_green = 0;
8602 r_refdef.fog_blue = 0;
8603 r_refdef.fog_alpha = 0;
8604 r_refdef.fog_start = 0;
8605 r_refdef.fog_end = 0;
8606 r_refdef.fog_height = 1<<30;
8607 r_refdef.fog_fadedepth = 128;
8611 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8612 r_refdef.fog_start = max(0, r_refdef.fog_start);
8613 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8615 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8617 if (r_refdef.fog_density && r_drawfog.integer)
8619 r_refdef.fogenabled = true;
8620 // this is the point where the fog reaches 0.9986 alpha, which we
8621 // consider a good enough cutoff point for the texture
8622 // (0.9986 * 256 == 255.6)
8623 if (r_fog_exp2.integer)
8624 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8626 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8627 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8628 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8629 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8630 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8631 R_BuildFogHeightTexture();
8632 // fog color was already set
8633 // update the fog texture
8634 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)
8635 R_BuildFogTexture();
8636 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8637 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8640 r_refdef.fogenabled = false;
8642 switch(vid.renderpath)
8644 case RENDERPATH_GL20:
8645 case RENDERPATH_CGGL:
8646 if(v_glslgamma.integer && !vid_gammatables_trivial)
8648 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8650 // build GLSL gamma texture
8651 #define RAMPWIDTH 256
8652 unsigned short ramp[RAMPWIDTH * 3];
8653 unsigned char rampbgr[RAMPWIDTH][4];
8656 r_texture_gammaramps_serial = vid_gammatables_serial;
8658 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8659 for(i = 0; i < RAMPWIDTH; ++i)
8661 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8662 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8663 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8666 if (r_texture_gammaramps)
8668 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8672 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8678 // remove GLSL gamma texture
8681 case RENDERPATH_GL13:
8682 case RENDERPATH_GL11:
8687 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8688 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8694 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8695 if( scenetype != r_currentscenetype ) {
8696 // store the old scenetype
8697 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8698 r_currentscenetype = scenetype;
8699 // move in the new scene
8700 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8709 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8711 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8712 if( scenetype == r_currentscenetype ) {
8713 return &r_refdef.scene;
8715 return &r_scenes_store[ scenetype ];
8724 void R_RenderView(void)
8726 if (r_timereport_active)
8727 R_TimeReport("start");
8728 r_textureframe++; // used only by R_GetCurrentTexture
8729 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8731 if (!r_drawentities.integer)
8732 r_refdef.scene.numentities = 0;
8734 R_AnimCache_ClearCache();
8735 R_FrameData_NewFrame();
8737 if (r_refdef.view.isoverlay)
8739 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8740 GL_Clear( GL_DEPTH_BUFFER_BIT );
8741 R_TimeReport("depthclear");
8743 r_refdef.view.showdebug = false;
8745 r_waterstate.enabled = false;
8746 r_waterstate.numwaterplanes = 0;
8754 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8755 return; //Host_Error ("R_RenderView: NULL worldmodel");
8757 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8759 R_RenderView_UpdateViewVectors();
8761 R_Shadow_UpdateWorldLightSelection();
8763 R_Bloom_StartFrame();
8764 R_Water_StartFrame();
8767 if (r_timereport_active)
8768 R_TimeReport("viewsetup");
8770 R_ResetViewRendering3D();
8772 if (r_refdef.view.clear || r_refdef.fogenabled)
8774 R_ClearScreen(r_refdef.fogenabled);
8775 if (r_timereport_active)
8776 R_TimeReport("viewclear");
8778 r_refdef.view.clear = true;
8780 // this produces a bloom texture to be used in R_BlendView() later
8781 if (r_hdr.integer && r_bloomstate.bloomwidth)
8783 R_HDR_RenderBloomTexture();
8784 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8785 r_textureframe++; // used only by R_GetCurrentTexture
8788 r_refdef.view.showdebug = true;
8791 if (r_timereport_active)
8792 R_TimeReport("visibility");
8794 r_waterstate.numwaterplanes = 0;
8795 if (r_waterstate.enabled)
8796 R_RenderWaterPlanes();
8799 r_waterstate.numwaterplanes = 0;
8802 if (r_timereport_active)
8803 R_TimeReport("blendview");
8805 GL_Scissor(0, 0, vid.width, vid.height);
8806 GL_ScissorTest(false);
8811 void R_RenderWaterPlanes(void)
8813 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8815 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8816 if (r_timereport_active)
8817 R_TimeReport("waterworld");
8820 // don't let sound skip if going slow
8821 if (r_refdef.scene.extraupdate)
8824 R_DrawModelsAddWaterPlanes();
8825 if (r_timereport_active)
8826 R_TimeReport("watermodels");
8828 if (r_waterstate.numwaterplanes)
8830 R_Water_ProcessPlanes();
8831 if (r_timereport_active)
8832 R_TimeReport("waterscenes");
8836 extern void R_DrawLightningBeams (void);
8837 extern void VM_CL_AddPolygonsToMeshQueue (void);
8838 extern void R_DrawPortals (void);
8839 extern cvar_t cl_locs_show;
8840 static void R_DrawLocs(void);
8841 static void R_DrawEntityBBoxes(void);
8842 static void R_DrawModelDecals(void);
8843 extern void R_DrawModelShadows(void);
8844 extern void R_DrawModelShadowMaps(void);
8845 extern cvar_t cl_decals_newsystem;
8846 extern qboolean r_shadow_usingdeferredprepass;
8847 void R_RenderScene(void)
8849 qboolean shadowmapping = false;
8851 if (r_timereport_active)
8852 R_TimeReport("beginscene");
8854 r_refdef.stats.renders++;
8858 // don't let sound skip if going slow
8859 if (r_refdef.scene.extraupdate)
8862 R_MeshQueue_BeginScene();
8866 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);
8868 if (r_timereport_active)
8869 R_TimeReport("skystartframe");
8871 if (cl.csqc_vidvars.drawworld)
8873 // don't let sound skip if going slow
8874 if (r_refdef.scene.extraupdate)
8877 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8879 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8880 if (r_timereport_active)
8881 R_TimeReport("worldsky");
8884 if (R_DrawBrushModelsSky() && r_timereport_active)
8885 R_TimeReport("bmodelsky");
8887 if (skyrendermasked && skyrenderlater)
8889 // we have to force off the water clipping plane while rendering sky
8893 if (r_timereport_active)
8894 R_TimeReport("sky");
8898 R_AnimCache_CacheVisibleEntities();
8899 if (r_timereport_active)
8900 R_TimeReport("animation");
8902 R_Shadow_PrepareLights();
8903 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8904 R_Shadow_PrepareModelShadows();
8905 if (r_timereport_active)
8906 R_TimeReport("preparelights");
8908 if (R_Shadow_ShadowMappingEnabled())
8909 shadowmapping = true;
8911 if (r_shadow_usingdeferredprepass)
8912 R_Shadow_DrawPrepass();
8914 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8916 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8917 if (r_timereport_active)
8918 R_TimeReport("worlddepth");
8920 if (r_depthfirst.integer >= 2)
8922 R_DrawModelsDepth();
8923 if (r_timereport_active)
8924 R_TimeReport("modeldepth");
8927 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8929 R_DrawModelShadowMaps();
8930 R_ResetViewRendering3D();
8931 // don't let sound skip if going slow
8932 if (r_refdef.scene.extraupdate)
8936 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8938 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8939 if (r_timereport_active)
8940 R_TimeReport("world");
8943 // don't let sound skip if going slow
8944 if (r_refdef.scene.extraupdate)
8948 if (r_timereport_active)
8949 R_TimeReport("models");
8951 // don't let sound skip if going slow
8952 if (r_refdef.scene.extraupdate)
8955 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8957 R_DrawModelShadows();
8958 R_ResetViewRendering3D();
8959 // don't let sound skip if going slow
8960 if (r_refdef.scene.extraupdate)
8964 if (!r_shadow_usingdeferredprepass)
8966 R_Shadow_DrawLights();
8967 if (r_timereport_active)
8968 R_TimeReport("rtlights");
8971 // don't let sound skip if going slow
8972 if (r_refdef.scene.extraupdate)
8975 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8977 R_DrawModelShadows();
8978 R_ResetViewRendering3D();
8979 // don't let sound skip if going slow
8980 if (r_refdef.scene.extraupdate)
8984 if (cl.csqc_vidvars.drawworld)
8986 if (cl_decals_newsystem.integer)
8988 R_DrawModelDecals();
8989 if (r_timereport_active)
8990 R_TimeReport("modeldecals");
8995 if (r_timereport_active)
8996 R_TimeReport("decals");
9000 if (r_timereport_active)
9001 R_TimeReport("particles");
9004 if (r_timereport_active)
9005 R_TimeReport("explosions");
9007 R_DrawLightningBeams();
9008 if (r_timereport_active)
9009 R_TimeReport("lightning");
9012 VM_CL_AddPolygonsToMeshQueue();
9014 if (r_refdef.view.showdebug)
9016 if (cl_locs_show.integer)
9019 if (r_timereport_active)
9020 R_TimeReport("showlocs");
9023 if (r_drawportals.integer)
9026 if (r_timereport_active)
9027 R_TimeReport("portals");
9030 if (r_showbboxes.value > 0)
9032 R_DrawEntityBBoxes();
9033 if (r_timereport_active)
9034 R_TimeReport("bboxes");
9038 R_MeshQueue_RenderTransparent();
9039 if (r_timereport_active)
9040 R_TimeReport("drawtrans");
9042 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))
9044 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9045 if (r_timereport_active)
9046 R_TimeReport("worlddebug");
9047 R_DrawModelsDebug();
9048 if (r_timereport_active)
9049 R_TimeReport("modeldebug");
9052 if (cl.csqc_vidvars.drawworld)
9054 R_Shadow_DrawCoronas();
9055 if (r_timereport_active)
9056 R_TimeReport("coronas");
9061 GL_DepthTest(false);
9062 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9063 GL_Color(1, 1, 1, 1);
9064 qglBegin(GL_POLYGON);
9065 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9066 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9067 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9068 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9070 qglBegin(GL_POLYGON);
9071 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9072 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9073 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9074 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9076 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9080 // don't let sound skip if going slow
9081 if (r_refdef.scene.extraupdate)
9084 R_ResetViewRendering2D();
9087 static const unsigned short bboxelements[36] =
9097 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9100 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9102 RSurf_ActiveWorldEntity();
9104 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9105 GL_DepthMask(false);
9106 GL_DepthRange(0, 1);
9107 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9108 R_Mesh_ResetTextureState();
9110 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9111 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9112 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9113 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9114 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9115 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9116 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9117 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9118 R_FillColors(color4f, 8, cr, cg, cb, ca);
9119 if (r_refdef.fogenabled)
9121 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9123 f1 = RSurf_FogVertex(v);
9125 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9126 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9127 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9130 R_Mesh_VertexPointer(vertex3f, 0, 0);
9131 R_Mesh_ColorPointer(color4f, 0, 0);
9132 R_Mesh_ResetTextureState();
9133 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9134 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9137 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9141 prvm_edict_t *edict;
9142 prvm_prog_t *prog_save = prog;
9144 // this function draws bounding boxes of server entities
9148 GL_CullFace(GL_NONE);
9149 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9153 for (i = 0;i < numsurfaces;i++)
9155 edict = PRVM_EDICT_NUM(surfacelist[i]);
9156 switch ((int)edict->fields.server->solid)
9158 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9159 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9160 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9161 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9162 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9163 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9165 color[3] *= r_showbboxes.value;
9166 color[3] = bound(0, color[3], 1);
9167 GL_DepthTest(!r_showdisabledepthtest.integer);
9168 GL_CullFace(r_refdef.view.cullface_front);
9169 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9175 static void R_DrawEntityBBoxes(void)
9178 prvm_edict_t *edict;
9180 prvm_prog_t *prog_save = prog;
9182 // this function draws bounding boxes of server entities
9188 for (i = 0;i < prog->num_edicts;i++)
9190 edict = PRVM_EDICT_NUM(i);
9191 if (edict->priv.server->free)
9193 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9194 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9196 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9198 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9199 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9205 static const int nomodelelement3i[24] =
9217 static const unsigned short nomodelelement3s[24] =
9229 static const float nomodelvertex3f[6*3] =
9239 static const float nomodelcolor4f[6*4] =
9241 0.0f, 0.0f, 0.5f, 1.0f,
9242 0.0f, 0.0f, 0.5f, 1.0f,
9243 0.0f, 0.5f, 0.0f, 1.0f,
9244 0.0f, 0.5f, 0.0f, 1.0f,
9245 0.5f, 0.0f, 0.0f, 1.0f,
9246 0.5f, 0.0f, 0.0f, 1.0f
9249 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9255 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);
9257 // this is only called once per entity so numsurfaces is always 1, and
9258 // surfacelist is always {0}, so this code does not handle batches
9260 if (rsurface.ent_flags & RENDER_ADDITIVE)
9262 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9263 GL_DepthMask(false);
9265 else if (rsurface.colormod[3] < 1)
9267 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9268 GL_DepthMask(false);
9272 GL_BlendFunc(GL_ONE, GL_ZERO);
9275 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9276 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9277 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9278 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9279 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9280 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9281 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9282 R_Mesh_ColorPointer(color4f, 0, 0);
9283 for (i = 0, c = color4f;i < 6;i++, c += 4)
9285 c[0] *= rsurface.colormod[0];
9286 c[1] *= rsurface.colormod[1];
9287 c[2] *= rsurface.colormod[2];
9288 c[3] *= rsurface.colormod[3];
9290 if (r_refdef.fogenabled)
9292 for (i = 0, c = color4f;i < 6;i++, c += 4)
9294 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9296 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9297 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9298 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9301 R_Mesh_ResetTextureState();
9302 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9305 void R_DrawNoModel(entity_render_t *ent)
9308 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9309 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9310 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9312 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9315 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9317 vec3_t right1, right2, diff, normal;
9319 VectorSubtract (org2, org1, normal);
9321 // calculate 'right' vector for start
9322 VectorSubtract (r_refdef.view.origin, org1, diff);
9323 CrossProduct (normal, diff, right1);
9324 VectorNormalize (right1);
9326 // calculate 'right' vector for end
9327 VectorSubtract (r_refdef.view.origin, org2, diff);
9328 CrossProduct (normal, diff, right2);
9329 VectorNormalize (right2);
9331 vert[ 0] = org1[0] + width * right1[0];
9332 vert[ 1] = org1[1] + width * right1[1];
9333 vert[ 2] = org1[2] + width * right1[2];
9334 vert[ 3] = org1[0] - width * right1[0];
9335 vert[ 4] = org1[1] - width * right1[1];
9336 vert[ 5] = org1[2] - width * right1[2];
9337 vert[ 6] = org2[0] - width * right2[0];
9338 vert[ 7] = org2[1] - width * right2[1];
9339 vert[ 8] = org2[2] - width * right2[2];
9340 vert[ 9] = org2[0] + width * right2[0];
9341 vert[10] = org2[1] + width * right2[1];
9342 vert[11] = org2[2] + width * right2[2];
9345 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)
