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"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
171 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"};
173 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"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
179 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"};
180 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
181 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
182 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
183 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
184 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)"};
186 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
188 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)"};
190 extern cvar_t v_glslgamma;
192 extern qboolean v_flipped_state;
194 static struct r_bloomstate_s
199 int bloomwidth, bloomheight;
201 int screentexturewidth, screentextureheight;
202 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
204 int bloomtexturewidth, bloomtextureheight;
205 rtexture_t *texture_bloom;
207 // arrays for rendering the screen passes
208 float screentexcoord2f[8];
209 float bloomtexcoord2f[8];
210 float offsettexcoord2f[8];
212 r_viewport_t viewport;
216 r_waterstate_t r_waterstate;
218 /// shadow volume bsp struct with automatically growing nodes buffer
221 rtexture_t *r_texture_blanknormalmap;
222 rtexture_t *r_texture_white;
223 rtexture_t *r_texture_grey128;
224 rtexture_t *r_texture_black;
225 rtexture_t *r_texture_notexture;
226 rtexture_t *r_texture_whitecube;
227 rtexture_t *r_texture_normalizationcube;
228 rtexture_t *r_texture_fogattenuation;
229 rtexture_t *r_texture_fogheighttexture;
230 rtexture_t *r_texture_gammaramps;
231 unsigned int r_texture_gammaramps_serial;
232 //rtexture_t *r_texture_fogintensity;
233 rtexture_t *r_texture_reflectcube;
235 // TODO: hash lookups?
236 typedef struct cubemapinfo_s
243 int r_texture_numcubemaps;
244 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
246 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
247 unsigned int r_numqueries;
248 unsigned int r_maxqueries;
250 typedef struct r_qwskincache_s
252 char name[MAX_QPATH];
253 skinframe_t *skinframe;
257 static r_qwskincache_t *r_qwskincache;
258 static int r_qwskincache_size;
260 /// vertex coordinates for a quad that covers the screen exactly
261 const float r_screenvertex3f[12] =
269 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
272 for (i = 0;i < verts;i++)
283 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
286 for (i = 0;i < verts;i++)
296 // FIXME: move this to client?
299 if (gamemode == GAME_NEHAHRA)
301 Cvar_Set("gl_fogenable", "0");
302 Cvar_Set("gl_fogdensity", "0.2");
303 Cvar_Set("gl_fogred", "0.3");
304 Cvar_Set("gl_foggreen", "0.3");
305 Cvar_Set("gl_fogblue", "0.3");
307 r_refdef.fog_density = 0;
308 r_refdef.fog_red = 0;
309 r_refdef.fog_green = 0;
310 r_refdef.fog_blue = 0;
311 r_refdef.fog_alpha = 1;
312 r_refdef.fog_start = 0;
313 r_refdef.fog_end = 16384;
314 r_refdef.fog_height = 1<<30;
315 r_refdef.fog_fadedepth = 128;
316 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
319 static void R_BuildBlankTextures(void)
321 unsigned char data[4];
322 data[2] = 128; // normal X
323 data[1] = 128; // normal Y
324 data[0] = 255; // normal Z
325 data[3] = 128; // height
326 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
331 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
336 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
341 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 static void R_BuildNoTexture(void)
347 unsigned char pix[16][16][4];
348 // this makes a light grey/dark grey checkerboard texture
349 for (y = 0;y < 16;y++)
351 for (x = 0;x < 16;x++)
353 if ((y < 8) ^ (x < 8))
369 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
372 static void R_BuildWhiteCube(void)
374 unsigned char data[6*1*1*4];
375 memset(data, 255, sizeof(data));
376 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
379 static void R_BuildNormalizationCube(void)
383 vec_t s, t, intensity;
386 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
387 for (side = 0;side < 6;side++)
389 for (y = 0;y < NORMSIZE;y++)
391 for (x = 0;x < NORMSIZE;x++)
393 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
394 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
429 intensity = 127.0f / sqrt(DotProduct(v, v));
430 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
431 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
432 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
433 data[((side*64+y)*64+x)*4+3] = 255;
437 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
441 static void R_BuildFogTexture(void)
445 unsigned char data1[FOGWIDTH][4];
446 //unsigned char data2[FOGWIDTH][4];
449 r_refdef.fogmasktable_start = r_refdef.fog_start;
450 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
451 r_refdef.fogmasktable_range = r_refdef.fogrange;
452 r_refdef.fogmasktable_density = r_refdef.fog_density;
454 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
455 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
457 d = (x * r - r_refdef.fogmasktable_start);
458 if(developer_extra.integer)
459 Con_DPrintf("%f ", d);
461 if (r_fog_exp2.integer)
462 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
464 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
465 if(developer_extra.integer)
466 Con_DPrintf(" : %f ", alpha);
467 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
468 if(developer_extra.integer)
469 Con_DPrintf(" = %f\n", alpha);
470 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
473 for (x = 0;x < FOGWIDTH;x++)
475 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
480 //data2[x][0] = 255 - b;
481 //data2[x][1] = 255 - b;
482 //data2[x][2] = 255 - b;
485 if (r_texture_fogattenuation)
487 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
488 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
492 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
493 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
497 static void R_BuildFogHeightTexture(void)
499 unsigned char *inpixels;
507 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
508 if (r_refdef.fogheighttexturename[0])
509 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
512 r_refdef.fog_height_tablesize = 0;
513 if (r_texture_fogheighttexture)
514 R_FreeTexture(r_texture_fogheighttexture);
515 r_texture_fogheighttexture = NULL;
516 if (r_refdef.fog_height_table2d)
517 Mem_Free(r_refdef.fog_height_table2d);
518 r_refdef.fog_height_table2d = NULL;
519 if (r_refdef.fog_height_table1d)
520 Mem_Free(r_refdef.fog_height_table1d);
521 r_refdef.fog_height_table1d = NULL;
525 r_refdef.fog_height_tablesize = size;
526 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
527 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
528 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
530 // LordHavoc: now the magic - what is that table2d for? it is a cooked
531 // average fog color table accounting for every fog layer between a point
532 // and the camera. (Note: attenuation is handled separately!)
533 for (y = 0;y < size;y++)
535 for (x = 0;x < size;x++)
541 for (j = x;j <= y;j++)
543 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
549 for (j = x;j >= y;j--)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
556 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
557 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
558 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
559 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
562 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
565 //=======================================================================================================================================================
567 static const char *builtinshaderstring =
568 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
569 "// written by Forest 'LordHavoc' Hale\n"
570 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
572 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
575 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
576 "#define USELIGHTMAP\n"
578 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
579 "#define USEEYEVECTOR\n"
582 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
583 "# extension GL_ARB_texture_rectangle : enable\n"
586 "#ifdef USESHADOWMAP2D\n"
587 "# ifdef GL_EXT_gpu_shader4\n"
588 "# extension GL_EXT_gpu_shader4 : enable\n"
590 "# ifdef GL_ARB_texture_gather\n"
591 "# extension GL_ARB_texture_gather : enable\n"
593 "# ifdef GL_AMD_texture_texture4\n"
594 "# extension GL_AMD_texture_texture4 : enable\n"
599 "#ifdef USESHADOWMAPCUBE\n"
600 "# extension GL_EXT_gpu_shader4 : enable\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
627 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
639 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
644 "#ifdef FRAGMENT_SHADER\n"
647 " gl_FragColor = gl_Color;\n"
650 "#else // !MODE_SHOWDEPTH\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
659 "#ifdef VERTEX_SHADER\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
673 "uniform sampler2D Texture_Second;\n"
675 "#ifdef USEGAMMARAMPS\n"
676 "uniform sampler2D Texture_GammaRamps;\n"
678 "#ifdef USESATURATION\n"
679 "uniform float Saturation;\n"
681 "#ifdef USEVIEWTINT\n"
682 "uniform vec4 ViewTintColor;\n"
684 "//uncomment these if you want to use them:\n"
685 "uniform vec4 UserVec1;\n"
686 "uniform vec4 UserVec2;\n"
687 "// uniform vec4 UserVec3;\n"
688 "// uniform vec4 UserVec4;\n"
689 "// uniform float ClientTime;\n"
690 "uniform vec2 PixelSize;\n"
693 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
695 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
697 "#ifdef USEVIEWTINT\n"
698 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
701 "#ifdef USEPOSTPROCESSING\n"
702 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
703 "// 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"
704 " float sobel = 1.0;\n"
705 " // vec2 ts = textureSize(Texture_First, 0);\n"
706 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
707 " vec2 px = PixelSize;\n"
708 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
709 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
710 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
713 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
714 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
716 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
717 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
718 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
719 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
720 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
721 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
722 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
723 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
724 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
725 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
726 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
727 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
728 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
729 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
730 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
731 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
732 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
733 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
738 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
739 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
742 "#ifdef USESATURATION\n"
743 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
744 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
745 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
746 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
749 "#ifdef USEGAMMARAMPS\n"
750 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
751 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
752 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
756 "#else // !MODE_POSTPROCESS\n"
761 "#ifdef MODE_GENERIC\n"
762 "#ifdef USEDIFFUSE\n"
763 "varying vec2 TexCoord1;\n"
765 "#ifdef USESPECULAR\n"
766 "varying vec2 TexCoord2;\n"
768 "#ifdef VERTEX_SHADER\n"
771 " gl_FrontColor = gl_Color;\n"
772 "#ifdef USEDIFFUSE\n"
773 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
775 "#ifdef USESPECULAR\n"
776 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
778 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 "#ifdef FRAGMENT_SHADER\n"
783 "#ifdef USEDIFFUSE\n"
784 "uniform sampler2D Texture_First;\n"
786 "#ifdef USESPECULAR\n"
787 "uniform sampler2D Texture_Second;\n"
792 " gl_FragColor = gl_Color;\n"
793 "#ifdef USEDIFFUSE\n"
794 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
797 "#ifdef USESPECULAR\n"
798 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
799 "# ifdef USECOLORMAPPING\n"
800 " gl_FragColor *= tex2;\n"
803 " gl_FragColor += tex2;\n"
805 "# ifdef USEVERTEXTEXTUREBLEND\n"
806 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
811 "#else // !MODE_GENERIC\n"
816 "#ifdef MODE_BLOOMBLUR\n"
817 "varying TexCoord;\n"
818 "#ifdef VERTEX_SHADER\n"
821 " gl_FrontColor = gl_Color;\n"
822 " TexCoord = gl_MultiTexCoord0.xy;\n"
823 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
827 "#ifdef FRAGMENT_SHADER\n"
828 "uniform sampler2D Texture_First;\n"
829 "uniform vec4 BloomBlur_Parameters;\n"
834 " vec2 tc = TexCoord;\n"
835 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
836 " tc += BloomBlur_Parameters.xy;\n"
837 " for (i = 1;i < SAMPLES;i++)\n"
839 " color += texture2D(Texture_First, tc).rgb;\n"
840 " tc += BloomBlur_Parameters.xy;\n"
842 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
845 "#else // !MODE_BLOOMBLUR\n"
846 "#ifdef MODE_REFRACTION\n"
847 "varying vec2 TexCoord;\n"
848 "varying vec4 ModelViewProjectionPosition;\n"
849 "uniform mat4 TexMatrix;\n"
850 "#ifdef VERTEX_SHADER\n"
854 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
855 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
856 " ModelViewProjectionPosition = gl_Position;\n"
860 "#ifdef FRAGMENT_SHADER\n"
861 "uniform sampler2D Texture_Normal;\n"
862 "uniform sampler2D Texture_Refraction;\n"
863 "uniform sampler2D Texture_Reflection;\n"
865 "uniform vec4 DistortScaleRefractReflect;\n"
866 "uniform vec4 ScreenScaleRefractReflect;\n"
867 "uniform vec4 ScreenCenterRefractReflect;\n"
868 "uniform vec4 RefractColor;\n"
869 "uniform vec4 ReflectColor;\n"
870 "uniform float ReflectFactor;\n"
871 "uniform float ReflectOffset;\n"
875 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
876 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
877 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
879 " // FIXME temporary hack to detect the case that the reflection\n"
880 " // gets blackened at edges due to leaving the area that contains actual\n"
882 " // Remove this 'ack once we have a better way to stop this thing from\n"
884 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
885 " 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 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
889 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
892 "#else // !MODE_REFRACTION\n"
897 "#ifdef MODE_WATER\n"
898 "varying vec2 TexCoord;\n"
899 "varying vec3 EyeVector;\n"
900 "varying vec4 ModelViewProjectionPosition;\n"
901 "#ifdef VERTEX_SHADER\n"
902 "uniform vec3 EyePosition;\n"
903 "uniform mat4 TexMatrix;\n"
907 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
908 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
909 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
910 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
911 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
912 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
913 " ModelViewProjectionPosition = gl_Position;\n"
917 "#ifdef FRAGMENT_SHADER\n"
918 "uniform sampler2D Texture_Normal;\n"
919 "uniform sampler2D Texture_Refraction;\n"
920 "uniform sampler2D Texture_Reflection;\n"
922 "uniform vec4 DistortScaleRefractReflect;\n"
923 "uniform vec4 ScreenScaleRefractReflect;\n"
924 "uniform vec4 ScreenCenterRefractReflect;\n"
925 "uniform vec4 RefractColor;\n"
926 "uniform vec4 ReflectColor;\n"
927 "uniform float ReflectFactor;\n"
928 "uniform float ReflectOffset;\n"
932 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
933 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
934 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
936 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
937 " // FIXME temporary hack to detect the case that the reflection\n"
938 " // gets blackened at edges due to leaving the area that contains actual\n"
940 " // Remove this 'ack once we have a better way to stop this thing from\n"
942 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
947 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
948 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
951 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
952 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
953 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
956 "#else // !MODE_WATER\n"
961 "// common definitions between vertex shader and fragment shader:\n"
963 "varying vec2 TexCoord;\n"
964 "#ifdef USEVERTEXTEXTUREBLEND\n"
965 "varying vec2 TexCoord2;\n"
967 "#ifdef USELIGHTMAP\n"
968 "varying vec2 TexCoordLightmap;\n"
971 "#ifdef MODE_LIGHTSOURCE\n"
972 "varying vec3 CubeVector;\n"
975 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
976 "varying vec3 LightVector;\n"
979 "#ifdef USEEYEVECTOR\n"
980 "varying vec3 EyeVector;\n"
983 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
986 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
987 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
988 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
989 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
992 "#ifdef USEREFLECTION\n"
993 "varying vec4 ModelViewProjectionPosition;\n"
995 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
997 "varying vec4 ModelViewPosition;\n"
1000 "#ifdef MODE_LIGHTSOURCE\n"
1001 "uniform vec3 LightPosition;\n"
1003 "uniform vec3 EyePosition;\n"
1004 "#ifdef MODE_LIGHTDIRECTION\n"
1005 "uniform vec3 LightDir;\n"
1007 "uniform vec4 FogPlane;\n"
1009 "#ifdef USESHADOWMAPORTHO\n"
1010 "varying vec3 ShadowMapTC;\n"
1017 "// 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"
1019 "// fragment shader specific:\n"
1020 "#ifdef FRAGMENT_SHADER\n"
1022 "uniform sampler2D Texture_Normal;\n"
1023 "uniform sampler2D Texture_Color;\n"
1024 "uniform sampler2D Texture_Gloss;\n"
1026 "uniform sampler2D Texture_Glow;\n"
1028 "#ifdef USEVERTEXTEXTUREBLEND\n"
1029 "uniform sampler2D Texture_SecondaryNormal;\n"
1030 "uniform sampler2D Texture_SecondaryColor;\n"
1031 "uniform sampler2D Texture_SecondaryGloss;\n"
1033 "uniform sampler2D Texture_SecondaryGlow;\n"
1036 "#ifdef USECOLORMAPPING\n"
1037 "uniform sampler2D Texture_Pants;\n"
1038 "uniform sampler2D Texture_Shirt;\n"
1041 "#ifdef USEFOGHEIGHTTEXTURE\n"
1042 "uniform sampler2D Texture_FogHeightTexture;\n"
1044 "uniform sampler2D Texture_FogMask;\n"
1046 "#ifdef USELIGHTMAP\n"
1047 "uniform sampler2D Texture_Lightmap;\n"
1049 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1050 "uniform sampler2D Texture_Deluxemap;\n"
1052 "#ifdef USEREFLECTION\n"
1053 "uniform sampler2D Texture_Reflection;\n"
1056 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1057 "uniform sampler2D Texture_ScreenDepth;\n"
1058 "uniform sampler2D Texture_ScreenNormalMap;\n"
1060 "#ifdef USEDEFERREDLIGHTMAP\n"
1061 "uniform sampler2D Texture_ScreenDiffuse;\n"
1062 "uniform sampler2D Texture_ScreenSpecular;\n"
1065 "uniform myhalf3 Color_Pants;\n"
1066 "uniform myhalf3 Color_Shirt;\n"
1067 "uniform myhalf3 FogColor;\n"
1070 "uniform float FogRangeRecip;\n"
1071 "uniform float FogPlaneViewDist;\n"
1072 "uniform float FogHeightFade;\n"
1073 "vec3 FogVertex(vec3 surfacecolor)\n"
1075 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1076 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1078 "#ifdef USEFOGHEIGHTTEXTURE\n"
1079 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1080 " fogfrac = fogheightpixel.a;\n"
1081 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1083 "# ifdef USEFOGOUTSIDE\n"
1084 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1086 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1088 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1093 "#ifdef USEOFFSETMAPPING\n"
1094 "uniform float OffsetMapping_Scale;\n"
1095 "vec2 OffsetMapping(vec2 TexCoord)\n"
1097 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1098 " // 14 sample relief mapping: linear search and then binary search\n"
1099 " // this basically steps forward a small amount repeatedly until it finds\n"
1100 " // itself inside solid, then jitters forward and back using decreasing\n"
1101 " // amounts to find the impact\n"
1102 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1103 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1104 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 " vec3 RT = vec3(TexCoord, 1);\n"
1106 " OffsetVector *= 0.1;\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1117 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1118 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1119 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1120 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1123 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1124 " // this basically moves forward the full distance, and then backs up based\n"
1125 " // on height of samples\n"
1126 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1127 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1128 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 " TexCoord += OffsetVector;\n"
1130 " OffsetVector *= 0.333;\n"
1131 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1132 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 " return TexCoord;\n"
1137 "#endif // USEOFFSETMAPPING\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1140 "uniform sampler2D Texture_Attenuation;\n"
1141 "uniform samplerCube Texture_Cube;\n"
1144 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1146 "#ifdef USESHADOWMAPRECT\n"
1147 "# ifdef USESHADOWSAMPLER\n"
1148 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1150 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1154 "#ifdef USESHADOWMAP2D\n"
1155 "# ifdef USESHADOWSAMPLER\n"
1156 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1158 "uniform sampler2D Texture_ShadowMap2D;\n"
1162 "#ifdef USESHADOWMAPVSDCT\n"
1163 "uniform samplerCube Texture_CubeProjection;\n"
1166 "#ifdef USESHADOWMAPCUBE\n"
1167 "# ifdef USESHADOWSAMPLER\n"
1168 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1170 "uniform samplerCube Texture_ShadowMapCube;\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1175 "uniform vec2 ShadowMap_TextureScale;\n"
1176 "uniform vec4 ShadowMap_Parameters;\n"
1179 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1180 "# ifdef USESHADOWMAPORTHO\n"
1181 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1183 "# ifdef USESHADOWMAPVSDCT\n"
1184 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 " vec3 adir = abs(dir);\n"
1187 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1188 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1189 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1192 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1194 " vec3 adir = abs(dir);\n"
1195 " float ma = adir.z;\n"
1196 " vec4 proj = vec4(dir, 2.5);\n"
1197 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1198 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1199 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1200 " 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"
1204 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1206 "#ifdef USESHADOWMAPCUBE\n"
1207 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1209 " vec3 adir = abs(dir);\n"
1210 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1214 "# ifdef USESHADOWMAPRECT\n"
1215 "float ShadowMapCompare(vec3 dir)\n"
1217 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1219 "# ifdef USESHADOWSAMPLER\n"
1221 "# ifdef USESHADOWMAPPCF\n"
1222 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1223 " 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"
1225 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1230 "# ifdef USESHADOWMAPPCF\n"
1231 "# if USESHADOWMAPPCF > 1\n"
1232 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1233 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1234 " 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"
1235 " 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"
1236 " 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"
1237 " 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"
1238 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1239 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1241 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1242 " vec2 offset = fract(shadowmaptc.xy);\n"
1243 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1244 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1245 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1246 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1247 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1250 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1254 "# ifdef USESHADOWMAPORTHO\n"
1255 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1262 "# ifdef USESHADOWMAP2D\n"
1263 "float ShadowMapCompare(vec3 dir)\n"
1265 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1268 "# ifdef USESHADOWSAMPLER\n"
1269 "# ifdef USESHADOWMAPPCF\n"
1270 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1271 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1272 " 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"
1274 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1277 "# ifdef USESHADOWMAPPCF\n"
1278 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1279 "# ifdef GL_ARB_texture_gather\n"
1280 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1282 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1284 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1285 "# if USESHADOWMAPPCF > 1\n"
1286 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1287 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1288 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1289 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1290 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1291 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1292 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1293 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1294 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1295 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1296 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1297 " locols.yz += group2.ab;\n"
1298 " hicols.yz += group8.rg;\n"
1299 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1300 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1301 " mix(locols, hicols, offset.y);\n"
1302 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1303 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1304 " f = dot(cols, vec4(1.0/25.0));\n"
1306 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1307 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1308 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1309 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1310 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1311 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1312 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1315 "# ifdef GL_EXT_gpu_shader4\n"
1316 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1318 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1320 "# if USESHADOWMAPPCF > 1\n"
1321 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1322 " center *= ShadowMap_TextureScale;\n"
1323 " 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"
1324 " 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"
1325 " 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"
1326 " 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"
1327 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1328 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1330 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1331 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1332 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1333 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1334 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1335 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1339 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1342 "# ifdef USESHADOWMAPORTHO\n"
1343 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1350 "# ifdef USESHADOWMAPCUBE\n"
1351 "float ShadowMapCompare(vec3 dir)\n"
1353 " // apply depth texture cubemap as light filter\n"
1354 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1356 "# ifdef USESHADOWSAMPLER\n"
1357 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1359 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1364 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1365 "#endif // FRAGMENT_SHADER\n"
1370 "#ifdef MODE_DEFERREDGEOMETRY\n"
1371 "#ifdef VERTEX_SHADER\n"
1372 "uniform mat4 TexMatrix;\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "uniform mat4 BackgroundTexMatrix;\n"
1376 "uniform mat4 ModelViewMatrix;\n"
1379 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1380 "#ifdef USEVERTEXTEXTUREBLEND\n"
1381 " gl_FrontColor = gl_Color;\n"
1382 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1385 " // transform unnormalized eye direction into tangent space\n"
1386 "#ifdef USEOFFSETMAPPING\n"
1387 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1388 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1389 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1390 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1393 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1394 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1395 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1396 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1398 "#endif // VERTEX_SHADER\n"
1400 "#ifdef FRAGMENT_SHADER\n"
1403 "#ifdef USEOFFSETMAPPING\n"
1404 " // apply offsetmapping\n"
1405 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1406 "#define TexCoord TexCoordOffset\n"
1409 "#ifdef USEALPHAKILL\n"
1410 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1416 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1417 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1418 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1421 "#ifdef USEVERTEXTEXTUREBLEND\n"
1422 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1423 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1425 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1426 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1429 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDGEOMETRY\n"