9347 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9348 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9349 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9350 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9351 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9352 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9353 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9354 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9355 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9356 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9357 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9358 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9361 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9366 VectorSet(v, x, y, z);
9367 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9368 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9370 if (i == mesh->numvertices)
9372 if (mesh->numvertices < mesh->maxvertices)
9374 VectorCopy(v, vertex3f);
9375 mesh->numvertices++;
9377 return mesh->numvertices;
9383 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9387 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9388 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9389 e = mesh->element3i + mesh->numtriangles * 3;
9390 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9392 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9393 if (mesh->numtriangles < mesh->maxtriangles)
9398 mesh->numtriangles++;
9400 element[1] = element[2];
9404 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9408 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9409 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9410 e = mesh->element3i + mesh->numtriangles * 3;
9411 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9413 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9414 if (mesh->numtriangles < mesh->maxtriangles)
9419 mesh->numtriangles++;
9421 element[1] = element[2];
9425 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9426 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9428 int planenum, planenum2;
9431 mplane_t *plane, *plane2;
9433 double temppoints[2][256*3];
9434 // figure out how large a bounding box we need to properly compute this brush
9436 for (w = 0;w < numplanes;w++)
9437 maxdist = max(maxdist, fabs(planes[w].dist));
9438 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9439 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9440 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9444 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9445 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9447 if (planenum2 == planenum)
9449 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);
9452 if (tempnumpoints < 3)
9454 // generate elements forming a triangle fan for this polygon
9455 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9459 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)
9461 texturelayer_t *layer;
9462 layer = t->currentlayers + t->currentnumlayers++;
9464 layer->depthmask = depthmask;
9465 layer->blendfunc1 = blendfunc1;
9466 layer->blendfunc2 = blendfunc2;
9467 layer->texture = texture;
9468 layer->texmatrix = *matrix;
9469 layer->color[0] = r;
9470 layer->color[1] = g;
9471 layer->color[2] = b;
9472 layer->color[3] = a;
9475 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9477 if(parms[0] == 0 && parms[1] == 0)
9479 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9480 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9485 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9488 index = parms[2] + r_refdef.scene.time * parms[3];
9489 index -= floor(index);
9490 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9493 case Q3WAVEFUNC_NONE:
9494 case Q3WAVEFUNC_NOISE:
9495 case Q3WAVEFUNC_COUNT:
9498 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9499 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9500 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9501 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9502 case Q3WAVEFUNC_TRIANGLE:
9504 f = index - floor(index);
9515 f = parms[0] + parms[1] * f;
9516 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9517 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9521 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9526 matrix4x4_t matrix, temp;
9527 switch(tcmod->tcmod)
9531 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9532 matrix = r_waterscrollmatrix;
9534 matrix = identitymatrix;
9536 case Q3TCMOD_ENTITYTRANSLATE:
9537 // this is used in Q3 to allow the gamecode to control texcoord
9538 // scrolling on the entity, which is not supported in darkplaces yet.
9539 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9541 case Q3TCMOD_ROTATE:
9542 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9543 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9544 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9547 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9549 case Q3TCMOD_SCROLL:
9550 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9552 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9553 w = (int) tcmod->parms[0];
9554 h = (int) tcmod->parms[1];
9555 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9557 idx = (int) floor(f * w * h);
9558 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9560 case Q3TCMOD_STRETCH:
9561 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9562 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9564 case Q3TCMOD_TRANSFORM:
9565 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9566 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9567 VectorSet(tcmat + 6, 0 , 0 , 1);
9568 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9569 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9571 case Q3TCMOD_TURBULENT:
9572 // this is handled in the RSurf_PrepareVertices function
9573 matrix = identitymatrix;
9577 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9580 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9582 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9583 char name[MAX_QPATH];
9584 skinframe_t *skinframe;
9585 unsigned char pixels[296*194];
9586 strlcpy(cache->name, skinname, sizeof(cache->name));
9587 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9588 if (developer_loading.integer)
9589 Con_Printf("loading %s\n", name);
9590 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9591 if (!skinframe || !skinframe->base)
9594 fs_offset_t filesize;
9596 f = FS_LoadFile(name, tempmempool, true, &filesize);
9599 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9600 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9604 cache->skinframe = skinframe;
9607 texture_t *R_GetCurrentTexture(texture_t *t)
9610 const entity_render_t *ent = rsurface.entity;
9611 dp_model_t *model = ent->model;
9612 q3shaderinfo_layer_tcmod_t *tcmod;
9614 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9615 return t->currentframe;
9616 t->update_lastrenderframe = r_textureframe;
9617 t->update_lastrenderentity = (void *)ent;
9619 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9620 t->camera_entity = ent->entitynumber;
9622 t->camera_entity = 0;
9624 // switch to an alternate material if this is a q1bsp animated material
9626 texture_t *texture = t;
9627 int s = rsurface.ent_skinnum;
9628 if ((unsigned int)s >= (unsigned int)model->numskins)
9630 if (model->skinscenes)
9632 if (model->skinscenes[s].framecount > 1)
9633 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9635 s = model->skinscenes[s].firstframe;
9638 t = t + s * model->num_surfaces;
9641 // use an alternate animation if the entity's frame is not 0,
9642 // and only if the texture has an alternate animation
9643 if (rsurface.ent_alttextures && t->anim_total[1])
9644 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9646 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9648 texture->currentframe = t;
9651 // update currentskinframe to be a qw skin or animation frame
9652 if (rsurface.ent_qwskin >= 0)
9654 i = rsurface.ent_qwskin;
9655 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9657 r_qwskincache_size = cl.maxclients;
9659 Mem_Free(r_qwskincache);
9660 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9662 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9663 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9664 t->currentskinframe = r_qwskincache[i].skinframe;
9665 if (t->currentskinframe == NULL)
9666 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9668 else if (t->numskinframes >= 2)
9669 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9670 if (t->backgroundnumskinframes >= 2)
9671 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9673 t->currentmaterialflags = t->basematerialflags;
9674 t->currentalpha = rsurface.colormod[3];
9675 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9676 t->currentalpha *= r_wateralpha.value;
9677 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9678 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9679 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9680 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9681 if (!(rsurface.ent_flags & RENDER_LIGHT))
9682 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9683 else if (FAKELIGHT_ENABLED)
9685 // no modellight if using fakelight for the map
9687 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9689 // pick a model lighting mode
9690 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9691 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9693 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9695 if (rsurface.ent_flags & RENDER_ADDITIVE)
9696 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9697 else if (t->currentalpha < 1)
9698 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9699 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9700 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9701 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9702 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9703 if (t->backgroundnumskinframes)
9704 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9705 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9707 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9708 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9711 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9712 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9713 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9715 // there is no tcmod
9716 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9718 t->currenttexmatrix = r_waterscrollmatrix;
9719 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9721 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9723 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9724 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9727 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9728 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9729 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9730 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9732 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9733 if (t->currentskinframe->qpixels)
9734 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9735 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9736 if (!t->basetexture)
9737 t->basetexture = r_texture_notexture;
9738 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9739 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9740 t->nmaptexture = t->currentskinframe->nmap;
9741 if (!t->nmaptexture)
9742 t->nmaptexture = r_texture_blanknormalmap;
9743 t->glosstexture = r_texture_black;
9744 t->glowtexture = t->currentskinframe->glow;
9745 t->fogtexture = t->currentskinframe->fog;
9746 t->reflectmasktexture = t->currentskinframe->reflect;
9747 if (t->backgroundnumskinframes)
9749 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9750 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9751 t->backgroundglosstexture = r_texture_black;
9752 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9753 if (!t->backgroundnmaptexture)
9754 t->backgroundnmaptexture = r_texture_blanknormalmap;
9758 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9759 t->backgroundnmaptexture = r_texture_blanknormalmap;
9760 t->backgroundglosstexture = r_texture_black;
9761 t->backgroundglowtexture = NULL;
9763 t->specularpower = r_shadow_glossexponent.value;
9764 // TODO: store reference values for these in the texture?
9765 t->specularscale = 0;
9766 if (r_shadow_gloss.integer > 0)
9768 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9770 if (r_shadow_glossintensity.value > 0)
9772 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9773 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9774 t->specularscale = r_shadow_glossintensity.value;
9777 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9779 t->glosstexture = r_texture_white;
9780 t->backgroundglosstexture = r_texture_white;
9781 t->specularscale = r_shadow_gloss2intensity.value;
9782 t->specularpower = r_shadow_gloss2exponent.value;
9785 t->specularscale *= t->specularscalemod;
9786 t->specularpower *= t->specularpowermod;
9788 // lightmaps mode looks bad with dlights using actual texturing, so turn
9789 // off the colormap and glossmap, but leave the normalmap on as it still
9790 // accurately represents the shading involved
9791 if (gl_lightmaps.integer)
9793 t->basetexture = r_texture_grey128;
9794 t->pantstexture = r_texture_black;
9795 t->shirttexture = r_texture_black;
9796 t->nmaptexture = r_texture_blanknormalmap;
9797 t->glosstexture = r_texture_black;
9798 t->glowtexture = NULL;
9799 t->fogtexture = NULL;
9800 t->reflectmasktexture = NULL;
9801 t->backgroundbasetexture = NULL;
9802 t->backgroundnmaptexture = r_texture_blanknormalmap;
9803 t->backgroundglosstexture = r_texture_black;
9804 t->backgroundglowtexture = NULL;
9805 t->specularscale = 0;
9806 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9809 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9810 VectorClear(t->dlightcolor);
9811 t->currentnumlayers = 0;
9812 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9814 int blendfunc1, blendfunc2;
9816 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9818 blendfunc1 = GL_SRC_ALPHA;
9819 blendfunc2 = GL_ONE;
9821 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9823 blendfunc1 = GL_SRC_ALPHA;
9824 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9826 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9828 blendfunc1 = t->customblendfunc[0];
9829 blendfunc2 = t->customblendfunc[1];
9833 blendfunc1 = GL_ONE;
9834 blendfunc2 = GL_ZERO;
9836 // don't colormod evilblend textures
9837 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9838 VectorSet(t->lightmapcolor, 1, 1, 1);
9839 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9840 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9842 // fullbright is not affected by r_refdef.lightmapintensity
9843 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]);
9844 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9845 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]);
9846 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9847 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]);
9851 vec3_t ambientcolor;
9853 // set the color tint used for lights affecting this surface
9854 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9856 // q3bsp has no lightmap updates, so the lightstylevalue that
9857 // would normally be baked into the lightmap must be
9858 // applied to the color
9859 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9860 if (model->type == mod_brushq3)
9861 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9862 colorscale *= r_refdef.lightmapintensity;
9863 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9864 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9865 // basic lit geometry
9866 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]);
9867 // add pants/shirt if needed
9868 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9869 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]);
9870 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9871 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]);
9872 // now add ambient passes if needed
9873 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9875 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]);
9876 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9877 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]);
9878 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9879 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]);
9882 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9883 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]);
9884 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9886 // if this is opaque use alpha blend which will darken the earlier
9889 // if this is an alpha blended material, all the earlier passes
9890 // were darkened by fog already, so we only need to add the fog
9891 // color ontop through the fog mask texture
9893 // if this is an additive blended material, all the earlier passes
9894 // were darkened by fog already, and we should not add fog color
9895 // (because the background was not darkened, there is no fog color
9896 // that was lost behind it).
9897 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]);
9901 return t->currentframe;
9904 rsurfacestate_t rsurface;
9906 void R_Mesh_ResizeArrays(int newvertices)
9909 if (rsurface.array_size >= newvertices)
9911 if (rsurface.array_modelvertex3f)
9912 Mem_Free(rsurface.array_modelvertex3f);
9913 rsurface.array_size = (newvertices + 1023) & ~1023;
9914 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9915 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9916 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9917 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9918 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9919 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9920 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9921 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9922 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9923 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9924 rsurface.array_color4f = base + rsurface.array_size * 27;
9925 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9928 void RSurf_ActiveWorldEntity(void)
9930 dp_model_t *model = r_refdef.scene.worldmodel;
9931 //if (rsurface.entity == r_refdef.scene.worldentity)
9933 rsurface.entity = r_refdef.scene.worldentity;
9934 rsurface.skeleton = NULL;
9935 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9936 rsurface.ent_skinnum = 0;
9937 rsurface.ent_qwskin = -1;
9938 rsurface.ent_shadertime = 0;
9939 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9940 if (rsurface.array_size < model->surfmesh.num_vertices)
9941 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9942 rsurface.matrix = identitymatrix;
9943 rsurface.inversematrix = identitymatrix;
9944 rsurface.matrixscale = 1;
9945 rsurface.inversematrixscale = 1;
9946 R_EntityMatrix(&identitymatrix);
9947 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9948 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9949 rsurface.fograngerecip = r_refdef.fograngerecip;
9950 rsurface.fogheightfade = r_refdef.fogheightfade;
9951 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9952 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9953 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9954 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9955 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9956 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9957 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9958 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9959 rsurface.colormod[3] = 1;
9960 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);
9961 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9962 rsurface.frameblend[0].lerp = 1;
9963 rsurface.ent_alttextures = false;
9964 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9965 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9966 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9967 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9968 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9969 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9970 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9971 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9972 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9973 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9974 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9975 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9976 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9977 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9978 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9979 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9980 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9981 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9982 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9983 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9984 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9985 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9986 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9987 rsurface.modelelement3i = model->surfmesh.data_element3i;
9988 rsurface.modelelement3s = model->surfmesh.data_element3s;
9989 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9990 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9991 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9992 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9993 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9994 rsurface.modelsurfaces = model->data_surfaces;
9995 rsurface.generatedvertex = false;
9996 rsurface.vertex3f = rsurface.modelvertex3f;
9997 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9998 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9999 rsurface.svector3f = rsurface.modelsvector3f;
10000 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10001 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10002 rsurface.tvector3f = rsurface.modeltvector3f;
10003 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10004 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10005 rsurface.normal3f = rsurface.modelnormal3f;
10006 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10007 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10008 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10011 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10013 dp_model_t *model = ent->model;
10014 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10016 rsurface.entity = (entity_render_t *)ent;
10017 rsurface.skeleton = ent->skeleton;
10018 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10019 rsurface.ent_skinnum = ent->skinnum;
10020 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;
10021 rsurface.ent_shadertime = ent->shadertime;
10022 rsurface.ent_flags = ent->flags;
10023 if (rsurface.array_size < model->surfmesh.num_vertices)
10024 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10025 rsurface.matrix = ent->matrix;
10026 rsurface.inversematrix = ent->inversematrix;
10027 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10028 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10029 R_EntityMatrix(&rsurface.matrix);
10030 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10031 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10032 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10033 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10034 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10035 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10036 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10037 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10038 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10039 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10040 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10041 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10042 rsurface.colormod[3] = ent->alpha;
10043 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10044 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10045 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10046 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10047 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10048 if (ent->model->brush.submodel && !prepass)
10050 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10051 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10053 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10055 if (ent->animcache_vertex3f && !r_framedata_failed)
10057 rsurface.modelvertex3f = ent->animcache_vertex3f;
10058 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10059 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10060 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10062 else if (wanttangents)
10064 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10065 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10066 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10067 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10068 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10070 else if (wantnormals)
10072 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10073 rsurface.modelsvector3f = NULL;
10074 rsurface.modeltvector3f = NULL;
10075 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10076 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10080 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10081 rsurface.modelsvector3f = NULL;
10082 rsurface.modeltvector3f = NULL;
10083 rsurface.modelnormal3f = NULL;
10084 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10086 rsurface.modelvertex3f_bufferobject = 0;
10087 rsurface.modelvertex3f_bufferoffset = 0;
10088 rsurface.modelsvector3f_bufferobject = 0;
10089 rsurface.modelsvector3f_bufferoffset = 0;
10090 rsurface.modeltvector3f_bufferobject = 0;
10091 rsurface.modeltvector3f_bufferoffset = 0;
10092 rsurface.modelnormal3f_bufferobject = 0;
10093 rsurface.modelnormal3f_bufferoffset = 0;
10094 rsurface.generatedvertex = true;
10098 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10099 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10100 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10101 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10102 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10103 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10104 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10105 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10106 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10107 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10108 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10109 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10110 rsurface.generatedvertex = false;
10112 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10113 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10114 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10115 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10116 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10117 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10118 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10119 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10120 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10121 rsurface.modelelement3i = model->surfmesh.data_element3i;
10122 rsurface.modelelement3s = model->surfmesh.data_element3s;
10123 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10124 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10125 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10126 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10127 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10128 rsurface.modelsurfaces = model->data_surfaces;
10129 rsurface.vertex3f = rsurface.modelvertex3f;
10130 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10131 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10132 rsurface.svector3f = rsurface.modelsvector3f;
10133 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10134 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10135 rsurface.tvector3f = rsurface.modeltvector3f;
10136 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10137 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10138 rsurface.normal3f = rsurface.modelnormal3f;
10139 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10140 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10141 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10144 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)
10146 rsurface.entity = r_refdef.scene.worldentity;
10147 rsurface.skeleton = NULL;
10148 rsurface.ent_skinnum = 0;
10149 rsurface.ent_qwskin = -1;
10150 rsurface.ent_shadertime = shadertime;
10151 rsurface.ent_flags = entflags;
10152 rsurface.modelnum_vertices = numvertices;
10153 rsurface.modelnum_triangles = numtriangles;
10154 if (rsurface.array_size < rsurface.modelnum_vertices)
10155 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10156 rsurface.matrix = *matrix;
10157 rsurface.inversematrix = *inversematrix;
10158 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10159 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10160 R_EntityMatrix(&rsurface.matrix);
10161 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10162 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10163 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10164 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10165 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10166 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10167 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10168 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10169 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10170 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10171 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10172 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10173 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);
10174 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10175 rsurface.frameblend[0].lerp = 1;
10176 rsurface.ent_alttextures = false;
10177 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10178 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10181 rsurface.modelvertex3f = vertex3f;
10182 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10183 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10184 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10186 else if (wantnormals)
10188 rsurface.modelvertex3f = vertex3f;
10189 rsurface.modelsvector3f = NULL;
10190 rsurface.modeltvector3f = NULL;
10191 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10195 rsurface.modelvertex3f = vertex3f;
10196 rsurface.modelsvector3f = NULL;
10197 rsurface.modeltvector3f = NULL;
10198 rsurface.modelnormal3f = NULL;
10200 rsurface.modelvertex3f_bufferobject = 0;
10201 rsurface.modelvertex3f_bufferoffset = 0;
10202 rsurface.modelsvector3f_bufferobject = 0;
10203 rsurface.modelsvector3f_bufferoffset = 0;
10204 rsurface.modeltvector3f_bufferobject = 0;
10205 rsurface.modeltvector3f_bufferoffset = 0;
10206 rsurface.modelnormal3f_bufferobject = 0;
10207 rsurface.modelnormal3f_bufferoffset = 0;
10208 rsurface.generatedvertex = true;
10209 rsurface.modellightmapcolor4f = color4f;
10210 rsurface.modellightmapcolor4f_bufferobject = 0;
10211 rsurface.modellightmapcolor4f_bufferoffset = 0;
10212 rsurface.modeltexcoordtexture2f = texcoord2f;
10213 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10214 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10215 rsurface.modeltexcoordlightmap2f = NULL;
10216 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10217 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10218 rsurface.modelelement3i = element3i;
10219 rsurface.modelelement3s = element3s;
10220 rsurface.modelelement3i_bufferobject = 0;
10221 rsurface.modelelement3s_bufferobject = 0;
10222 rsurface.modellightmapoffsets = NULL;
10223 rsurface.modelsurfaces = NULL;
10224 rsurface.vertex3f = rsurface.modelvertex3f;
10225 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10226 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10227 rsurface.svector3f = rsurface.modelsvector3f;
10228 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10229 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10230 rsurface.tvector3f = rsurface.modeltvector3f;
10231 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10232 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10233 rsurface.normal3f = rsurface.modelnormal3f;
10234 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10235 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10236 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10238 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10240 if ((wantnormals || wanttangents) && !normal3f)
10241 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10242 if (wanttangents && !svector3f)
10243 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);
10247 float RSurf_FogPoint(const float *v)
10249 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10250 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10251 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10252 float FogHeightFade = r_refdef.fogheightfade;
10254 unsigned int fogmasktableindex;
10255 if (r_refdef.fogplaneviewabove)
10256 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10258 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10259 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10260 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10263 float RSurf_FogVertex(const float *v)
10265 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10266 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10267 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10268 float FogHeightFade = rsurface.fogheightfade;
10270 unsigned int fogmasktableindex;
10271 if (r_refdef.fogplaneviewabove)
10272 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10274 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10275 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10276 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10279 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10280 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10283 int texturesurfaceindex;
10288 const float *v1, *in_tc;
10290 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10291 float waveparms[4];
10292 q3shaderinfo_deform_t *deform;
10293 // 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
10294 if (rsurface.generatedvertex)
10296 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10297 generatenormals = true;
10298 for (i = 0;i < Q3MAXDEFORMS;i++)
10300 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10302 generatetangents = true;
10303 generatenormals = true;
10305 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10306 generatenormals = true;
10308 if (generatenormals && !rsurface.modelnormal3f)
10310 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10311 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10312 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10313 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10315 if (generatetangents && !rsurface.modelsvector3f)
10317 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10318 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10319 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10320 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10321 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10322 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10323 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);
10326 rsurface.vertex3f = rsurface.modelvertex3f;
10327 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10328 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10329 rsurface.svector3f = rsurface.modelsvector3f;
10330 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10331 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10332 rsurface.tvector3f = rsurface.modeltvector3f;
10333 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10334 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10335 rsurface.normal3f = rsurface.modelnormal3f;
10336 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10337 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10338 // if vertices are deformed (sprite flares and things in maps, possibly
10339 // water waves, bulges and other deformations), generate them into
10340 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10341 // (may be static model data or generated data for an animated model, or
10342 // the previous deform pass)
10343 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10345 switch (deform->deform)
10348 case Q3DEFORM_PROJECTIONSHADOW:
10349 case Q3DEFORM_TEXT0:
10350 case Q3DEFORM_TEXT1:
10351 case Q3DEFORM_TEXT2:
10352 case Q3DEFORM_TEXT3:
10353 case Q3DEFORM_TEXT4:
10354 case Q3DEFORM_TEXT5:
10355 case Q3DEFORM_TEXT6:
10356 case Q3DEFORM_TEXT7:
10357 case Q3DEFORM_NONE:
10359 case Q3DEFORM_AUTOSPRITE:
10360 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10361 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10362 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10363 VectorNormalize(newforward);
10364 VectorNormalize(newright);
10365 VectorNormalize(newup);
10366 // make deformed versions of only the model vertices used by the specified surfaces
10367 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10369 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10370 // a single autosprite surface can contain multiple sprites...