1437 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1438 "#ifdef VERTEX_SHADER\n"
1439 "uniform mat4 ModelViewMatrix;\n"
1442 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1443 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1445 "#endif // VERTEX_SHADER\n"
1447 "#ifdef FRAGMENT_SHADER\n"
1448 "uniform mat4 ViewToLight;\n"
1449 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1450 "uniform vec2 ScreenToDepth;\n"
1451 "uniform myhalf3 DeferredColor_Ambient;\n"
1452 "uniform myhalf3 DeferredColor_Diffuse;\n"
1453 "#ifdef USESPECULAR\n"
1454 "uniform myhalf3 DeferredColor_Specular;\n"
1455 "uniform myhalf SpecularPower;\n"
1457 "uniform myhalf2 PixelToScreenTexCoord;\n"
1460 " // calculate viewspace pixel position\n"
1461 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1463 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1464 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1465 " // decode viewspace pixel normal\n"
1466 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1467 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1468 " // surfacenormal = pixel normal in viewspace\n"
1469 " // LightVector = pixel to light in viewspace\n"
1470 " // CubeVector = position in lightspace\n"
1471 " // eyevector = pixel to view in viewspace\n"
1472 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1473 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1474 "#ifdef USEDIFFUSE\n"
1475 " // calculate diffuse shading\n"
1476 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1477 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1479 "#ifdef USESPECULAR\n"
1480 " // calculate directional shading\n"
1481 " vec3 eyevector = position * -1.0;\n"
1482 "# ifdef USEEXACTSPECULARMATH\n"
1483 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1485 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1486 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1490 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1491 " fade *= ShadowMapCompare(CubeVector);\n"
1494 "#ifdef USEDIFFUSE\n"
1495 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1497 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1499 "#ifdef USESPECULAR\n"
1500 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1502 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1505 "# ifdef USECUBEFILTER\n"
1506 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1507 " gl_FragData[0].rgb *= cubecolor;\n"
1508 " gl_FragData[1].rgb *= cubecolor;\n"
1511 "#endif // FRAGMENT_SHADER\n"
1512 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1517 "#ifdef VERTEX_SHADER\n"
1518 "uniform mat4 TexMatrix;\n"
1519 "#ifdef USEVERTEXTEXTUREBLEND\n"
1520 "uniform mat4 BackgroundTexMatrix;\n"
1522 "#ifdef MODE_LIGHTSOURCE\n"
1523 "uniform mat4 ModelToLight;\n"
1525 "#ifdef USESHADOWMAPORTHO\n"
1526 "uniform mat4 ShadowMapMatrix;\n"
1530 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1531 " gl_FrontColor = gl_Color;\n"
1533 " // copy the surface texcoord\n"
1534 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1535 "#ifdef USEVERTEXTEXTUREBLEND\n"
1536 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1538 "#ifdef USELIGHTMAP\n"
1539 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1542 "#ifdef MODE_LIGHTSOURCE\n"
1543 " // transform vertex position into light attenuation/cubemap space\n"
1544 " // (-1 to +1 across the light box)\n"
1545 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1547 "# ifdef USEDIFFUSE\n"
1548 " // transform unnormalized light direction into tangent space\n"
1549 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1550 " // normalize it per pixel)\n"
1551 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1552 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1553 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1554 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1558 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1559 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1560 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1561 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1564 " // transform unnormalized eye direction into tangent space\n"
1565 "#ifdef USEEYEVECTOR\n"
1566 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1567 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1568 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1569 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1573 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1574 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1577 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1578 " VectorS = gl_MultiTexCoord1.xyz;\n"
1579 " VectorT = gl_MultiTexCoord2.xyz;\n"
1580 " VectorR = gl_MultiTexCoord3.xyz;\n"
1583 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1584 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1586 "#ifdef USESHADOWMAPORTHO\n"
1587 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1590 "#ifdef USEREFLECTION\n"
1591 " ModelViewProjectionPosition = gl_Position;\n"
1594 "#endif // VERTEX_SHADER\n"
1599 "#ifdef FRAGMENT_SHADER\n"
1600 "#ifdef USEDEFERREDLIGHTMAP\n"
1601 "uniform myhalf2 PixelToScreenTexCoord;\n"
1602 "uniform myhalf3 DeferredMod_Diffuse;\n"
1603 "uniform myhalf3 DeferredMod_Specular;\n"
1605 "uniform myhalf3 Color_Ambient;\n"
1606 "uniform myhalf3 Color_Diffuse;\n"
1607 "uniform myhalf3 Color_Specular;\n"
1608 "uniform myhalf SpecularPower;\n"
1610 "uniform myhalf3 Color_Glow;\n"
1612 "uniform myhalf Alpha;\n"
1613 "#ifdef USEREFLECTION\n"
1614 "uniform vec4 DistortScaleRefractReflect;\n"
1615 "uniform vec4 ScreenScaleRefractReflect;\n"
1616 "uniform vec4 ScreenCenterRefractReflect;\n"
1617 "uniform myhalf4 ReflectColor;\n"
1619 "#ifdef USEREFLECTCUBE\n"
1620 "uniform mat4 ModelToReflectCube;\n"
1621 "uniform sampler2D Texture_ReflectMask;\n"
1622 "uniform samplerCube Texture_ReflectCube;\n"
1624 "#ifdef MODE_LIGHTDIRECTION\n"
1625 "uniform myhalf3 LightColor;\n"
1627 "#ifdef MODE_LIGHTSOURCE\n"
1628 "uniform myhalf3 LightColor;\n"
1632 "#ifdef USEOFFSETMAPPING\n"
1633 " // apply offsetmapping\n"
1634 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1635 "#define TexCoord TexCoordOffset\n"
1638 " // combine the diffuse textures (base, pants, shirt)\n"
1639 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1640 "#ifdef USEALPHAKILL\n"
1641 " if (color.a < 0.5)\n"
1644 " color.a *= Alpha;\n"
1645 "#ifdef USECOLORMAPPING\n"
1646 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1648 "#ifdef USEVERTEXTEXTUREBLEND\n"
1649 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1650 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1651 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1652 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1654 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1657 " // get the surface normal\n"
1658 "#ifdef USEVERTEXTEXTUREBLEND\n"
1659 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1661 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1664 " // get the material colors\n"
1665 " myhalf3 diffusetex = color.rgb;\n"
1666 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1667 "# ifdef USEVERTEXTEXTUREBLEND\n"
1668 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1670 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1674 "#ifdef USEREFLECTCUBE\n"
1675 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1676 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1677 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1678 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1684 "#ifdef MODE_LIGHTSOURCE\n"
1685 " // light source\n"
1686 "#ifdef USEDIFFUSE\n"
1687 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1688 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1689 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1690 "#ifdef USESPECULAR\n"
1691 "#ifdef USEEXACTSPECULARMATH\n"
1692 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1694 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1695 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1697 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1700 " color.rgb = diffusetex * Color_Ambient;\n"
1702 " color.rgb *= LightColor;\n"
1703 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1704 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1705 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1707 "# ifdef USECUBEFILTER\n"
1708 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1710 "#endif // MODE_LIGHTSOURCE\n"
1715 "#ifdef MODE_LIGHTDIRECTION\n"
1717 "#ifdef USEDIFFUSE\n"
1718 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1720 "#define lightcolor LightColor\n"
1721 "#endif // MODE_LIGHTDIRECTION\n"
1722 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1724 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1725 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1726 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1727 " // convert modelspace light vector to tangentspace\n"
1728 " myhalf3 lightnormal;\n"
1729 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1730 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1731 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1732 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1733 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1734 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1735 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1736 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1737 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1738 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1739 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1740 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1741 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1742 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1743 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1745 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1746 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1747 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1753 "#ifdef MODE_FAKELIGHT\n"
1755 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1756 "myhalf3 lightcolor = myhalf3(1.0);\n"
1757 "#endif // MODE_FAKELIGHT\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 " color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1776 "# ifdef USEDIFFUSE\n"
1777 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "# ifdef USESPECULAR\n"
1779 "# ifdef USEEXACTSPECULARMATH\n"
1780 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1782 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1785 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1787 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1790 " color.rgb = diffusetex * Color_Ambient;\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1808 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1813 " color.rgb = FogVertex(color.rgb);\n"
1816 " // 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"
1817 "#ifdef USEREFLECTION\n"
1818 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 " // FIXME temporary hack to detect the case that the reflection\n"
1823 " // gets blackened at edges due to leaving the area that contains actual\n"
1825 " // Remove this 'ack once we have a better way to stop this thing from\n"
1827 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1835 " gl_FragColor = vec4(color);\n"
1837 "#endif // FRAGMENT_SHADER\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1863 =========================================================================================================================================================
1867 =========================================================================================================================================================
1871 =========================================================================================================================================================
1875 =========================================================================================================================================================
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1895 "#define USEEYEVECTOR\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1899 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1903 "#ifdef VERTEX_SHADER\n"
1906 "float4 gl_Vertex : POSITION,\n"
1907 "uniform float4x4 ModelViewProjectionMatrix,\n"
1908 "out float4 gl_Position : POSITION\n"
1911 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 "#else // !MODE_DEPTH_ORSHADOW\n"
1919 "#ifdef MODE_SHOWDEPTH\n"
1920 "#ifdef VERTEX_SHADER\n"
1923 "float4 gl_Vertex : POSITION,\n"
1924 "uniform float4x4 ModelViewProjectionMatrix,\n"
1925 "out float4 gl_Position : POSITION,\n"
1926 "out float4 gl_FrontColor : COLOR0\n"
1929 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1930 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1934 "#ifdef FRAGMENT_SHADER\n"
1937 "float4 gl_FrontColor : COLOR0,\n"
1938 "out float4 gl_FragColor : COLOR\n"
1941 " gl_FragColor = gl_FrontColor;\n"
1944 "#else // !MODE_SHOWDEPTH\n"
1949 "#ifdef MODE_POSTPROCESS\n"
1951 "#ifdef VERTEX_SHADER\n"
1954 "float4 gl_Vertex : POSITION,\n"
1955 "uniform float4x4 ModelViewProjectionMatrix,\n"
1956 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1957 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1958 "out float4 gl_Position : POSITION,\n"
1959 "out float2 TexCoord1 : TEXCOORD0,\n"
1960 "out float2 TexCoord2 : TEXCOORD1\n"
1963 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1964 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1966 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1971 "#ifdef FRAGMENT_SHADER\n"
1974 "float2 TexCoord1 : TEXCOORD0,\n"
1975 "float2 TexCoord2 : TEXCOORD1,\n"
1976 "uniform sampler2D Texture_First,\n"
1978 "uniform sampler2D Texture_Second,\n"
1980 "#ifdef USEGAMMARAMPS\n"
1981 "uniform sampler2D Texture_GammaRamps,\n"
1983 "#ifdef USESATURATION\n"
1984 "uniform float Saturation,\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "uniform float4 ViewTintColor,\n"
1989 "uniform float4 UserVec1,\n"
1990 "uniform float4 UserVec2,\n"
1991 "uniform float4 UserVec3,\n"
1992 "uniform float4 UserVec4,\n"
1993 "uniform float ClientTime,\n"
1994 "uniform float2 PixelSize,\n"
1995 "out float4 gl_FragColor : COLOR\n"
1998 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2000 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2002 "#ifdef USEVIEWTINT\n"
2003 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2006 "#ifdef USEPOSTPROCESSING\n"
2007 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2008 "// 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"
2009 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2010 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2011 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2014 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2017 "#ifdef USESATURATION\n"
2018 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2019 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2020 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2021 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2024 "#ifdef USEGAMMARAMPS\n"
2025 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2026 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2027 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2031 "#else // !MODE_POSTPROCESS\n"
2036 "#ifdef MODE_GENERIC\n"
2037 "#ifdef VERTEX_SHADER\n"
2040 "float4 gl_Vertex : POSITION,\n"
2041 "uniform float4x4 ModelViewProjectionMatrix,\n"