10371 for (j = 0;j < surface->num_vertices - 3;j += 4)
10373 VectorClear(center);
10374 for (i = 0;i < 4;i++)
10375 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10376 VectorScale(center, 0.25f, center);
10377 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10378 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10379 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10380 for (i = 0;i < 4;i++)
10382 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10383 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10386 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);
10387 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);
10389 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10390 rsurface.vertex3f_bufferobject = 0;
10391 rsurface.vertex3f_bufferoffset = 0;
10392 rsurface.svector3f = rsurface.array_deformedsvector3f;
10393 rsurface.svector3f_bufferobject = 0;
10394 rsurface.svector3f_bufferoffset = 0;
10395 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10396 rsurface.tvector3f_bufferobject = 0;
10397 rsurface.tvector3f_bufferoffset = 0;
10398 rsurface.normal3f = rsurface.array_deformednormal3f;
10399 rsurface.normal3f_bufferobject = 0;
10400 rsurface.normal3f_bufferoffset = 0;
10402 case Q3DEFORM_AUTOSPRITE2:
10403 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10404 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10405 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10406 VectorNormalize(newforward);
10407 VectorNormalize(newright);
10408 VectorNormalize(newup);
10409 // make deformed versions of only the model vertices used by the specified surfaces
10410 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10412 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10413 const float *v1, *v2;
10423 memset(shortest, 0, sizeof(shortest));
10424 // a single autosprite surface can contain multiple sprites...
10425 for (j = 0;j < surface->num_vertices - 3;j += 4)
10427 VectorClear(center);
10428 for (i = 0;i < 4;i++)
10429 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10430 VectorScale(center, 0.25f, center);
10431 // find the two shortest edges, then use them to define the
10432 // axis vectors for rotating around the central axis
10433 for (i = 0;i < 6;i++)
10435 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10436 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10438 Debug_PolygonBegin(NULL, 0);
10439 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10440 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);
10441 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10442 Debug_PolygonEnd();
10444 l = VectorDistance2(v1, v2);
10445 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10446 if (v1[2] != v2[2])
10447 l += (1.0f / 1024.0f);
10448 if (shortest[0].length2 > l || i == 0)
10450 shortest[1] = shortest[0];
10451 shortest[0].length2 = l;
10452 shortest[0].v1 = v1;
10453 shortest[0].v2 = v2;
10455 else if (shortest[1].length2 > l || i == 1)
10457 shortest[1].length2 = l;
10458 shortest[1].v1 = v1;
10459 shortest[1].v2 = v2;
10462 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10463 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10465 Debug_PolygonBegin(NULL, 0);
10466 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10467 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);
10468 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10469 Debug_PolygonEnd();
10471 // this calculates the right vector from the shortest edge
10472 // and the up vector from the edge midpoints
10473 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10474 VectorNormalize(right);
10475 VectorSubtract(end, start, up);
10476 VectorNormalize(up);
10477 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10478 VectorSubtract(rsurface.localvieworigin, center, forward);
10479 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10480 VectorNegate(forward, forward);
10481 VectorReflect(forward, 0, up, forward);
10482 VectorNormalize(forward);
10483 CrossProduct(up, forward, newright);
10484 VectorNormalize(newright);
10486 Debug_PolygonBegin(NULL, 0);
10487 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);
10488 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10489 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10490 Debug_PolygonEnd();
10493 Debug_PolygonBegin(NULL, 0);
10494 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10495 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10496 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10497 Debug_PolygonEnd();
10499 // rotate the quad around the up axis vector, this is made
10500 // especially easy by the fact we know the quad is flat,
10501 // so we only have to subtract the center position and
10502 // measure distance along the right vector, and then
10503 // multiply that by the newright vector and add back the
10505 // we also need to subtract the old position to undo the
10506 // displacement from the center, which we do with a
10507 // DotProduct, the subtraction/addition of center is also
10508 // optimized into DotProducts here
10509 l = DotProduct(right, center);
10510 for (i = 0;i < 4;i++)
10512 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10513 f = DotProduct(right, v1) - l;
10514 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10517 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);
10518 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);
10520 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10521 rsurface.vertex3f_bufferobject = 0;
10522 rsurface.vertex3f_bufferoffset = 0;
10523 rsurface.svector3f = rsurface.array_deformedsvector3f;
10524 rsurface.svector3f_bufferobject = 0;
10525 rsurface.svector3f_bufferoffset = 0;
10526 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10527 rsurface.tvector3f_bufferobject = 0;
10528 rsurface.tvector3f_bufferoffset = 0;
10529 rsurface.normal3f = rsurface.array_deformednormal3f;
10530 rsurface.normal3f_bufferobject = 0;
10531 rsurface.normal3f_bufferoffset = 0;
10533 case Q3DEFORM_NORMAL:
10534 // deform the normals to make reflections wavey
10535 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10537 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10538 for (j = 0;j < surface->num_vertices;j++)
10541 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10542 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10543 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10544 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10545 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10546 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10547 VectorNormalize(normal);
10549 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);
10551 rsurface.svector3f = rsurface.array_deformedsvector3f;
10552 rsurface.svector3f_bufferobject = 0;
10553 rsurface.svector3f_bufferoffset = 0;
10554 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10555 rsurface.tvector3f_bufferobject = 0;
10556 rsurface.tvector3f_bufferoffset = 0;
10557 rsurface.normal3f = rsurface.array_deformednormal3f;
10558 rsurface.normal3f_bufferobject = 0;
10559 rsurface.normal3f_bufferoffset = 0;
10561 case Q3DEFORM_WAVE:
10562 // deform vertex array to make wavey water and flags and such
10563 waveparms[0] = deform->waveparms[0];
10564 waveparms[1] = deform->waveparms[1];
10565 waveparms[2] = deform->waveparms[2];
10566 waveparms[3] = deform->waveparms[3];
10567 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10568 break; // if wavefunc is a nop, don't make a dynamic vertex array
10569 // this is how a divisor of vertex influence on deformation
10570 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10571 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10572 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10574 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10575 for (j = 0;j < surface->num_vertices;j++)
10577 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10578 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10579 // if the wavefunc depends on time, evaluate it per-vertex
10582 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10583 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10585 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10588 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10589 rsurface.vertex3f_bufferobject = 0;
10590 rsurface.vertex3f_bufferoffset = 0;
10592 case Q3DEFORM_BULGE:
10593 // deform vertex array to make the surface have moving bulges
10594 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10596 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10597 for (j = 0;j < surface->num_vertices;j++)
10599 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10600 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10603 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10604 rsurface.vertex3f_bufferobject = 0;
10605 rsurface.vertex3f_bufferoffset = 0;
10607 case Q3DEFORM_MOVE:
10608 // deform vertex array
10609 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10610 break; // if wavefunc is a nop, don't make a dynamic vertex array
10611 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10612 VectorScale(deform->parms, scale, waveparms);
10613 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10615 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10616 for (j = 0;j < surface->num_vertices;j++)
10617 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10619 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10620 rsurface.vertex3f_bufferobject = 0;
10621 rsurface.vertex3f_bufferoffset = 0;
10625 // generate texcoords based on the chosen texcoord source
10626 switch(rsurface.texture->tcgen.tcgen)
10629 case Q3TCGEN_TEXTURE:
10630 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10631 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10632 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10634 case Q3TCGEN_LIGHTMAP:
10635 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10636 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10637 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10639 case Q3TCGEN_VECTOR:
10640 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10642 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10643 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)
10645 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10646 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10649 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10650 rsurface.texcoordtexture2f_bufferobject = 0;
10651 rsurface.texcoordtexture2f_bufferoffset = 0;
10653 case Q3TCGEN_ENVIRONMENT:
10654 // make environment reflections using a spheremap
10655 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10657 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10658 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10659 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10660 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10661 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10663 // identical to Q3A's method, but executed in worldspace so
10664 // carried models can be shiny too
10666 float viewer[3], d, reflected[3], worldreflected[3];
10668 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10669 // VectorNormalize(viewer);
10671 d = DotProduct(normal, viewer);
10673 reflected[0] = normal[0]*2*d - viewer[0];
10674 reflected[1] = normal[1]*2*d - viewer[1];
10675 reflected[2] = normal[2]*2*d - viewer[2];
10676 // note: this is proportinal to viewer, so we can normalize later
10678 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10679 VectorNormalize(worldreflected);
10681 // note: this sphere map only uses world x and z!
10682 // so positive and negative y will LOOK THE SAME.
10683 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10684 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10687 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10688 rsurface.texcoordtexture2f_bufferobject = 0;
10689 rsurface.texcoordtexture2f_bufferoffset = 0;
10692 // the only tcmod that needs software vertex processing is turbulent, so
10693 // check for it here and apply the changes if needed
10694 // and we only support that as the first one
10695 // (handling a mixture of turbulent and other tcmods would be problematic
10696 // without punting it entirely to a software path)
10697 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10699 amplitude = rsurface.texture->tcmods[0].parms[1];
10700 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10701 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10703 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10704 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)
10706 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10707 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10710 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10711 rsurface.texcoordtexture2f_bufferobject = 0;
10712 rsurface.texcoordtexture2f_bufferoffset = 0;
10714 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10715 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10716 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10717 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10720 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10723 const msurface_t *surface = texturesurfacelist[0];
10724 const msurface_t *surface2;
10729 // TODO: lock all array ranges before render, rather than on each surface
10730 if (texturenumsurfaces == 1)
10731 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);
10732 else if (r_batchmode.integer == 2)
10734 #define MAXBATCHTRIANGLES 65536
10735 int batchtriangles = 0;
10736 static int batchelements[MAXBATCHTRIANGLES*3];
10737 for (i = 0;i < texturenumsurfaces;i = j)
10739 surface = texturesurfacelist[i];
10741 if (surface->num_triangles > MAXBATCHTRIANGLES)
10743 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);
10746 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10747 batchtriangles = surface->num_triangles;
10748 firstvertex = surface->num_firstvertex;
10749 endvertex = surface->num_firstvertex + surface->num_vertices;
10750 for (;j < texturenumsurfaces;j++)
10752 surface2 = texturesurfacelist[j];
10753 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10755 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10756 batchtriangles += surface2->num_triangles;
10757 firstvertex = min(firstvertex, surface2->num_firstvertex);
10758 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10760 surface2 = texturesurfacelist[j-1];
10761 numvertices = endvertex - firstvertex;
10762 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10765 else if (r_batchmode.integer == 1)
10767 for (i = 0;i < texturenumsurfaces;i = j)
10769 surface = texturesurfacelist[i];
10770 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10771 if (texturesurfacelist[j] != surface2)
10773 surface2 = texturesurfacelist[j-1];
10774 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10775 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10776 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10781 for (i = 0;i < texturenumsurfaces;i++)
10783 surface = texturesurfacelist[i];
10784 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);
10789 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10791 switch(vid.renderpath)
10793 case RENDERPATH_CGGL:
10795 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10796 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10799 case RENDERPATH_GL20:
10800 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10801 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10803 case RENDERPATH_GL13:
10804 case RENDERPATH_GL11:
10805 R_Mesh_TexBind(0, surface->lightmaptexture);
10810 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10812 // pick the closest matching water plane and bind textures
10813 int planeindex, vertexindex;
10817 r_waterstate_waterplane_t *p, *bestp;
10820 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10822 if(p->camera_entity != rsurface.texture->camera_entity)
10825 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10827 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10828 d += fabs(PlaneDiff(vert, &p->plane));
10830 if (bestd > d || !bestp)
10836 switch(vid.renderpath)
10838 case RENDERPATH_CGGL:
10840 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10841 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10842 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10845 case RENDERPATH_GL20:
10846 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10847 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10848 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10850 case RENDERPATH_GL13:
10851 case RENDERPATH_GL11:
10856 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10859 const msurface_t *surface;
10860 if (r_waterstate.renderingscene)
10862 for (i = 0;i < texturenumsurfaces;i++)
10864 surface = texturesurfacelist[i];
10865 RSurf_BindLightmapForSurface(surface);
10866 RSurf_BindReflectionForSurface(surface);
10867 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);
10871 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10875 const msurface_t *surface = texturesurfacelist[0];
10876 const msurface_t *surface2;
10881 if (texturenumsurfaces == 1)
10883 RSurf_BindLightmapForSurface(surface);
10884 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);
10886 else if (r_batchmode.integer == 2)
10888 int batchtriangles = 0;
10889 static int batchelements[MAXBATCHTRIANGLES*3];
10890 for (i = 0;i < texturenumsurfaces;i = j)
10892 surface = texturesurfacelist[i];
10893 RSurf_BindLightmapForSurface(surface);
10895 if (surface->num_triangles > MAXBATCHTRIANGLES)
10897 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);
10900 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10901 batchtriangles = surface->num_triangles;
10902 firstvertex = surface->num_firstvertex;
10903 endvertex = surface->num_firstvertex + surface->num_vertices;
10904 for (;j < texturenumsurfaces;j++)
10906 surface2 = texturesurfacelist[j];
10907 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10909 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10910 batchtriangles += surface2->num_triangles;
10911 firstvertex = min(firstvertex, surface2->num_firstvertex);
10912 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10914 surface2 = texturesurfacelist[j-1];