2042 "float4 gl_Color : COLOR0,\n"
2043 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2044 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2045 "out float4 gl_Position : POSITION,\n"
2046 "out float4 gl_FrontColor : COLOR,\n"
2047 "out float2 TexCoord1 : TEXCOORD0,\n"
2048 "out float2 TexCoord2 : TEXCOORD1\n"
2051 " gl_FrontColor = gl_Color;\n"
2052 "#ifdef USEDIFFUSE\n"
2053 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2055 "#ifdef USESPECULAR\n"
2056 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2058 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2062 "#ifdef FRAGMENT_SHADER\n"
2066 "float4 gl_FrontColor : COLOR,\n"
2067 "float2 TexCoord1 : TEXCOORD0,\n"
2068 "float2 TexCoord2 : TEXCOORD1,\n"
2069 "#ifdef USEDIFFUSE\n"
2070 "uniform sampler2D Texture_First,\n"
2072 "#ifdef USESPECULAR\n"
2073 "uniform sampler2D Texture_Second,\n"
2075 "out float4 gl_FragColor : COLOR\n"
2078 " gl_FragColor = gl_FrontColor;\n"
2079 "#ifdef USEDIFFUSE\n"
2080 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2083 "#ifdef USESPECULAR\n"
2084 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2085 "# ifdef USECOLORMAPPING\n"
2086 " gl_FragColor *= tex2;\n"
2089 " gl_FragColor += tex2;\n"
2091 "# ifdef USEVERTEXTEXTUREBLEND\n"
2092 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2097 "#else // !MODE_GENERIC\n"
2102 "#ifdef MODE_BLOOMBLUR\n"
2103 "#ifdef VERTEX_SHADER\n"
2106 "float4 gl_Vertex : POSITION,\n"
2107 "uniform float4x4 ModelViewProjectionMatrix,\n"
2108 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2109 "out float4 gl_Position : POSITION,\n"
2110 "out float2 TexCoord : TEXCOORD0\n"
2113 " TexCoord = gl_MultiTexCoord0.xy;\n"
2114 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2118 "#ifdef FRAGMENT_SHADER\n"
2122 "float2 TexCoord : TEXCOORD0,\n"
2123 "uniform sampler2D Texture_First,\n"
2124 "uniform float4 BloomBlur_Parameters,\n"
2125 "out float4 gl_FragColor : COLOR\n"
2129 " float2 tc = TexCoord;\n"
2130 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2131 " tc += BloomBlur_Parameters.xy;\n"
2132 " for (i = 1;i < SAMPLES;i++)\n"
2134 " color += tex2D(Texture_First, tc).rgb;\n"
2135 " tc += BloomBlur_Parameters.xy;\n"
2137 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2140 "#else // !MODE_BLOOMBLUR\n"
2141 "#ifdef MODE_REFRACTION\n"
2142 "#ifdef VERTEX_SHADER\n"
2145 "float4 gl_Vertex : POSITION,\n"
2146 "uniform float4x4 ModelViewProjectionMatrix,\n"
2147 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2148 "uniform float4x4 TexMatrix,\n"
2149 "uniform float3 EyePosition,\n"
2150 "out float4 gl_Position : POSITION,\n"
2151 "out float2 TexCoord : TEXCOORD0,\n"
2152 "out float3 EyeVector : TEXCOORD1,\n"
2153 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2156 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2157 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2158 " ModelViewProjectionPosition = gl_Position;\n"
2162 "#ifdef FRAGMENT_SHADER\n"
2165 "float2 TexCoord : TEXCOORD0,\n"
2166 "float3 EyeVector : TEXCOORD1,\n"
2167 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2168 "uniform sampler2D Texture_Normal,\n"
2169 "uniform sampler2D Texture_Refraction,\n"
2170 "uniform sampler2D Texture_Reflection,\n"
2171 "uniform float4 DistortScaleRefractReflect,\n"
2172 "uniform float4 ScreenScaleRefractReflect,\n"
2173 "uniform float4 ScreenCenterRefractReflect,\n"
2174 "uniform float4 RefractColor,\n"
2175 "out float4 gl_FragColor : COLOR\n"
2178 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2179 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2180 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2181 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2182 " // FIXME temporary hack to detect the case that the reflection\n"
2183 " // gets blackened at edges due to leaving the area that contains actual\n"
2185 " // Remove this 'ack once we have a better way to stop this thing from\n"
2187 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2188 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2189 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2190 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2191 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2192 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2195 "#else // !MODE_REFRACTION\n"
2200 "#ifdef MODE_WATER\n"
2201 "#ifdef VERTEX_SHADER\n"
2205 "float4 gl_Vertex : POSITION,\n"
2206 "uniform float4x4 ModelViewProjectionMatrix,\n"
2207 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2208 "uniform float4x4 TexMatrix,\n"
2209 "uniform float3 EyePosition,\n"
2210 "out float4 gl_Position : POSITION,\n"
2211 "out float2 TexCoord : TEXCOORD0,\n"
2212 "out float3 EyeVector : TEXCOORD1,\n"
2213 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2216 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2217 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2218 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2219 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2220 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2221 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2222 " ModelViewProjectionPosition = gl_Position;\n"
2226 "#ifdef FRAGMENT_SHADER\n"
2229 "float2 TexCoord : TEXCOORD0,\n"
2230 "float3 EyeVector : TEXCOORD1,\n"
2231 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2232 "uniform sampler2D Texture_Normal,\n"
2233 "uniform sampler2D Texture_Refraction,\n"
2234 "uniform sampler2D Texture_Reflection,\n"
2235 "uniform float4 DistortScaleRefractReflect,\n"
2236 "uniform float4 ScreenScaleRefractReflect,\n"
2237 "uniform float4 ScreenCenterRefractReflect,\n"
2238 "uniform float4 RefractColor,\n"
2239 "uniform float4 ReflectColor,\n"
2240 "uniform float ReflectFactor,\n"
2241 "uniform float ReflectOffset,\n"
2242 "out float4 gl_FragColor : COLOR\n"
2245 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2246 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2247 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2248 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2249 " // FIXME temporary hack to detect the case that the reflection\n"
2250 " // gets blackened at edges due to leaving the area that contains actual\n"
2252 " // Remove this 'ack once we have a better way to stop this thing from\n"
2254 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2255 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2256 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2257 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2258 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2259 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2260 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2261 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2262 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2263 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2264 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2265 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2268 "#else // !MODE_WATER\n"
2273 "// 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"
2275 "// fragment shader specific:\n"
2276 "#ifdef FRAGMENT_SHADER\n"
2279 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2282 "#ifdef USEFOGHEIGHTTEXTURE\n"
2283 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2284 " fogfrac = fogheightpixel.a;\n"
2285 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2287 "# ifdef USEFOGOUTSIDE\n"
2288 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2290 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2292 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2297 "#ifdef USEOFFSETMAPPING\n"
2298 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2300 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2301 " // 14 sample relief mapping: linear search and then binary search\n"
2302 " // this basically steps forward a small amount repeatedly until it finds\n"
2303 " // itself inside solid, then jitters forward and back using decreasing\n"
2304 " // amounts to find the impact\n"
2305 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2306 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2307 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2308 " float3 RT = float3(TexCoord, 1);\n"
2309 " OffsetVector *= 0.1;\n"
2310 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2311 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2312 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2313 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2314 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2315 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2316 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2317 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2318 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2319 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2320 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2321 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2322 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2323 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2326 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2327 " // this basically moves forward the full distance, and then backs up based\n"
2328 " // on height of samples\n"
2329 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2330 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2331 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2332 " TexCoord += OffsetVector;\n"
2333 " OffsetVector *= 0.333;\n"
2334 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2335 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2336 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2337 " return TexCoord;\n"
2340 "#endif // USEOFFSETMAPPING\n"
2342 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2343 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2344 "# ifdef USESHADOWMAPORTHO\n"
2345 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2347 "# ifdef USESHADOWMAPVSDCT\n"
2348 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2350 " float3 adir = abs(dir);\n"
2351 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2352 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2353 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2356 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2358 " float3 adir = abs(dir);\n"
2359 " float ma = adir.z;\n"
2360 " float4 proj = float4(dir, 2.5);\n"
2361 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2362 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2363 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2364 " 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"
2368 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2370 "#ifdef USESHADOWMAPCUBE\n"
2371 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2373 " float3 adir = abs(dir);\n"
2374 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2378 "# ifdef USESHADOWMAPRECT\n"
2379 "#ifdef USESHADOWMAPVSDCT\n"
2380 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2382 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2385 "#ifdef USESHADOWMAPVSDCT\n"
2386 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2388 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2391 "# ifdef USESHADOWSAMPLER\n"
2393 "# ifdef USESHADOWMAPPCF\n"
2394 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2395 " 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"
2397 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2402 "# ifdef USESHADOWMAPPCF\n"
2403 "# if USESHADOWMAPPCF > 1\n"
2404 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2405 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2406 " 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"
2407 " 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"
2408 " 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"
2409 " 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"
2410 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2411 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2413 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2414 " float2 offset = frac(shadowmaptc.xy);\n"
2415 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2416 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2417 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2418 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2419 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2422 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2426 "# ifdef USESHADOWMAPORTHO\n"
2427 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2434 "# ifdef USESHADOWMAP2D\n"
2435 "#ifdef USESHADOWMAPVSDCT\n"
2436 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2438 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2441 "#ifdef USESHADOWMAPVSDCT\n"
2442 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2444 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2448 "# ifdef USESHADOWSAMPLER\n"
2449 "# ifdef USESHADOWMAPPCF\n"
2450 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2451 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2452 " 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"
2454 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2457 "# ifdef USESHADOWMAPPCF\n"
2458 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2459 "# ifdef GL_ARB_texture_gather\n"
2460 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2462 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2464 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2465 " center *= ShadowMap_TextureScale;\n"
2466 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2467 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2468 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2469 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2470 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2471 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2472 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2474 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2475 "# if USESHADOWMAPPCF > 1\n"
2476 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2477 " center *= ShadowMap_TextureScale;\n"
2478 " 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"
2479 " 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"
2480 " 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"
2481 " 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"
2482 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2483 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2485 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2486 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2487 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2488 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2489 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2490 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2494 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2497 "# ifdef USESHADOWMAPORTHO\n"
2498 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2505 "# ifdef USESHADOWMAPCUBE\n"
2506 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2508 " // apply depth texture cubemap as light filter\n"
2509 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2511 "# ifdef USESHADOWSAMPLER\n"
2512 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2514 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2519 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2520 "#endif // FRAGMENT_SHADER\n"
2525 "#ifdef MODE_DEFERREDGEOMETRY\n"
2526 "#ifdef VERTEX_SHADER\n"
2529 "float4 gl_Vertex : POSITION,\n"
2530 "uniform float4x4 ModelViewProjectionMatrix,\n"
2531 "#ifdef USEVERTEXTEXTUREBLEND\n"
2532 "float4 gl_Color : COLOR0,\n"
2534 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2535 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2536 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2537 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2538 "uniform float4x4 TexMatrix,\n"
2539 "#ifdef USEVERTEXTEXTUREBLEND\n"
2540 "uniform float4x4 BackgroundTexMatrix,\n"
2542 "uniform float4x4 ModelViewMatrix,\n"
2543 "#ifdef USEOFFSETMAPPING\n"
2544 "uniform float3 EyePosition,\n"
2546 "out float4 gl_Position : POSITION,\n"
2547 "out float4 gl_FrontColor : COLOR,\n"
2548 "out float4 TexCoordBoth : TEXCOORD0,\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "out float3 EyeVector : TEXCOORD2,\n"
2552 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2553 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2554 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2557 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2558 "#ifdef USEVERTEXTEXTUREBLEND\n"
2559 " gl_FrontColor = gl_Color;\n"
2560 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2563 " // transform unnormalized eye direction into tangent space\n"
2564 "#ifdef USEOFFSETMAPPING\n"
2565 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2566 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2567 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2568 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2571 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2572 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2573 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2574 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2576 "#endif // VERTEX_SHADER\n"
2578 "#ifdef FRAGMENT_SHADER\n"
2581 "float4 TexCoordBoth : TEXCOORD0,\n"
2582 "float3 EyeVector : TEXCOORD2,\n"
2583 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2584 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2585 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2586 "uniform sampler2D Texture_Normal,\n"
2587 "#ifdef USEALPHAKILL\n"
2588 "uniform sampler2D Texture_Color,\n"
2590 "uniform sampler2D Texture_Gloss,\n"
2591 "#ifdef USEVERTEXTEXTUREBLEND\n"
2592 "uniform sampler2D Texture_SecondaryNormal,\n"
2593 "uniform sampler2D Texture_SecondaryGloss,\n"
2595 "#ifdef USEOFFSETMAPPING\n"
2596 "uniform float OffsetMapping_Scale,\n"
2598 "uniform half SpecularPower,\n"
2599 "out float4 gl_FragColor : COLOR\n"
2602 " float2 TexCoord = TexCoordBoth.xy;\n"
2603 "#ifdef USEOFFSETMAPPING\n"
2604 " // apply offsetmapping\n"
2605 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2606 "#define TexCoord TexCoordOffset\n"
2609 "#ifdef USEALPHAKILL\n"
2610 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2614 "#ifdef USEVERTEXTEXTUREBLEND\n"
2615 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2616 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2617 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2618 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2621 "#ifdef USEVERTEXTEXTUREBLEND\n"
2622 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2623 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2625 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2626 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2629 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2631 "#endif // FRAGMENT_SHADER\n"
2632 "#else // !MODE_DEFERREDGEOMETRY\n"
2637 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2638 "#ifdef VERTEX_SHADER\n"
2641 "float4 gl_Vertex : POSITION,\n"
2642 "uniform float4x4 ModelViewProjectionMatrix,\n"
2643 "uniform float4x4 ModelViewMatrix,\n"
2644 "out float4 gl_Position : POSITION,\n"
2645 "out float4 ModelViewPosition : TEXCOORD0\n"
2648 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2649 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2651 "#endif // VERTEX_SHADER\n"
2653 "#ifdef FRAGMENT_SHADER\n"
2656 "float2 Pixel : WPOS,\n"
2657 "float4 ModelViewPosition : TEXCOORD0,\n"
2658 "uniform float4x4 ViewToLight,\n"
2659 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2660 "uniform float3 LightPosition,\n"
2661 "uniform half2 PixelToScreenTexCoord,\n"
2662 "uniform half3 DeferredColor_Ambient,\n"
2663 "uniform half3 DeferredColor_Diffuse,\n"
2664 "#ifdef USESPECULAR\n"
2665 "uniform half3 DeferredColor_Specular,\n"
2666 "uniform half SpecularPower,\n"
2668 "uniform sampler2D Texture_Attenuation,\n"
2669 "uniform sampler2D Texture_ScreenDepth,\n"
2670 "uniform sampler2D Texture_ScreenNormalMap,\n"
2672 "#ifdef USECUBEFILTER\n"
2673 "uniform samplerCUBE Texture_Cube,\n"
2676 "#ifdef USESHADOWMAPRECT\n"
2677 "# ifdef USESHADOWSAMPLER\n"
2678 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2680 "uniform samplerRECT Texture_ShadowMapRect,\n"
2684 "#ifdef USESHADOWMAP2D\n"
2685 "# ifdef USESHADOWSAMPLER\n"
2686 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2688 "uniform sampler2D Texture_ShadowMap2D,\n"
2692 "#ifdef USESHADOWMAPVSDCT\n"
2693 "uniform samplerCUBE Texture_CubeProjection,\n"
2696 "#ifdef USESHADOWMAPCUBE\n"
2697 "# ifdef USESHADOWSAMPLER\n"
2698 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2700 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2704 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2705 "uniform float2 ShadowMap_TextureScale,\n"
2706 "uniform float4 ShadowMap_Parameters,\n"
2709 "out float4 gl_FragData0 : COLOR0,\n"
2710 "out float4 gl_FragData1 : COLOR1\n"
2713 " // calculate viewspace pixel position\n"
2714 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2715 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2716 " float3 position;\n"
2717 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2718 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2719 " // decode viewspace pixel normal\n"
2720 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2721 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2722 " // surfacenormal = pixel normal in viewspace\n"
2723 " // LightVector = pixel to light in viewspace\n"
2724 " // CubeVector = position in lightspace\n"
2725 " // eyevector = pixel to view in viewspace\n"
2726 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2727 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2728 "#ifdef USEDIFFUSE\n"
2729 " // calculate diffuse shading\n"
2730 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2731 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2733 "#ifdef USESPECULAR\n"
2734 " // calculate directional shading\n"
2735 " float3 eyevector = position * -1.0;\n"
2736 "# ifdef USEEXACTSPECULARMATH\n"
2737 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2739 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2740 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2744 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2745 " fade *= ShadowMapCompare(CubeVector,\n"
2746 "# if defined(USESHADOWMAP2D)\n"
2747 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2749 "# if defined(USESHADOWMAPRECT)\n"
2750 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2752 "# if defined(USESHADOWMAPCUBE)\n"
2753 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2756 "#ifdef USESHADOWMAPVSDCT\n"
2757 ", Texture_CubeProjection\n"
2762 "#ifdef USEDIFFUSE\n"
2763 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2765 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2767 "#ifdef USESPECULAR\n"
2768 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2770 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2773 "# ifdef USECUBEFILTER\n"
2774 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2775 " gl_FragData0.rgb *= cubecolor;\n"
2776 " gl_FragData1.rgb *= cubecolor;\n"
2779 "#endif // FRAGMENT_SHADER\n"
2780 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2785 "#ifdef VERTEX_SHADER\n"
2788 "float4 gl_Vertex : POSITION,\n"
2789 "uniform float4x4 ModelViewProjectionMatrix,\n"
2790 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2791 "float4 gl_Color : COLOR0,\n"
2793 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2794 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2795 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2796 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2797 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2799 "uniform float3 EyePosition,\n"
2800 "uniform float4x4 TexMatrix,\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 "uniform float4x4 BackgroundTexMatrix,\n"
2804 "#ifdef MODE_LIGHTSOURCE\n"
2805 "uniform float4x4 ModelToLight,\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 "uniform float3 LightPosition,\n"
2810 "#ifdef MODE_LIGHTDIRECTION\n"
2811 "uniform float3 LightDir,\n"
2813 "uniform float4 FogPlane,\n"
2814 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2815 "uniform float3 LightPosition,\n"
2817 "#ifdef USESHADOWMAPORTHO\n"
2818 "uniform float4x4 ShadowMapMatrix,\n"
2821 "out float4 gl_FrontColor : COLOR,\n"
2822 "out float4 TexCoordBoth : TEXCOORD0,\n"
2823 "#ifdef USELIGHTMAP\n"
2824 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2826 "#ifdef USEEYEVECTOR\n"
2827 "out float3 EyeVector : TEXCOORD2,\n"
2829 "#ifdef USEREFLECTION\n"
2830 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2833 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2835 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2836 "out float3 LightVector : TEXCOORD1,\n"
2838 "#ifdef MODE_LIGHTSOURCE\n"
2839 "out float3 CubeVector : TEXCOORD3,\n"
2841 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2842 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2843 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2844 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2846 "#ifdef USESHADOWMAPORTHO\n"
2847 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2849 "out float4 gl_Position : POSITION\n"
2852 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2853 " gl_FrontColor = gl_Color;\n"
2855 " // copy the surface texcoord\n"
2856 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2857 "#ifdef USEVERTEXTEXTUREBLEND\n"
2858 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2860 "#ifdef USELIGHTMAP\n"
2861 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2864 "#ifdef MODE_LIGHTSOURCE\n"
2865 " // transform vertex position into light attenuation/cubemap space\n"
2866 " // (-1 to +1 across the light box)\n"
2867 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2869 "# ifdef USEDIFFUSE\n"
2870 " // transform unnormalized light direction into tangent space\n"
2871 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2872 " // normalize it per pixel)\n"
2873 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2874 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2875 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2876 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2880 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2881 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2882 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2883 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2886 " // transform unnormalized eye direction into tangent space\n"
2887 "#ifdef USEEYEVECTOR\n"
2888 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2889 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2890 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2891 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2895 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2896 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2899 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2900 " VectorS = gl_MultiTexCoord1.xyz;\n"
2901 " VectorT = gl_MultiTexCoord2.xyz;\n"
2902 " VectorR = gl_MultiTexCoord3.xyz;\n"
2905 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2906 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2908 "#ifdef USESHADOWMAPORTHO\n"
2909 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2912 "#ifdef USEREFLECTION\n"
2913 " ModelViewProjectionPosition = gl_Position;\n"
2916 "#endif // VERTEX_SHADER\n"
2921 "#ifdef FRAGMENT_SHADER\n"
2924 "#ifdef USEDEFERREDLIGHTMAP\n"
2925 "float2 Pixel : WPOS,\n"
2927 "float4 gl_FrontColor : COLOR,\n"
2928 "float4 TexCoordBoth : TEXCOORD0,\n"
2929 "#ifdef USELIGHTMAP\n"
2930 "float2 TexCoordLightmap : TEXCOORD1,\n"
2932 "#ifdef USEEYEVECTOR\n"
2933 "float3 EyeVector : TEXCOORD2,\n"
2935 "#ifdef USEREFLECTION\n"
2936 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2939 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2941 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2942 "float3 LightVector : TEXCOORD1,\n"
2944 "#ifdef MODE_LIGHTSOURCE\n"
2945 "float3 CubeVector : TEXCOORD3,\n"
2947 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2948 "float4 ModelViewPosition : TEXCOORD0,\n"
2950 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2951 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2952 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2953 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2955 "#ifdef USESHADOWMAPORTHO\n"
2956 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2959 "uniform sampler2D Texture_Normal,\n"
2960 "uniform sampler2D Texture_Color,\n"
2961 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2962 "uniform sampler2D Texture_Gloss,\n"
2965 "uniform sampler2D Texture_Glow,\n"
2967 "#ifdef USEVERTEXTEXTUREBLEND\n"
2968 "uniform sampler2D Texture_SecondaryNormal,\n"
2969 "uniform sampler2D Texture_SecondaryColor,\n"
2970 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2971 "uniform sampler2D Texture_SecondaryGloss,\n"
2974 "uniform sampler2D Texture_SecondaryGlow,\n"
2977 "#ifdef USECOLORMAPPING\n"
2978 "uniform sampler2D Texture_Pants,\n"
2979 "uniform sampler2D Texture_Shirt,\n"
2982 "uniform sampler2D Texture_FogHeightTexture,\n"
2983 "uniform sampler2D Texture_FogMask,\n"
2985 "#ifdef USELIGHTMAP\n"
2986 "uniform sampler2D Texture_Lightmap,\n"
2988 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2989 "uniform sampler2D Texture_Deluxemap,\n"
2991 "#ifdef USEREFLECTION\n"
2992 "uniform sampler2D Texture_Reflection,\n"
2995 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2996 "uniform sampler2D Texture_ScreenDepth,\n"
2997 "uniform sampler2D Texture_ScreenNormalMap,\n"
2999 "#ifdef USEDEFERREDLIGHTMAP\n"
3000 "uniform sampler2D Texture_ScreenDiffuse,\n"
3001 "uniform sampler2D Texture_ScreenSpecular,\n"
3004 "#ifdef USECOLORMAPPING\n"
3005 "uniform half3 Color_Pants,\n"
3006 "uniform half3 Color_Shirt,\n"
3009 "uniform float3 FogColor,\n"
3010 "uniform float FogRangeRecip,\n"
3011 "uniform float FogPlaneViewDist,\n"
3012 "uniform float FogHeightFade,\n"
3015 "#ifdef USEOFFSETMAPPING\n"
3016 "uniform float OffsetMapping_Scale,\n"
3019 "#ifdef USEDEFERREDLIGHTMAP\n"
3020 "uniform half2 PixelToScreenTexCoord,\n"
3021 "uniform half3 DeferredMod_Diffuse,\n"
3022 "uniform half3 DeferredMod_Specular,\n"
3024 "uniform half3 Color_Ambient,\n"
3025 "uniform half3 Color_Diffuse,\n"
3026 "uniform half3 Color_Specular,\n"
3027 "uniform half SpecularPower,\n"
3029 "uniform half3 Color_Glow,\n"
3031 "uniform half Alpha,\n"
3032 "#ifdef USEREFLECTION\n"
3033 "uniform float4 DistortScaleRefractReflect,\n"
3034 "uniform float4 ScreenScaleRefractReflect,\n"
3035 "uniform float4 ScreenCenterRefractReflect,\n"
3036 "uniform half4 ReflectColor,\n"
3038 "#ifdef USEREFLECTCUBE\n"
3039 "uniform float4x4 ModelToReflectCube,\n"
3040 "uniform sampler2D Texture_ReflectMask,\n"
3041 "uniform samplerCUBE Texture_ReflectCube,\n"
3043 "#ifdef MODE_LIGHTDIRECTION\n"