10915 numvertices = endvertex - firstvertex;
10916 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10919 else if (r_batchmode.integer == 1)
10922 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10923 for (i = 0;i < texturenumsurfaces;i = j)
10925 surface = texturesurfacelist[i];
10926 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10927 if (texturesurfacelist[j] != surface2)
10929 Con_Printf(" %i", j - i);
10932 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10934 for (i = 0;i < texturenumsurfaces;i = j)
10936 surface = texturesurfacelist[i];
10937 RSurf_BindLightmapForSurface(surface);
10938 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10939 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10942 Con_Printf(" %i", j - i);
10944 surface2 = texturesurfacelist[j-1];
10945 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10946 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10947 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10955 for (i = 0;i < texturenumsurfaces;i++)
10957 surface = texturesurfacelist[i];
10958 RSurf_BindLightmapForSurface(surface);
10959 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);
10964 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10967 int texturesurfaceindex;
10968 if (r_showsurfaces.integer == 2)
10970 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10972 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10973 for (j = 0;j < surface->num_triangles;j++)
10975 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10976 GL_Color(f, f, f, 1);
10977 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10983 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10985 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10986 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10987 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);
10988 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);
10993 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10995 int texturesurfaceindex;
10999 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11001 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11002 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)
11010 rsurface.lightmapcolor4f = rsurface.array_color4f;
11011 rsurface.lightmapcolor4f_bufferobject = 0;
11012 rsurface.lightmapcolor4f_bufferoffset = 0;
11015 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11017 int texturesurfaceindex;
11023 if (rsurface.lightmapcolor4f)
11025 // generate color arrays for the surfaces in this list
11026 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11028 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11029 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)
11031 f = RSurf_FogVertex(v);
11041 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11043 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11044 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)
11046 f = RSurf_FogVertex(v);
11054 rsurface.lightmapcolor4f = rsurface.array_color4f;
11055 rsurface.lightmapcolor4f_bufferobject = 0;
11056 rsurface.lightmapcolor4f_bufferoffset = 0;
11059 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11061 int texturesurfaceindex;
11067 if (!rsurface.lightmapcolor4f)
11069 // generate color arrays for the surfaces in this list
11070 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11072 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11073 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)
11075 f = RSurf_FogVertex(v);
11076 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11077 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11078 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11082 rsurface.lightmapcolor4f = rsurface.array_color4f;
11083 rsurface.lightmapcolor4f_bufferobject = 0;
11084 rsurface.lightmapcolor4f_bufferoffset = 0;
11087 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
11089 int texturesurfaceindex;
11093 if (!rsurface.lightmapcolor4f)
11095 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11097 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11098 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)
11106 rsurface.lightmapcolor4f = rsurface.array_color4f;
11107 rsurface.lightmapcolor4f_bufferobject = 0;
11108 rsurface.lightmapcolor4f_bufferoffset = 0;
11111 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11113 int texturesurfaceindex;
11117 if (!rsurface.lightmapcolor4f)
11119 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11121 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11122 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)
11124 c2[0] = c[0] + r_refdef.scene.ambient;
11125 c2[1] = c[1] + r_refdef.scene.ambient;
11126 c2[2] = c[2] + r_refdef.scene.ambient;
11130 rsurface.lightmapcolor4f = rsurface.array_color4f;
11131 rsurface.lightmapcolor4f_bufferobject = 0;
11132 rsurface.lightmapcolor4f_bufferoffset = 0;
11135 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11138 rsurface.lightmapcolor4f = NULL;
11139 rsurface.lightmapcolor4f_bufferobject = 0;
11140 rsurface.lightmapcolor4f_bufferoffset = 0;
11141 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11142 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11143 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11144 GL_Color(r, g, b, a);
11145 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11148 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11150 // TODO: optimize applyfog && applycolor case
11151 // just apply fog if necessary, and tint the fog color array if necessary
11152 rsurface.lightmapcolor4f = NULL;
11153 rsurface.lightmapcolor4f_bufferobject = 0;
11154 rsurface.lightmapcolor4f_bufferoffset = 0;
11155 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11156 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11157 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11158 GL_Color(r, g, b, a);
11159 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11162 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11164 int texturesurfaceindex;
11168 if (texturesurfacelist[0]->lightmapinfo)
11170 // generate color arrays for the surfaces in this list
11171 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11173 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11174 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11176 if (surface->lightmapinfo->samples)
11178 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11179 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11180 VectorScale(lm, scale, c);
11181 if (surface->lightmapinfo->styles[1] != 255)
11183 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11185 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11186 VectorMA(c, scale, lm, c);
11187 if (surface->lightmapinfo->styles[2] != 255)
11190 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11191 VectorMA(c, scale, lm, c);
11192 if (surface->lightmapinfo->styles[3] != 255)
11195 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11196 VectorMA(c, scale, lm, c);
11206 rsurface.lightmapcolor4f = rsurface.array_color4f;
11207 rsurface.lightmapcolor4f_bufferobject = 0;
11208 rsurface.lightmapcolor4f_bufferoffset = 0;
11212 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11213 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11214 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11216 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11217 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11218 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11219 GL_Color(r, g, b, a);
11220 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11223 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11225 int texturesurfaceindex;
11234 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11236 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11237 int numverts = surface->num_vertices;
11238 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11239 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11240 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11241 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11243 f = -DotProduct(r_refdef.view.forward, n);
11245 f = f * 0.85 + 0.15; // work around so stuff won't get black
11246 f *= r_refdef.lightmapintensity;
11247 Vector4Set(c, f, f, f, 1);
11251 rsurface.lightmapcolor4f = rsurface.array_color4f;
11252 rsurface.lightmapcolor4f_bufferobject = 0;
11253 rsurface.lightmapcolor4f_bufferoffset = 0;
11256 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11258 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11259 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11260 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11261 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11262 GL_Color(r, g, b, a);
11263 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11266 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11268 int texturesurfaceindex;
11275 vec3_t ambientcolor;
11276 vec3_t diffusecolor;
11280 VectorCopy(rsurface.modellight_lightdir, lightdir);
11281 f = 0.5f * r_refdef.lightmapintensity;
11282 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11283 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11284 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11285 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11286 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11287 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11289 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11291 // generate color arrays for the surfaces in this list
11292 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11294 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11295 int numverts = surface->num_vertices;
11296 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11297 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11298 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11299 // q3-style directional shading
11300 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11302 if ((f = DotProduct(n, lightdir)) > 0)
11303 VectorMA(ambientcolor, f, diffusecolor, c);
11305 VectorCopy(ambientcolor, c);
11313 rsurface.lightmapcolor4f = rsurface.array_color4f;
11314 rsurface.lightmapcolor4f_bufferobject = 0;
11315 rsurface.lightmapcolor4f_bufferoffset = 0;
11316 *applycolor = false;
11320 *r = ambientcolor[0];
11321 *g = ambientcolor[1];
11322 *b = ambientcolor[2];
11323 rsurface.lightmapcolor4f = NULL;
11324 rsurface.lightmapcolor4f_bufferobject = 0;
11325 rsurface.lightmapcolor4f_bufferoffset = 0;
11329 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11331 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11332 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11333 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11334 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11335 GL_Color(r, g, b, a);
11336 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11339 void RSurf_SetupDepthAndCulling(void)
11341 // submodels are biased to avoid z-fighting with world surfaces that they
11342 // may be exactly overlapping (avoids z-fighting artifacts on certain
11343 // doors and things in Quake maps)
11344 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11345 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11346 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11347 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11350 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11352 // transparent sky would be ridiculous
11353 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11355 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11356 skyrenderlater = true;
11357 RSurf_SetupDepthAndCulling();
11358 GL_DepthMask(true);
11359 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11360 // skymasking on them, and Quake3 never did sky masking (unlike
11361 // software Quake and software Quake2), so disable the sky masking
11362 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11363 // and skymasking also looks very bad when noclipping outside the
11364 // level, so don't use it then either.
11365 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11367 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11368 R_Mesh_ColorPointer(NULL, 0, 0);
11369 R_Mesh_ResetTextureState();
11370 if (skyrendermasked)
11372 R_SetupShader_DepthOrShadow();
11373 // depth-only (masking)
11374 GL_ColorMask(0,0,0,0);
11375 // just to make sure that braindead drivers don't draw
11376 // anything despite that colormask...
11377 GL_BlendFunc(GL_ZERO, GL_ONE);
11381 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11383 GL_BlendFunc(GL_ONE, GL_ZERO);
11385 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11386 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11387 if (skyrendermasked)
11388 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11390 R_Mesh_ResetTextureState();
11391 GL_Color(1, 1, 1, 1);
11394 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11395 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11396 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11398 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11400 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11403 // render screenspace normalmap to texture
11404 GL_DepthMask(true);
11405 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11406 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11408 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11410 // render water or distortion background, then blend surface on top
11411 GL_DepthMask(true);
11412 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11413 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11414 GL_DepthMask(false);
11415 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11416 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11417 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11419 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11423 // render surface normally
11424 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11425 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11427 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11428 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11429 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11431 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11435 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11437 // OpenGL 1.3 path - anything not completely ancient
11438 int texturesurfaceindex;
11439 qboolean applycolor;
11442 const texturelayer_t *layer;
11443 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11445 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11448 int layertexrgbscale;
11449 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11451 if (layerindex == 0)
11452 GL_AlphaTest(true);
11455 GL_AlphaTest(false);
11456 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11459 GL_DepthMask(layer->depthmask && writedepth);
11460 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11461 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11463 layertexrgbscale = 4;
11464 VectorScale(layer->color, 0.25f, layercolor);
11466 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11468 layertexrgbscale = 2;
11469 VectorScale(layer->color, 0.5f, layercolor);
11473 layertexrgbscale = 1;
11474 VectorScale(layer->color, 1.0f, layercolor);
11476 layercolor[3] = layer->color[3];
11477 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11478 R_Mesh_ColorPointer(NULL, 0, 0);
11479 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11480 switch (layer->type)
11482 case TEXTURELAYERTYPE_LITTEXTURE:
11483 // single-pass lightmapped texture with 2x rgbscale
11484 R_Mesh_TexBind(0, r_texture_white);
11485 R_Mesh_TexMatrix(0, NULL);
11486 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11487 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11488 R_Mesh_TexBind(1, layer->texture);
11489 R_Mesh_TexMatrix(1, &layer->texmatrix);
11490 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11491 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11492 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11493 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11494 else if (FAKELIGHT_ENABLED)
11495 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11496 else if (rsurface.uselightmaptexture)
11497 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11499 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11501 case TEXTURELAYERTYPE_TEXTURE:
11502 // singletexture unlit texture with transparency support
11503 R_Mesh_TexBind(0, layer->texture);
11504 R_Mesh_TexMatrix(0, &layer->texmatrix);
11505 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11506 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11507 R_Mesh_TexBind(1, 0);
11508 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11509 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11511 case TEXTURELAYERTYPE_FOG:
11512 // singletexture fogging
11513 if (layer->texture)
11515 R_Mesh_TexBind(0, layer->texture);
11516 R_Mesh_TexMatrix(0, &layer->texmatrix);
11517 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11518 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11522 R_Mesh_TexBind(0, 0);
11523 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11525 R_Mesh_TexBind(1, 0);
11526 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11527 // generate a color array for the fog pass
11528 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11529 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11535 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11536 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)
11538 f = 1 - RSurf_FogVertex(v);
11539 c[0] = layercolor[0];
11540 c[1] = layercolor[1];
11541 c[2] = layercolor[2];
11542 c[3] = f * layercolor[3];
11545 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11548 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11554 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11555 GL_AlphaTest(false);
11559 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11561 // OpenGL 1.1 - crusty old voodoo path
11562 int texturesurfaceindex;
11565 const texturelayer_t *layer;
11566 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11568 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11572 if (layerindex == 0)
11573 GL_AlphaTest(true);
11576 GL_AlphaTest(false);
11577 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11580 GL_DepthMask(layer->depthmask && writedepth);