3044 "uniform half3 LightColor,\n"
3046 "#ifdef MODE_LIGHTSOURCE\n"
3047 "uniform half3 LightColor,\n"
3050 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3051 "uniform sampler2D Texture_Attenuation,\n"
3052 "uniform samplerCUBE Texture_Cube,\n"
3055 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3057 "#ifdef USESHADOWMAPRECT\n"
3058 "# ifdef USESHADOWSAMPLER\n"
3059 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3061 "uniform samplerRECT Texture_ShadowMapRect,\n"
3065 "#ifdef USESHADOWMAP2D\n"
3066 "# ifdef USESHADOWSAMPLER\n"
3067 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3069 "uniform sampler2D Texture_ShadowMap2D,\n"
3073 "#ifdef USESHADOWMAPVSDCT\n"
3074 "uniform samplerCUBE Texture_CubeProjection,\n"
3077 "#ifdef USESHADOWMAPCUBE\n"
3078 "# ifdef USESHADOWSAMPLER\n"
3079 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3081 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3085 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3086 "uniform float2 ShadowMap_TextureScale,\n"
3087 "uniform float4 ShadowMap_Parameters,\n"
3089 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3091 "out float4 gl_FragColor : COLOR\n"
3094 " float2 TexCoord = TexCoordBoth.xy;\n"
3095 "#ifdef USEVERTEXTEXTUREBLEND\n"
3096 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3098 "#ifdef USEOFFSETMAPPING\n"
3099 " // apply offsetmapping\n"
3100 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3101 "#define TexCoord TexCoordOffset\n"
3104 " // combine the diffuse textures (base, pants, shirt)\n"
3105 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3106 "#ifdef USEALPHAKILL\n"
3107 " if (color.a < 0.5)\n"
3110 " color.a *= Alpha;\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3116 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3117 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3118 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3120 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3123 " // get the surface normal\n"
3124 "#ifdef USEVERTEXTEXTUREBLEND\n"
3125 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3127 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3130 " // get the material colors\n"
3131 " half3 diffusetex = color.rgb;\n"
3132 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3133 "# ifdef USEVERTEXTEXTUREBLEND\n"
3134 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3136 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3140 "#ifdef USEREFLECTCUBE\n"
3141 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3142 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3143 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3144 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3150 "#ifdef MODE_LIGHTSOURCE\n"
3151 " // light source\n"
3152 "#ifdef USEDIFFUSE\n"
3153 " half3 lightnormal = half3(normalize(LightVector));\n"
3154 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3155 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3156 "#ifdef USESPECULAR\n"
3157 "#ifdef USEEXACTSPECULARMATH\n"
3158 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3160 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3161 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3163 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3166 " color.rgb = diffusetex * Color_Ambient;\n"
3168 " color.rgb *= LightColor;\n"
3169 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3170 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3171 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3172 "# if defined(USESHADOWMAP2D)\n"
3173 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3175 "# if defined(USESHADOWMAPRECT)\n"
3176 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3178 "# if defined(USESHADOWMAPCUBE)\n"
3179 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3182 "#ifdef USESHADOWMAPVSDCT\n"
3183 ", Texture_CubeProjection\n"
3188 "# ifdef USECUBEFILTER\n"
3189 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3191 "#endif // MODE_LIGHTSOURCE\n"
3196 "#ifdef MODE_LIGHTDIRECTION\n"
3198 "#ifdef USEDIFFUSE\n"
3199 " half3 lightnormal = half3(normalize(LightVector));\n"
3201 "#define lightcolor LightColor\n"
3202 "#endif // MODE_LIGHTDIRECTION\n"
3203 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3205 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3206 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3207 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3208 " // convert modelspace light vector to tangentspace\n"
3209 " half3 lightnormal;\n"
3210 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3211 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3212 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3213 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3214 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3215 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3216 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3217 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3218 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3219 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3220 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3221 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3222 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3223 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3224 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3226 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3227 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3228 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3234 "#ifdef MODE_FAKELIGHT\n"
3236 "half3 lightnormal = half3(normalize(EyeVector));\n"
3237 "half3 lightcolor = half3(1.0);\n"
3238 "#endif // MODE_FAKELIGHT\n"
3243 "#ifdef MODE_LIGHTMAP\n"
3244 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3245 "#endif // MODE_LIGHTMAP\n"
3246 "#ifdef MODE_VERTEXCOLOR\n"
3247 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3248 "#endif // MODE_VERTEXCOLOR\n"
3249 "#ifdef MODE_FLATCOLOR\n"
3250 " color.rgb = diffusetex * Color_Ambient;\n"
3251 "#endif // MODE_FLATCOLOR\n"
3257 "# ifdef USEDIFFUSE\n"
3258 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3259 "# ifdef USESPECULAR\n"
3260 "# ifdef USEEXACTSPECULARMATH\n"
3261 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3263 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3264 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3266 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3268 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3271 " color.rgb = diffusetex * Color_Ambient;\n"
3275 "#ifdef USESHADOWMAPORTHO\n"
3276 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3277 "# if defined(USESHADOWMAP2D)\n"
3278 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3280 "# if defined(USESHADOWMAPRECT)\n"
3281 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3286 "#ifdef USEDEFERREDLIGHTMAP\n"
3287 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3288 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3289 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3293 "#ifdef USEVERTEXTEXTUREBLEND\n"
3294 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3296 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3301 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3304 " // 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"
3305 "#ifdef USEREFLECTION\n"
3306 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3307 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3308 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3309 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3310 " // FIXME temporary hack to detect the case that the reflection\n"
3311 " // gets blackened at edges due to leaving the area that contains actual\n"
3313 " // Remove this 'ack once we have a better way to stop this thing from\n"
3315 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3316 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3317 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3318 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3319 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3320 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3323 " gl_FragColor = float4(color);\n"
3325 "#endif // FRAGMENT_SHADER\n"
3327 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3328 "#endif // !MODE_DEFERREDGEOMETRY\n"
3329 "#endif // !MODE_WATER\n"
3330 "#endif // !MODE_REFRACTION\n"
3331 "#endif // !MODE_BLOOMBLUR\n"
3332 "#endif // !MODE_GENERIC\n"
3333 "#endif // !MODE_POSTPROCESS\n"
3334 "#endif // !MODE_SHOWDEPTH\n"
3335 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3338 char *glslshaderstring = NULL;
3339 char *cgshaderstring = NULL;
3341 //=======================================================================================================================================================
3343 typedef struct shaderpermutationinfo_s
3345 const char *pretext;
3348 shaderpermutationinfo_t;
3350 typedef struct shadermodeinfo_s
3352 const char *vertexfilename;
3353 const char *geometryfilename;
3354 const char *fragmentfilename;
3355 const char *pretext;
3360 typedef enum shaderpermutation_e
3362 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3363 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3364 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3365 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3366 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3367 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3368 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3369 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3370 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3371 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3372 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3373 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3374 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3375 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3376 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3377 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3378 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3379 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3380 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3381 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3382 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3383 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3384 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3385 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3386 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3387 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3388 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3389 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3390 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3391 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3392 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3394 shaderpermutation_t;
3396 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3397 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3399 {"#define USEDIFFUSE\n", " diffuse"},
3400 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3401 {"#define USEVIEWTINT\n", " viewtint"},
3402 {"#define USECOLORMAPPING\n", " colormapping"},
3403 {"#define USESATURATION\n", " saturation"},
3404 {"#define USEFOGINSIDE\n", " foginside"},
3405 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3406 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3407 {"#define USEGAMMARAMPS\n", " gammaramps"},
3408 {"#define USECUBEFILTER\n", " cubefilter"},
3409 {"#define USEGLOW\n", " glow"},
3410 {"#define USEBLOOM\n", " bloom"},
3411 {"#define USESPECULAR\n", " specular"},
3412 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3413 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3414 {"#define USEREFLECTION\n", " reflection"},
3415 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3416 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3417 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3418 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3419 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3420 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3421 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3422 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3423 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3424 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3425 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3426 {"#define USEALPHAKILL\n", " alphakill"},
3427 {"#define USEREFLECTCUBE\n", " reflectcube"},
3430 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3431 typedef enum shadermode_e
3433 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3434 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3435 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3436 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3437 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3438 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3439 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3440 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3441 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3442 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3443 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3444 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3445 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3446 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3447 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3448 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3453 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3454 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3456 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3457 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3458 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3459 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3460 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3461 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3462 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3463 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3464 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3465 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3466 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3467 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3468 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3469 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3470 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3471 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3475 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3477 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3478 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3479 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3480 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3481 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3482 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3483 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3484 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3485 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3486 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3487 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3488 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3489 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3490 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3491 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3492 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3496 struct r_glsl_permutation_s;