11581 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11582 R_Mesh_ColorPointer(NULL, 0, 0);
11583 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11584 switch (layer->type)
11586 case TEXTURELAYERTYPE_LITTEXTURE:
11587 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11589 // two-pass lit texture with 2x rgbscale
11590 // first the lightmap pass
11591 R_Mesh_TexBind(0, r_texture_white);
11592 R_Mesh_TexMatrix(0, NULL);
11593 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11594 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11596 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11597 else if (FAKELIGHT_ENABLED)
11598 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11599 else if (rsurface.uselightmaptexture)
11600 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11602 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11603 // then apply the texture to it
11604 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11605 R_Mesh_TexBind(0, layer->texture);
11606 R_Mesh_TexMatrix(0, &layer->texmatrix);
11607 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11608 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11609 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);
11613 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11614 R_Mesh_TexBind(0, layer->texture);
11615 R_Mesh_TexMatrix(0, &layer->texmatrix);
11616 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11617 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11618 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11619 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);
11621 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);
11624 case TEXTURELAYERTYPE_TEXTURE:
11625 // singletexture unlit texture with transparency support
11626 R_Mesh_TexBind(0, layer->texture);
11627 R_Mesh_TexMatrix(0, &layer->texmatrix);
11628 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11629 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11630 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);
11632 case TEXTURELAYERTYPE_FOG:
11633 // singletexture fogging
11634 if (layer->texture)
11636 R_Mesh_TexBind(0, layer->texture);
11637 R_Mesh_TexMatrix(0, &layer->texmatrix);
11638 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11639 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11643 R_Mesh_TexBind(0, 0);
11644 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11646 // generate a color array for the fog pass
11647 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11648 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11654 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11655 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)
11657 f = 1 - RSurf_FogVertex(v);
11658 c[0] = layer->color[0];
11659 c[1] = layer->color[1];
11660 c[2] = layer->color[2];
11661 c[3] = f * layer->color[3];
11664 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11667 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11671 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11673 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11674 GL_AlphaTest(false);
11678 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11682 GL_AlphaTest(false);
11683 R_Mesh_ColorPointer(NULL, 0, 0);
11684 R_Mesh_ResetTextureState();
11685 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11687 if(rsurface.texture && rsurface.texture->currentskinframe)
11689 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11690 c[3] *= rsurface.texture->currentalpha;
11700 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11702 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11703 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11704 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11707 // brighten it up (as texture value 127 means "unlit")
11708 c[0] *= 2 * r_refdef.view.colorscale;
11709 c[1] *= 2 * r_refdef.view.colorscale;
11710 c[2] *= 2 * r_refdef.view.colorscale;
11712 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11713 c[3] *= r_wateralpha.value;
11715 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11717 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11718 GL_DepthMask(false);
11720 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11722 GL_BlendFunc(GL_ONE, GL_ONE);
11723 GL_DepthMask(false);
11725 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11727 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11728 GL_DepthMask(false);
11730 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11732 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11733 GL_DepthMask(false);
11737 GL_BlendFunc(GL_ONE, GL_ZERO);
11738 GL_DepthMask(writedepth);
11741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11743 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11745 rsurface.lightmapcolor4f = NULL;
11746 rsurface.lightmapcolor4f_bufferobject = 0;
11747 rsurface.lightmapcolor4f_bufferoffset = 0;
11749 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11751 qboolean applycolor = true;
11754 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11756 r_refdef.lightmapintensity = 1;
11757 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11758 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11760 else if (FAKELIGHT_ENABLED)
11762 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11764 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11765 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11766 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11770 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11772 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11773 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11774 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11777 if(!rsurface.lightmapcolor4f)
11778 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11780 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11781 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11782 if(r_refdef.fogenabled)
11783 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11785 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11786 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11789 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11792 RSurf_SetupDepthAndCulling();
11793 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11795 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11798 switch (vid.renderpath)
11800 case RENDERPATH_GL20:
11801 case RENDERPATH_CGGL:
11802 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11804 case RENDERPATH_GL13:
11805 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11807 case RENDERPATH_GL11:
11808 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11814 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11817 RSurf_SetupDepthAndCulling();
11818 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11820 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11823 switch (vid.renderpath)
11825 case RENDERPATH_GL20:
11826 case RENDERPATH_CGGL:
11827 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11829 case RENDERPATH_GL13:
11830 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11832 case RENDERPATH_GL11:
11833 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11839 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11842 int texturenumsurfaces, endsurface;
11843 texture_t *texture;
11844 const msurface_t *surface;
11845 #define MAXBATCH_TRANSPARENTSURFACES 256
11846 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11848 // if the model is static it doesn't matter what value we give for
11849 // wantnormals and wanttangents, so this logic uses only rules applicable
11850 // to a model, knowing that they are meaningless otherwise
11851 if (ent == r_refdef.scene.worldentity)
11852 RSurf_ActiveWorldEntity();
11853 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11854 RSurf_ActiveModelEntity(ent, false, false, false);
11857 switch (vid.renderpath)
11859 case RENDERPATH_GL20:
11860 case RENDERPATH_CGGL:
11861 RSurf_ActiveModelEntity(ent, true, true, false);
11863 case RENDERPATH_GL13:
11864 case RENDERPATH_GL11:
11865 RSurf_ActiveModelEntity(ent, true, false, false);
11870 if (r_transparentdepthmasking.integer)
11872 qboolean setup = false;
11873 for (i = 0;i < numsurfaces;i = j)
11876 surface = rsurface.modelsurfaces + surfacelist[i];
11877 texture = surface->texture;
11878 rsurface.texture = R_GetCurrentTexture(texture);
11879 // scan ahead until we find a different texture
11880 endsurface = min(i + 1024, numsurfaces);
11881 texturenumsurfaces = 0;
11882 texturesurfacelist[texturenumsurfaces++] = surface;
11883 if(FAKELIGHT_ENABLED)
11885 rsurface.uselightmaptexture = false;
11886 for (;j < endsurface;j++)
11888 surface = rsurface.modelsurfaces + surfacelist[j];
11889 if (texture != surface->texture)
11891 texturesurfacelist[texturenumsurfaces++] = surface;
11896 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11897 for (;j < endsurface;j++)
11899 surface = rsurface.modelsurfaces + surfacelist[j];
11900 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11902 texturesurfacelist[texturenumsurfaces++] = surface;
11905 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11907 // render the range of surfaces as depth
11911 GL_ColorMask(0,0,0,0);
11913 GL_DepthTest(true);
11914 GL_BlendFunc(GL_ONE, GL_ZERO);
11915 GL_DepthMask(true);
11916 GL_AlphaTest(false);
11917 R_Mesh_ColorPointer(NULL, 0, 0);
11918 R_Mesh_ResetTextureState();
11919 R_SetupShader_DepthOrShadow();
11921 RSurf_SetupDepthAndCulling();
11922 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11923 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11926 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11929 for (i = 0;i < numsurfaces;i = j)
11932 surface = rsurface.modelsurfaces + surfacelist[i];
11933 texture = surface->texture;
11934 rsurface.texture = R_GetCurrentTexture(texture);
11935 // scan ahead until we find a different texture
11936 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11937 texturenumsurfaces = 0;
11938 texturesurfacelist[texturenumsurfaces++] = surface;
11939 if(FAKELIGHT_ENABLED)
11941 rsurface.uselightmaptexture = false;
11942 for (;j < endsurface;j++)
11944 surface = rsurface.modelsurfaces + surfacelist[j];
11945 if (texture != surface->texture)
11947 texturesurfacelist[texturenumsurfaces++] = surface;
11952 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11953 for (;j < endsurface;j++)
11955 surface = rsurface.modelsurfaces + surfacelist[j];
11956 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11958 texturesurfacelist[texturenumsurfaces++] = surface;
11961 // render the range of surfaces
11962 if (ent == r_refdef.scene.worldentity)
11963 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11965 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11967 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11968 GL_AlphaTest(false);
11971 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11973 // transparent surfaces get pushed off into the transparent queue
11974 int surfacelistindex;
11975 const msurface_t *surface;
11976 vec3_t tempcenter, center;
11977 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11979 surface = texturesurfacelist[surfacelistindex];
11980 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11981 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11982 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11983 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11984 if (queueentity->transparent_offset) // transparent offset
11986 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11987 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11988 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11990 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11994 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11996 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12000 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12002 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12004 RSurf_SetupDepthAndCulling();
12005 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12006 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12010 if (!rsurface.texture->currentnumlayers)
12012 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12013 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12015 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12017 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
12019 RSurf_SetupDepthAndCulling();
12020 GL_AlphaTest(false);
12021 R_Mesh_ColorPointer(NULL, 0, 0);
12022 R_Mesh_ResetTextureState();
12023 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12024 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12025 GL_DepthMask(true);
12026 GL_BlendFunc(GL_ONE, GL_ZERO);
12027 GL_Color(0, 0, 0, 1);
12028 GL_DepthTest(writedepth);
12029 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12031 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
12033 RSurf_SetupDepthAndCulling();
12034 GL_AlphaTest(false);
12035 R_Mesh_ColorPointer(NULL, 0, 0);
12036 R_Mesh_ResetTextureState();
12037 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12038 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12039 GL_DepthMask(true);
12040 GL_BlendFunc(GL_ONE, GL_ZERO);
12041 GL_DepthTest(true);
12042 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12044 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12045 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12046 else if (!rsurface.texture->currentnumlayers)
12048 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12050 // in the deferred case, transparent surfaces were queued during prepass
12051 if (!r_shadow_usingdeferredprepass)
12052 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12056 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12057 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12062 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12065 texture_t *texture;
12066 // break the surface list down into batches by texture and use of lightmapping
12067 for (i = 0;i < numsurfaces;i = j)
12070 // texture is the base texture pointer, rsurface.texture is the
12071 // current frame/skin the texture is directing us to use (for example
12072 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12073 // use skin 1 instead)
12074 texture = surfacelist[i]->texture;
12075 rsurface.texture = R_GetCurrentTexture(texture);
12076 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12078 // if this texture is not the kind we want, skip ahead to the next one
12079 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12083 if(FAKELIGHT_ENABLED || depthonly || prepass)
12085 rsurface.uselightmaptexture = false;
12086 // simply scan ahead until we find a different texture or lightmap state
12087 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12092 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12093 // simply scan ahead until we find a different texture or lightmap state
12094 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12097 // render the range of surfaces
12098 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12102 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12107 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12109 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12111 RSurf_SetupDepthAndCulling();
12112 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12113 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12117 if (!rsurface.texture->currentnumlayers)
12119 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12120 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12122 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12124 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
12126 RSurf_SetupDepthAndCulling();
12127 GL_AlphaTest(false);
12128 R_Mesh_ColorPointer(NULL, 0, 0);
12129 R_Mesh_ResetTextureState();
12130 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12131 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12132 GL_DepthMask(true);
12133 GL_BlendFunc(GL_ONE, GL_ZERO);
12134 GL_Color(0, 0, 0, 1);
12135 GL_DepthTest(writedepth);
12136 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12138 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12140 RSurf_SetupDepthAndCulling();
12141 GL_AlphaTest(false);
12142 R_Mesh_ColorPointer(NULL, 0, 0);
12143 R_Mesh_ResetTextureState();
12144 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12145 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12146 GL_DepthMask(true);
12147 GL_BlendFunc(GL_ONE, GL_ZERO);
12148 GL_DepthTest(true);
12149 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12151 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12152 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12153 else if (!rsurface.texture->currentnumlayers)
12155 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12157 // in the deferred case, transparent surfaces were queued during prepass
12158 if (!r_shadow_usingdeferredprepass)
12159 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12163 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12164 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12169 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12172 texture_t *texture;
12173 // break the surface list down into batches by texture and use of lightmapping
12174 for (i = 0;i < numsurfaces;i = j)
12177 // texture is the base texture pointer, rsurface.texture is the
12178 // current frame/skin the texture is directing us to use (for example
12179 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12180 // use skin 1 instead)
12181 texture = surfacelist[i]->texture;
12182 rsurface.texture = R_GetCurrentTexture(texture);
12183 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12185 // if this texture is not the kind we want, skip ahead to the next one
12186 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12190 if(FAKELIGHT_ENABLED || depthonly || prepass)
12192 rsurface.uselightmaptexture = false;
12193 // simply scan ahead until we find a different texture or lightmap state
12194 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12199 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12200 // simply scan ahead until we find a different texture or lightmap state
12201 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12204 // render the range of surfaces
12205 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12209 float locboxvertex3f[6*4*3] =
12211 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12212 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12213 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12214 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12215 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12216 1,0,0, 0,0,0, 0,1,0, 1,1,0
12219 unsigned short locboxelements[6*2*3] =
12224 12,13,14, 12,14,15,
12225 16,17,18, 16,18,19,
12229 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12232 cl_locnode_t *loc = (cl_locnode_t *)ent;
12234 float vertex3f[6*4*3];
12236 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12237 GL_DepthMask(false);
12238 GL_DepthRange(0, 1);
12239 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12240 GL_DepthTest(true);
12241 GL_CullFace(GL_NONE);
12242 R_EntityMatrix(&identitymatrix);
12244 R_Mesh_VertexPointer(vertex3f, 0, 0);
12245 R_Mesh_ColorPointer(NULL, 0, 0);
12246 R_Mesh_ResetTextureState();
12247 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12249 i = surfacelist[0];
12250 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12251 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12252 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12253 surfacelist[0] < 0 ? 0.5f : 0.125f);
12255 if (VectorCompare(loc->mins, loc->maxs))
12257 VectorSet(size, 2, 2, 2);
12258 VectorMA(loc->mins, -0.5f, size, mins);
12262 VectorCopy(loc->mins, mins);
12263 VectorSubtract(loc->maxs, loc->mins, size);
12266 for (i = 0;i < 6*4*3;)
12267 for (j = 0;j < 3;j++, i++)
12268 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12270 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12273 void R_DrawLocs(void)
12276 cl_locnode_t *loc, *nearestloc;
12278 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12279 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12281 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12282 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12286 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12288 if (decalsystem->decals)
12289 Mem_Free(decalsystem->decals);
12290 memset(decalsystem, 0, sizeof(*decalsystem));
12293 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)
12296 tridecal_t *decals;
12299 // expand or initialize the system
12300 if (decalsystem->maxdecals <= decalsystem->numdecals)
12302 decalsystem_t old = *decalsystem;
12303 qboolean useshortelements;
12304 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12305 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12306 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)));
12307 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12308 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12309 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12310 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12311 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12312 if (decalsystem->numdecals)
12313 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12315 Mem_Free(old.decals);
12316 for (i = 0;i < decalsystem->maxdecals*3;i++)
12317 decalsystem->element3i[i] = i;
12318 if (useshortelements)
12319 for (i = 0;i < decalsystem->maxdecals*3;i++)
12320 decalsystem->element3s[i] = i;
12323 // grab a decal and search for another free slot for the next one
12324 decals = decalsystem->decals;
12325 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12326 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12328 decalsystem->freedecal = i;
12329 if (decalsystem->numdecals <= i)
12330 decalsystem->numdecals = i + 1;
12332 // initialize the decal
12334 decal->triangleindex = triangleindex;
12335 decal->surfaceindex = surfaceindex;
12336 decal->decalsequence = decalsequence;
12337 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12338 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12339 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12340 decal->color4ub[0][3] = 255;
12341 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12342 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12343 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12344 decal->color4ub[1][3] = 255;
12345 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12346 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12347 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12348 decal->color4ub[2][3] = 255;
12349 decal->vertex3f[0][0] = v0[0];
12350 decal->vertex3f[0][1] = v0[1];
12351 decal->vertex3f[0][2] = v0[2];
12352 decal->vertex3f[1][0] = v1[0];
12353 decal->vertex3f[1][1] = v1[1];
12354 decal->vertex3f[1][2] = v1[2];
12355 decal->vertex3f[2][0] = v2[0];
12356 decal->vertex3f[2][1] = v2[1];
12357 decal->vertex3f[2][2] = v2[2];
12358 decal->texcoord2f[0][0] = t0[0];
12359 decal->texcoord2f[0][1] = t0[1];
12360 decal->texcoord2f[1][0] = t1[0];
12361 decal->texcoord2f[1][1] = t1[1];
12362 decal->texcoord2f[2][0] = t2[0];
12363 decal->texcoord2f[2][1] = t2[1];
12366 extern cvar_t cl_decals_bias;
12367 extern cvar_t cl_decals_models;
12368 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12369 // baseparms, parms, temps
12370 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)
12375 const float *vertex3f;
12377 float points[2][9][3];
12384 e = rsurface.modelelement3i + 3*triangleindex;
12386 vertex3f = rsurface.modelvertex3f;
12388 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12390 index = 3*e[cornerindex];
12391 VectorCopy(vertex3f + index, v[cornerindex]);
12394 //TriangleNormal(v[0], v[1], v[2], normal);
12395 //if (DotProduct(normal, localnormal) < 0.0f)
12397 // clip by each of the box planes formed from the projection matrix
12398 // if anything survives, we emit the decal
12399 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]);
12402 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]);
12405 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]);
12408 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]);
12411 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]);
12414 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]);
12417 // some part of the triangle survived, so we have to accept it...
12420 // dynamic always uses the original triangle
12422 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12424 index = 3*e[cornerindex];
12425 VectorCopy(vertex3f + index, v[cornerindex]);
12428 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12430 // convert vertex positions to texcoords
12431 Matrix4x4_Transform(projection, v[cornerindex], temp);
12432 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12433 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12434 // calculate distance fade from the projection origin
12435 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12436 f = bound(0.0f, f, 1.0f);
12437 c[cornerindex][0] = r * f;
12438 c[cornerindex][1] = g * f;
12439 c[cornerindex][2] = b * f;
12440 c[cornerindex][3] = 1.0f;
12441 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12444 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);
12446 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12447 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);
12449 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)
12451 matrix4x4_t projection;
12452 decalsystem_t *decalsystem;
12455 const msurface_t *surface;
12456 const msurface_t *surfaces;
12457 const int *surfacelist;
12458 const texture_t *texture;
12460 int numsurfacelist;
12461 int surfacelistindex;
12464 float localorigin[3];
12465 float localnormal[3];
12466 float localmins[3];
12467 float localmaxs[3];
12470 float planes[6][4];
12473 int bih_triangles_count;
12474 int bih_triangles[256];
12475 int bih_surfaces[256];
12477 decalsystem = &ent->decalsystem;
12478 model = ent->model;
12479 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12481 R_DecalSystem_Reset(&ent->decalsystem);
12485 if (!model->brush.data_nodes && !cl_decals_models.integer)
12487 if (decalsystem->model)
12488 R_DecalSystem_Reset(decalsystem);
12492 if (decalsystem->model != model)
12493 R_DecalSystem_Reset(decalsystem);
12494 decalsystem->model = model;
12496 RSurf_ActiveModelEntity(ent, false, false, false);
12498 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12499 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12500 VectorNormalize(localnormal);
12501 localsize = worldsize*rsurface.inversematrixscale;
12502 localmins[0] = localorigin[0] - localsize;
12503 localmins[1] = localorigin[1] - localsize;
12504 localmins[2] = localorigin[2] - localsize;
12505 localmaxs[0] = localorigin[0] + localsize;
12506 localmaxs[1] = localorigin[1] + localsize;
12507 localmaxs[2] = localorigin[2] + localsize;
12509 //VectorCopy(localnormal, planes[4]);
12510 //VectorVectors(planes[4], planes[2], planes[0]);
12511 AnglesFromVectors(angles, localnormal, NULL, false);
12512 AngleVectors(angles, planes[0], planes[2], planes[4]);
12513 VectorNegate(planes[0], planes[1]);
12514 VectorNegate(planes[2], planes[3]);
12515 VectorNegate(planes[4], planes[5]);
12516 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12517 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12518 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12519 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12520 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12521 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12526 matrix4x4_t forwardprojection;
12527 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12528 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12533 float projectionvector[4][3];
12534 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12535 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12536 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12537 projectionvector[0][0] = planes[0][0] * ilocalsize;
12538 projectionvector[0][1] = planes[1][0] * ilocalsize;
12539 projectionvector[0][2] = planes[2][0] * ilocalsize;
12540 projectionvector[1][0] = planes[0][1] * ilocalsize;
12541 projectionvector[1][1] = planes[1][1] * ilocalsize;
12542 projectionvector[1][2] = planes[2][1] * ilocalsize;
12543 projectionvector[2][0] = planes[0][2] * ilocalsize;
12544 projectionvector[2][1] = planes[1][2] * ilocalsize;
12545 projectionvector[2][2] = planes[2][2] * ilocalsize;
12546 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12547 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12548 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12549 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12553 dynamic = model->surfmesh.isanimated;
12554 numsurfacelist = model->nummodelsurfaces;
12555 surfacelist = model->sortedmodelsurfaces;
12556 surfaces = model->data_surfaces;
12559 bih_triangles_count = -1;
12562 if(model->render_bih.numleafs)
12563 bih = &model->render_bih;
12564 else if(model->collision_bih.numleafs)
12565 bih = &model->collision_bih;
12568 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12569 if(bih_triangles_count == 0)
12571 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12573 if(bih_triangles_count > 0)
12575 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12577 surfaceindex = bih_surfaces[triangleindex];
12578 surface = surfaces + surfaceindex;
12579 texture = surface->texture;
12580 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12582 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12584 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12589 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12591 surfaceindex = surfacelist[surfacelistindex];
12592 surface = surfaces + surfaceindex;
12593 // check cull box first because it rejects more than any other check
12594 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12596 // skip transparent surfaces
12597 texture = surface->texture;
12598 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12600 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12602 numtriangles = surface->num_triangles;
12603 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12604 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12609 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12610 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)
12612 int renderentityindex;
12613 float worldmins[3];
12614 float worldmaxs[3];
12615 entity_render_t *ent;
12617 if (!cl_decals_newsystem.integer)
12620 worldmins[0] = worldorigin[0] - worldsize;
12621 worldmins[1] = worldorigin[1] - worldsize;
12622 worldmins[2] = worldorigin[2] - worldsize;
12623 worldmaxs[0] = worldorigin[0] + worldsize;
12624 worldmaxs[1] = worldorigin[1] + worldsize;
12625 worldmaxs[2] = worldorigin[2] + worldsize;
12627 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12629 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12631 ent = r_refdef.scene.entities[renderentityindex];
12632 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12635 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12639 typedef struct r_decalsystem_splatqueue_s
12641 vec3_t worldorigin;
12642 vec3_t worldnormal;
12648 r_decalsystem_splatqueue_t;
12650 int r_decalsystem_numqueued = 0;
12651 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12653 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)
12655 r_decalsystem_splatqueue_t *queue;
12657 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12660 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12661 VectorCopy(worldorigin, queue->worldorigin);
12662 VectorCopy(worldnormal, queue->worldnormal);
12663 Vector4Set(queue->color, r, g, b, a);
12664 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12665 queue->worldsize = worldsize;
12666 queue->decalsequence = cl.decalsequence++;
12669 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12672 r_decalsystem_splatqueue_t *queue;
12674 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12675 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);
12676 r_decalsystem_numqueued = 0;
12679 extern cvar_t cl_decals_max;
12680 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12683 decalsystem_t *decalsystem = &ent->decalsystem;
12690 if (!decalsystem->numdecals)
12693 if (r_showsurfaces.integer)
12696 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12698 R_DecalSystem_Reset(decalsystem);
12702 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12703 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12705 if (decalsystem->lastupdatetime)
12706 frametime = (cl.time - decalsystem->lastupdatetime);
12709 decalsystem->lastupdatetime = cl.time;
12710 decal = decalsystem->decals;
12711 numdecals = decalsystem->numdecals;
12713 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12715 if (decal->color4ub[0][3])
12717 decal->lived += frametime;
12718 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12720 memset(decal, 0, sizeof(*decal));
12721 if (decalsystem->freedecal > i)
12722 decalsystem->freedecal = i;
12726 decal = decalsystem->decals;
12727 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12730 // collapse the array by shuffling the tail decals into the gaps
12733 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12734 decalsystem->freedecal++;
12735 if (decalsystem->freedecal == numdecals)
12737 decal[decalsystem->freedecal] = decal[--numdecals];
12740 decalsystem->numdecals = numdecals;
12742 if (numdecals <= 0)
12744 // if there are no decals left, reset decalsystem
12745 R_DecalSystem_Reset(decalsystem);
12749 extern skinframe_t *decalskinframe;
12750 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12753 decalsystem_t *decalsystem = &ent->decalsystem;
12762 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12765 numdecals = decalsystem->numdecals;
12769 if (r_showsurfaces.integer)
12772 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12774 R_DecalSystem_Reset(decalsystem);
12778 // if the model is static it doesn't matter what value we give for
12779 // wantnormals and wanttangents, so this logic uses only rules applicable
12780 // to a model, knowing that they are meaningless otherwise
12781 if (ent == r_refdef.scene.worldentity)
12782 RSurf_ActiveWorldEntity();
12784 RSurf_ActiveModelEntity(ent, false, false, false);
12786 decalsystem->lastupdatetime = cl.time;
12787 decal = decalsystem->decals;
12789 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12791 // update vertex positions for animated models
12792 v3f = decalsystem->vertex3f;
12793 c4f = decalsystem->color4f;
12794 t2f = decalsystem->texcoord2f;
12795 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12797 if (!decal->color4ub[0][3])
12800 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12803 // update color values for fading decals
12804 if (decal->lived >= cl_decals_time.value)
12806 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12807 alpha *= (1.0f/255.0f);
12810 alpha = 1.0f/255.0f;
12812 c4f[ 0] = decal->color4ub[0][0] * alpha;
12813 c4f[ 1] = decal->color4ub[0][1] * alpha;
12814 c4f[ 2] = decal->color4ub[0][2] * alpha;
12816 c4f[ 4] = decal->color4ub[1][0] * alpha;
12817 c4f[ 5] = decal->color4ub[1][1] * alpha;
12818 c4f[ 6] = decal->color4ub[1][2] * alpha;
12820 c4f[ 8] = decal->color4ub[2][0] * alpha;
12821 c4f[ 9] = decal->color4ub[2][1] * alpha;
12822 c4f[10] = decal->color4ub[2][2] * alpha;
12825 t2f[0] = decal->texcoord2f[0][0];
12826 t2f[1] = decal->texcoord2f[0][1];
12827 t2f[2] = decal->texcoord2f[1][0];
12828 t2f[3] = decal->texcoord2f[1][1];
12829 t2f[4] = decal->texcoord2f[2][0];
12830 t2f[5] = decal->texcoord2f[2][1];
12832 // update vertex positions for animated models
12833 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12835 e = rsurface.modelelement3i + 3*decal->triangleindex;
12836 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12837 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12838 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12842 VectorCopy(decal->vertex3f[0], v3f);
12843 VectorCopy(decal->vertex3f[1], v3f + 3);
12844 VectorCopy(decal->vertex3f[2], v3f + 6);
12847 if (r_refdef.fogenabled)
12849 alpha = RSurf_FogVertex(v3f);
12850 VectorScale(c4f, alpha, c4f);
12851 alpha = RSurf_FogVertex(v3f + 3);
12852 VectorScale(c4f + 4, alpha, c4f + 4);
12853 alpha = RSurf_FogVertex(v3f + 6);
12854 VectorScale(c4f + 8, alpha, c4f + 8);
12865 r_refdef.stats.drawndecals += numtris;
12867 // now render the decals all at once
12868 // (this assumes they all use one particle font texture!)