3497 typedef struct r_glsl_permutation_s
3499 /// hash lookup data
3500 struct r_glsl_permutation_s *hashnext;
3502 unsigned int permutation;
3504 /// indicates if we have tried compiling this permutation already
3506 /// 0 if compilation failed
3508 /// locations of detected uniforms in program object, or -1 if not found
3509 int loc_Texture_First;
3510 int loc_Texture_Second;
3511 int loc_Texture_GammaRamps;
3512 int loc_Texture_Normal;
3513 int loc_Texture_Color;
3514 int loc_Texture_Gloss;
3515 int loc_Texture_Glow;
3516 int loc_Texture_SecondaryNormal;
3517 int loc_Texture_SecondaryColor;
3518 int loc_Texture_SecondaryGloss;
3519 int loc_Texture_SecondaryGlow;
3520 int loc_Texture_Pants;
3521 int loc_Texture_Shirt;
3522 int loc_Texture_FogHeightTexture;
3523 int loc_Texture_FogMask;
3524 int loc_Texture_Lightmap;
3525 int loc_Texture_Deluxemap;
3526 int loc_Texture_Attenuation;
3527 int loc_Texture_Cube;
3528 int loc_Texture_Refraction;
3529 int loc_Texture_Reflection;
3530 int loc_Texture_ShadowMapRect;
3531 int loc_Texture_ShadowMapCube;
3532 int loc_Texture_ShadowMap2D;
3533 int loc_Texture_CubeProjection;
3534 int loc_Texture_ScreenDepth;
3535 int loc_Texture_ScreenNormalMap;
3536 int loc_Texture_ScreenDiffuse;
3537 int loc_Texture_ScreenSpecular;
3538 int loc_Texture_ReflectMask;
3539 int loc_Texture_ReflectCube;
3541 int loc_BloomBlur_Parameters;
3543 int loc_Color_Ambient;
3544 int loc_Color_Diffuse;
3545 int loc_Color_Specular;
3547 int loc_Color_Pants;
3548 int loc_Color_Shirt;
3549 int loc_DeferredColor_Ambient;
3550 int loc_DeferredColor_Diffuse;
3551 int loc_DeferredColor_Specular;
3552 int loc_DeferredMod_Diffuse;
3553 int loc_DeferredMod_Specular;
3554 int loc_DistortScaleRefractReflect;
3555 int loc_EyePosition;
3557 int loc_FogHeightFade;
3559 int loc_FogPlaneViewDist;
3560 int loc_FogRangeRecip;
3563 int loc_LightPosition;
3564 int loc_OffsetMapping_Scale;
3566 int loc_ReflectColor;
3567 int loc_ReflectFactor;
3568 int loc_ReflectOffset;
3569 int loc_RefractColor;
3571 int loc_ScreenCenterRefractReflect;
3572 int loc_ScreenScaleRefractReflect;
3573 int loc_ScreenToDepth;
3574 int loc_ShadowMap_Parameters;
3575 int loc_ShadowMap_TextureScale;
3576 int loc_SpecularPower;
3581 int loc_ViewTintColor;
3582 int loc_ViewToLight;
3583 int loc_ModelToLight;
3585 int loc_BackgroundTexMatrix;
3586 int loc_ModelViewProjectionMatrix;
3587 int loc_ModelViewMatrix;
3588 int loc_PixelToScreenTexCoord;
3589 int loc_ModelToReflectCube;
3590 int loc_ShadowMapMatrix;
3592 r_glsl_permutation_t;
3594 #define SHADERPERMUTATION_HASHSIZE 256
3596 /// information about each possible shader permutation
3597 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3598 /// currently selected permutation
3599 r_glsl_permutation_t *r_glsl_permutation;
3600 /// storage for permutations linked in the hash table
3601 memexpandablearray_t r_glsl_permutationarray;
3603 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3605 //unsigned int hashdepth = 0;
3606 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3607 r_glsl_permutation_t *p;
3608 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3610 if (p->mode == mode && p->permutation == permutation)
3612 //if (hashdepth > 10)
3613 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3618 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3620 p->permutation = permutation;
3621 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3622 r_glsl_permutationhash[mode][hashindex] = p;
3623 //if (hashdepth > 10)
3624 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3628 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3631 if (!filename || !filename[0])
3633 if (!strcmp(filename, "glsl/default.glsl"))
3635 if (!glslshaderstring)
3637 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3638 if (glslshaderstring)
3639 Con_DPrintf("Loading shaders from file %s...\n", filename);
3641 glslshaderstring = (char *)builtinshaderstring;
3643 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3644 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3645 return shaderstring;
3647 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3650 if (printfromdisknotice)
3651 Con_DPrintf("from disk %s... ", filename);
3652 return shaderstring;
3654 return shaderstring;
3657 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3660 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3661 int vertstrings_count = 0;
3662 int geomstrings_count = 0;
3663 int fragstrings_count = 0;
3664 char *vertexstring, *geometrystring, *fragmentstring;
3665 const char *vertstrings_list[32+3];
3666 const char *geomstrings_list[32+3];
3667 const char *fragstrings_list[32+3];
3668 char permutationname[256];
3675 permutationname[0] = 0;
3676 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3677 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3678 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3680 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3682 // the first pretext is which type of shader to compile as
3683 // (later these will all be bound together as a program object)
3684 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3685 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3686 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3688 // the second pretext is the mode (for example a light source)
3689 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3690 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3691 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3692 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3694 // now add all the permutation pretexts
3695 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3697 if (permutation & (1<<i))
3699 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3700 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3701 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3702 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3706 // keep line numbers correct
3707 vertstrings_list[vertstrings_count++] = "\n";
3708 geomstrings_list[geomstrings_count++] = "\n";
3709 fragstrings_list[fragstrings_count++] = "\n";
3713 // now append the shader text itself
3714 vertstrings_list[vertstrings_count++] = vertexstring;
3715 geomstrings_list[geomstrings_count++] = geometrystring;
3716 fragstrings_list[fragstrings_count++] = fragmentstring;
3718 // if any sources were NULL, clear the respective list
3720 vertstrings_count = 0;
3721 if (!geometrystring)
3722 geomstrings_count = 0;
3723 if (!fragmentstring)
3724 fragstrings_count = 0;
3726 // compile the shader program
3727 if (vertstrings_count + geomstrings_count + fragstrings_count)
3728 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3732 qglUseProgramObjectARB(p->program);CHECKGLERROR
3733 // look up all the uniform variable names we care about, so we don't
3734 // have to look them up every time we set them
3736 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3737 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3738 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3739 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3740 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3741 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3742 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3743 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3744 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3745 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3746 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3747 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3748 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3749 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3750 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3751 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3752 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3753 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3754 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3755 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3756 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3757 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3758 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3759 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3760 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3761 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3762 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3763 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3764 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3765 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3766 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3767 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3768 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3769 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3770 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3771 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3772 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3773 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3774 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3775 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3776 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3777 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3778 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3779 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3780 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3781 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3782 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3783 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3784 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3785 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3786 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3787 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3788 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3789 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3790 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3791 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3792 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3793 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3794 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3795 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3796 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3797 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3798 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3799 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3800 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3801 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3802 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3803 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3804 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3805 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3806 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3807 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3808 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3809 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3810 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3811 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3812 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3813 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3814 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3815 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3816 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3817 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3818 // initialize the samplers to refer to the texture units we use
3819 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3820 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3821 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3822 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3823 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3824 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3825 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3826 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3827 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3828 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3829 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3830 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3831 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3832 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3833 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3834 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3835 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3836 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3837 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3838 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3839 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3840 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3841 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3842 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3843 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3844 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3845 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3846 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3847 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3848 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3849 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3851 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3854 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3858 Mem_Free(vertexstring);
3860 Mem_Free(geometrystring);
3862 Mem_Free(fragmentstring);
3865 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3867 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3868 if (r_glsl_permutation != perm)
3870 r_glsl_permutation = perm;
3871 if (!r_glsl_permutation->program)
3873 if (!r_glsl_permutation->compiled)
3874 R_GLSL_CompilePermutation(perm, mode, permutation);
3875 if (!r_glsl_permutation->program)
3877 // remove features until we find a valid permutation
3879 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3881 // reduce i more quickly whenever it would not remove any bits
3882 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3883 if (!(permutation & j))
3886 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3887 if (!r_glsl_permutation->compiled)
3888 R_GLSL_CompilePermutation(perm, mode, permutation);
3889 if (r_glsl_permutation->program)
3892 if (i >= SHADERPERMUTATION_COUNT)
3894 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3895 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3896 qglUseProgramObjectARB(0);CHECKGLERROR
3897 return; // no bit left to clear, entire mode is broken
3902 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3904 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3905 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3906 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3910 #include <Cg/cgGL.h>
3911 struct r_cg_permutation_s;
3912 typedef struct r_cg_permutation_s
3914 /// hash lookup data
3915 struct r_cg_permutation_s *hashnext;
3917 unsigned int permutation;
3919 /// indicates if we have tried compiling this permutation already
3921 /// 0 if compilation failed
3924 /// locations of detected parameters in programs, or NULL if not found
3925 CGparameter vp_EyePosition;
3926 CGparameter vp_FogPlane;