12869 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);
12870 R_Mesh_ResetTextureState();
12871 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12872 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12873 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12874 GL_DepthMask(false);
12875 GL_DepthRange(0, 1);
12876 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12877 GL_DepthTest(true);
12878 GL_CullFace(GL_NONE);
12879 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12880 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12881 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12885 static void R_DrawModelDecals(void)
12889 // fade faster when there are too many decals
12890 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12891 for (i = 0;i < r_refdef.scene.numentities;i++)
12892 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12894 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12895 for (i = 0;i < r_refdef.scene.numentities;i++)
12896 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12897 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12899 R_DecalSystem_ApplySplatEntitiesQueue();
12901 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12902 for (i = 0;i < r_refdef.scene.numentities;i++)
12903 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12905 r_refdef.stats.totaldecals += numdecals;
12907 if (r_showsurfaces.integer)
12910 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12912 for (i = 0;i < r_refdef.scene.numentities;i++)
12914 if (!r_refdef.viewcache.entityvisible[i])
12916 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12917 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12921 extern cvar_t mod_collision_bih;
12922 void R_DrawDebugModel(void)
12924 entity_render_t *ent = rsurface.entity;
12925 int i, j, k, l, flagsmask;
12926 const msurface_t *surface;
12927 dp_model_t *model = ent->model;
12930 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12932 R_Mesh_ColorPointer(NULL, 0, 0);
12933 R_Mesh_ResetTextureState();
12934 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12935 GL_DepthRange(0, 1);
12936 GL_DepthTest(!r_showdisabledepthtest.integer);
12937 GL_DepthMask(false);
12938 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12940 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12944 qboolean cullbox = ent == r_refdef.scene.worldentity;
12945 const q3mbrush_t *brush;
12946 const bih_t *bih = &model->collision_bih;
12947 const bih_leaf_t *bihleaf;
12948 float vertex3f[3][3];
12949 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12951 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12953 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12955 switch (bihleaf->type)
12958 brush = model->brush.data_brushes + bihleaf->itemindex;
12959 if (brush->colbrushf && brush->colbrushf->numtriangles)
12961 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12962 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);
12963 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12966 case BIH_COLLISIONTRIANGLE:
12967 triangleindex = bihleaf->itemindex;
12968 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12969 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12970 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12971 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12972 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);
12973 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12975 case BIH_RENDERTRIANGLE:
12976 triangleindex = bihleaf->itemindex;
12977 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12978 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12979 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12980 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12981 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);
12982 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12988 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12990 if (r_showtris.integer || r_shownormals.integer)
12992 if (r_showdisabledepthtest.integer)
12994 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12995 GL_DepthMask(false);
12999 GL_BlendFunc(GL_ONE, GL_ZERO);
13000 GL_DepthMask(true);
13002 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13004 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13006 rsurface.texture = R_GetCurrentTexture(surface->texture);
13007 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13009 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
13010 if (r_showtris.value > 0)
13012 if (!rsurface.texture->currentlayers->depthmask)
13013 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13014 else if (ent == r_refdef.scene.worldentity)
13015 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13017 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13018 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
13019 R_Mesh_ColorPointer(NULL, 0, 0);
13020 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
13021 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13022 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
13023 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);
13024 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13027 if (r_shownormals.value < 0)
13029 qglBegin(GL_LINES);
13030 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13032 VectorCopy(rsurface.vertex3f + l * 3, v);
13033 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13034 qglVertex3f(v[0], v[1], v[2]);
13035 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
13036 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13037 qglVertex3f(v[0], v[1], v[2]);
13042 if (r_shownormals.value > 0)
13044 qglBegin(GL_LINES);
13045 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13047 VectorCopy(rsurface.vertex3f + l * 3, v);
13048 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13049 qglVertex3f(v[0], v[1], v[2]);
13050 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
13051 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13052 qglVertex3f(v[0], v[1], v[2]);
13056 qglBegin(GL_LINES);
13057 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13059 VectorCopy(rsurface.vertex3f + l * 3, v);
13060 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13061 qglVertex3f(v[0], v[1], v[2]);
13062 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
13063 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13064 qglVertex3f(v[0], v[1], v[2]);
13068 qglBegin(GL_LINES);
13069 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13071 VectorCopy(rsurface.vertex3f + l * 3, v);
13072 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13073 qglVertex3f(v[0], v[1], v[2]);
13074 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
13075 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13076 qglVertex3f(v[0], v[1], v[2]);
13083 rsurface.texture = NULL;
13087 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13088 int r_maxsurfacelist = 0;
13089 const msurface_t **r_surfacelist = NULL;
13090 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13092 int i, j, endj, flagsmask;
13093 dp_model_t *model = r_refdef.scene.worldmodel;
13094 msurface_t *surfaces;
13095 unsigned char *update;
13096 int numsurfacelist = 0;
13100 if (r_maxsurfacelist < model->num_surfaces)
13102 r_maxsurfacelist = model->num_surfaces;
13104 Mem_Free((msurface_t**)r_surfacelist);
13105 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13108 RSurf_ActiveWorldEntity();
13110 surfaces = model->data_surfaces;
13111 update = model->brushq1.lightmapupdateflags;
13113 // update light styles on this submodel
13114 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13116 model_brush_lightstyleinfo_t *style;
13117 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13119 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13121 int *list = style->surfacelist;
13122 style->value = r_refdef.scene.lightstylevalue[style->style];
13123 for (j = 0;j < style->numsurfaces;j++)
13124 update[list[j]] = true;
13129 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13133 R_DrawDebugModel();
13134 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13138 rsurface.uselightmaptexture = false;
13139 rsurface.texture = NULL;
13140 rsurface.rtlight = NULL;
13141 numsurfacelist = 0;
13142 // add visible surfaces to draw list
13143 for (i = 0;i < model->nummodelsurfaces;i++)
13145 j = model->sortedmodelsurfaces[i];
13146 if (r_refdef.viewcache.world_surfacevisible[j])
13147 r_surfacelist[numsurfacelist++] = surfaces + j;
13149 // update lightmaps if needed
13150 if (model->brushq1.firstrender)
13152 model->brushq1.firstrender = false;
13153 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13155 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13159 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13160 if (r_refdef.viewcache.world_surfacevisible[j])
13162 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13164 // don't do anything if there were no surfaces
13165 if (!numsurfacelist)
13167 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13170 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13171 GL_AlphaTest(false);
13173 // add to stats if desired
13174 if (r_speeds.integer && !skysurfaces && !depthonly)
13176 r_refdef.stats.world_surfaces += numsurfacelist;
13177 for (j = 0;j < numsurfacelist;j++)
13178 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13181 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13184 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13186 int i, j, endj, flagsmask;
13187 dp_model_t *model = ent->model;
13188 msurface_t *surfaces;
13189 unsigned char *update;
13190 int numsurfacelist = 0;
13194 if (r_maxsurfacelist < model->num_surfaces)
13196 r_maxsurfacelist = model->num_surfaces;
13198 Mem_Free((msurface_t **)r_surfacelist);
13199 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13202 // if the model is static it doesn't matter what value we give for
13203 // wantnormals and wanttangents, so this logic uses only rules applicable
13204 // to a model, knowing that they are meaningless otherwise
13205 if (ent == r_refdef.scene.worldentity)
13206 RSurf_ActiveWorldEntity();
13207 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13208 RSurf_ActiveModelEntity(ent, false, false, false);
13210 RSurf_ActiveModelEntity(ent, true, true, true);
13211 else if (depthonly)
13213 switch (vid.renderpath)
13215 case RENDERPATH_GL20:
13216 case RENDERPATH_CGGL:
13217 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13219 case RENDERPATH_GL13:
13220 case RENDERPATH_GL11:
13221 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13227 switch (vid.renderpath)
13229 case RENDERPATH_GL20:
13230 case RENDERPATH_CGGL:
13231 RSurf_ActiveModelEntity(ent, true, true, false);
13233 case RENDERPATH_GL13:
13234 case RENDERPATH_GL11:
13235 RSurf_ActiveModelEntity(ent, true, false, false);
13240 surfaces = model->data_surfaces;
13241 update = model->brushq1.lightmapupdateflags;
13243 // update light styles
13244 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13246 model_brush_lightstyleinfo_t *style;
13247 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13249 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13251 int *list = style->surfacelist;
13252 style->value = r_refdef.scene.lightstylevalue[style->style];
13253 for (j = 0;j < style->numsurfaces;j++)
13254 update[list[j]] = true;
13259 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13263 R_DrawDebugModel();
13264 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13268 rsurface.uselightmaptexture = false;
13269 rsurface.texture = NULL;
13270 rsurface.rtlight = NULL;
13271 numsurfacelist = 0;
13272 // add visible surfaces to draw list
13273 for (i = 0;i < model->nummodelsurfaces;i++)
13274 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13275 // don't do anything if there were no surfaces
13276 if (!numsurfacelist)
13278 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13281 // update lightmaps if needed
13285 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13290 R_BuildLightMap(ent, surfaces + j);
13295 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13297 R_BuildLightMap(ent, surfaces + j);
13298 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13299 GL_AlphaTest(false);
13301 // add to stats if desired
13302 if (r_speeds.integer && !skysurfaces && !depthonly)
13304 r_refdef.stats.entities_surfaces += numsurfacelist;
13305 for (j = 0;j < numsurfacelist;j++)
13306 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13309 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13312 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13314 static texture_t texture;
13315 static msurface_t surface;
13316 const msurface_t *surfacelist = &surface;
13318 // fake enough texture and surface state to render this geometry
13320 texture.update_lastrenderframe = -1; // regenerate this texture
13321 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13322 texture.currentskinframe = skinframe;
13323 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13324 texture.offsetmapping = OFFSETMAPPING_OFF;
13325 texture.offsetscale = 1;
13326 texture.specularscalemod = 1;
13327 texture.specularpowermod = 1;
13329 surface.texture = &texture;
13330 surface.num_triangles = numtriangles;
13331 surface.num_firsttriangle = firsttriangle;
13332 surface.num_vertices = numvertices;
13333 surface.num_firstvertex = firstvertex;
13336 rsurface.texture = R_GetCurrentTexture(surface.texture);
13337 rsurface.uselightmaptexture = false;
13338 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13341 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)
13343 static msurface_t surface;
13344 const msurface_t *surfacelist = &surface;
13346 // fake enough texture and surface state to render this geometry
13348 surface.texture = texture;
13349 surface.num_triangles = numtriangles;
13350 surface.num_firsttriangle = firsttriangle;
13351 surface.num_vertices = numvertices;
13352 surface.num_firstvertex = firstvertex;
13355 rsurface.texture = R_GetCurrentTexture(surface.texture);
13356 rsurface.uselightmaptexture = false;
13357 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);