3927 CGparameter vp_LightDir;
3928 CGparameter vp_LightPosition;
3929 CGparameter vp_ModelToLight;
3930 CGparameter vp_TexMatrix;
3931 CGparameter vp_BackgroundTexMatrix;
3932 CGparameter vp_ModelViewProjectionMatrix;
3933 CGparameter vp_ModelViewMatrix;
3934 CGparameter vp_ShadowMapMatrix;
3936 CGparameter fp_Texture_First;
3937 CGparameter fp_Texture_Second;
3938 CGparameter fp_Texture_GammaRamps;
3939 CGparameter fp_Texture_Normal;
3940 CGparameter fp_Texture_Color;
3941 CGparameter fp_Texture_Gloss;
3942 CGparameter fp_Texture_Glow;
3943 CGparameter fp_Texture_SecondaryNormal;
3944 CGparameter fp_Texture_SecondaryColor;
3945 CGparameter fp_Texture_SecondaryGloss;
3946 CGparameter fp_Texture_SecondaryGlow;
3947 CGparameter fp_Texture_Pants;
3948 CGparameter fp_Texture_Shirt;
3949 CGparameter fp_Texture_FogHeightTexture;
3950 CGparameter fp_Texture_FogMask;
3951 CGparameter fp_Texture_Lightmap;
3952 CGparameter fp_Texture_Deluxemap;
3953 CGparameter fp_Texture_Attenuation;
3954 CGparameter fp_Texture_Cube;
3955 CGparameter fp_Texture_Refraction;
3956 CGparameter fp_Texture_Reflection;
3957 CGparameter fp_Texture_ShadowMapRect;
3958 CGparameter fp_Texture_ShadowMapCube;
3959 CGparameter fp_Texture_ShadowMap2D;
3960 CGparameter fp_Texture_CubeProjection;
3961 CGparameter fp_Texture_ScreenDepth;
3962 CGparameter fp_Texture_ScreenNormalMap;
3963 CGparameter fp_Texture_ScreenDiffuse;
3964 CGparameter fp_Texture_ScreenSpecular;
3965 CGparameter fp_Texture_ReflectMask;
3966 CGparameter fp_Texture_ReflectCube;
3967 CGparameter fp_Alpha;
3968 CGparameter fp_BloomBlur_Parameters;
3969 CGparameter fp_ClientTime;
3970 CGparameter fp_Color_Ambient;
3971 CGparameter fp_Color_Diffuse;
3972 CGparameter fp_Color_Specular;
3973 CGparameter fp_Color_Glow;
3974 CGparameter fp_Color_Pants;
3975 CGparameter fp_Color_Shirt;
3976 CGparameter fp_DeferredColor_Ambient;
3977 CGparameter fp_DeferredColor_Diffuse;
3978 CGparameter fp_DeferredColor_Specular;
3979 CGparameter fp_DeferredMod_Diffuse;
3980 CGparameter fp_DeferredMod_Specular;
3981 CGparameter fp_DistortScaleRefractReflect;
3982 CGparameter fp_EyePosition;
3983 CGparameter fp_FogColor;
3984 CGparameter fp_FogHeightFade;
3985 CGparameter fp_FogPlane;
3986 CGparameter fp_FogPlaneViewDist;
3987 CGparameter fp_FogRangeRecip;
3988 CGparameter fp_LightColor;
3989 CGparameter fp_LightDir;
3990 CGparameter fp_LightPosition;
3991 CGparameter fp_OffsetMapping_Scale;
3992 CGparameter fp_PixelSize;
3993 CGparameter fp_ReflectColor;
3994 CGparameter fp_ReflectFactor;
3995 CGparameter fp_ReflectOffset;
3996 CGparameter fp_RefractColor;
3997 CGparameter fp_Saturation;
3998 CGparameter fp_ScreenCenterRefractReflect;
3999 CGparameter fp_ScreenScaleRefractReflect;
4000 CGparameter fp_ScreenToDepth;
4001 CGparameter fp_ShadowMap_Parameters;
4002 CGparameter fp_ShadowMap_TextureScale;
4003 CGparameter fp_SpecularPower;
4004 CGparameter fp_UserVec1;
4005 CGparameter fp_UserVec2;
4006 CGparameter fp_UserVec3;
4007 CGparameter fp_UserVec4;
4008 CGparameter fp_ViewTintColor;
4009 CGparameter fp_ViewToLight;
4010 CGparameter fp_PixelToScreenTexCoord;
4011 CGparameter fp_ModelToReflectCube;
4015 /// information about each possible shader permutation
4016 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4017 /// currently selected permutation
4018 r_cg_permutation_t *r_cg_permutation;
4019 /// storage for permutations linked in the hash table
4020 memexpandablearray_t r_cg_permutationarray;
4022 #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));}}
4024 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4026 //unsigned int hashdepth = 0;
4027 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4028 r_cg_permutation_t *p;
4029 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4031 if (p->mode == mode && p->permutation == permutation)
4033 //if (hashdepth > 10)
4034 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4039 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4041 p->permutation = permutation;
4042 p->hashnext = r_cg_permutationhash[mode][hashindex];
4043 r_cg_permutationhash[mode][hashindex] = p;
4044 //if (hashdepth > 10)
4045 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4049 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4052 if (!filename || !filename[0])
4054 if (!strcmp(filename, "cg/default.cg"))
4056 if (!cgshaderstring)
4058 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4060 Con_DPrintf("Loading shaders from file %s...\n", filename);
4062 cgshaderstring = (char *)builtincgshaderstring;
4064 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4065 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4066 return shaderstring;
4068 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4071 if (printfromdisknotice)
4072 Con_DPrintf("from disk %s... ", filename);
4073 return shaderstring;
4075 return shaderstring;
4078 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4080 // TODO: load or create .fp and .vp shader files
4083 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4086 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4087 int vertstrings_count = 0, vertstring_length = 0;
4088 int geomstrings_count = 0, geomstring_length = 0;
4089 int fragstrings_count = 0, fragstring_length = 0;
4091 char *vertexstring, *geometrystring, *fragmentstring;
4092 char *vertstring, *geomstring, *fragstring;
4093 const char *vertstrings_list[32+3];
4094 const char *geomstrings_list[32+3];
4095 const char *fragstrings_list[32+3];
4096 char permutationname[256];
4097 char cachename[256];
4098 CGprofile vertexProfile;
4099 CGprofile fragmentProfile;
4107 permutationname[0] = 0;
4109 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4110 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4111 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4113 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4114 strlcat(cachename, "cg/", sizeof(cachename));
4116 // the first pretext is which type of shader to compile as
4117 // (later these will all be bound together as a program object)
4118 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4119 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4120 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4122 // the second pretext is the mode (for example a light source)
4123 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4124 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4125 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4126 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4127 strlcat(cachename, modeinfo->name, sizeof(cachename));
4129 // now add all the permutation pretexts
4130 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4132 if (permutation & (1<<i))
4134 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4135 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4136 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4137 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4138 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4142 // keep line numbers correct
4143 vertstrings_list[vertstrings_count++] = "\n";
4144 geomstrings_list[geomstrings_count++] = "\n";
4145 fragstrings_list[fragstrings_count++] = "\n";
4149 // replace spaces in the cachename with _ characters
4150 for (i = 0;cachename[i];i++)
4151 if (cachename[i] == ' ')
4154 // now append the shader text itself
4155 vertstrings_list[vertstrings_count++] = vertexstring;
4156 geomstrings_list[geomstrings_count++] = geometrystring;
4157 fragstrings_list[fragstrings_count++] = fragmentstring;
4159 // if any sources were NULL, clear the respective list
4161 vertstrings_count = 0;
4162 if (!geometrystring)
4163 geomstrings_count = 0;
4164 if (!fragmentstring)
4165 fragstrings_count = 0;
4167 vertstring_length = 0;
4168 for (i = 0;i < vertstrings_count;i++)
4169 vertstring_length += strlen(vertstrings_list[i]);
4170 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4171 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4172 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4174 geomstring_length = 0;
4175 for (i = 0;i < geomstrings_count;i++)
4176 geomstring_length += strlen(geomstrings_list[i]);
4177 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4178 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4179 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4181 fragstring_length = 0;
4182 for (i = 0;i < fragstrings_count;i++)
4183 fragstring_length += strlen(fragstrings_list[i]);
4184 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4185 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4186 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4190 //vertexProfile = CG_PROFILE_ARBVP1;
4191 //fragmentProfile = CG_PROFILE_ARBFP1;
4192 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4193 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4194 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4195 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4196 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4199 // try to load the cached shader, or generate one
4200 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4202 // if caching failed, do a dynamic compile for now
4204 if (vertstring[0] && !p->vprogram)
4205 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4207 if (fragstring[0] && !p->fprogram)
4208 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4211 // look up all the uniform variable names we care about, so we don't
4212 // have to look them up every time we set them
4216 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4217 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4218 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4219 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4220 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4221 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4222 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4223 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4224 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4225 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4226 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4227 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4233 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4234 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4235 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4236 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4237 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4238 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4239 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4240 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4241 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4242 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4243 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4244 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4245 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4246 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4247 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4248 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4249 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4250 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4251 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4252 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4253 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4254 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4255 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4256 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4257 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4258 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4259 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4260 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4261 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4262 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4263 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4264 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4265 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4266 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4267 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4268 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4269 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4270 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4271 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4272 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4273 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4274 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4275 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4276 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4277 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4278 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4279 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4280 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4281 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4282 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4283 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4284 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4285 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4286 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4287 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4288 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4289 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4290 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4291 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4292 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4293 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4294 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4295 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4296 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4297 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4298 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4299 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4300 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4301 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4302 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4303 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4304 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4305 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4306 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4307 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4308 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4309 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4310 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4314 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4315 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4317 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4321 Mem_Free(vertstring);
4323 Mem_Free(geomstring);
4325 Mem_Free(fragstring);
4327 Mem_Free(vertexstring);
4329 Mem_Free(geometrystring);
4331 Mem_Free(fragmentstring);
4334 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4336 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4339 if (r_cg_permutation != perm)
4341 r_cg_permutation = perm;
4342 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4344 if (!r_cg_permutation->compiled)
4345 R_CG_CompilePermutation(perm, mode, permutation);
4346 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4348 // remove features until we find a valid permutation
4350 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4352 // reduce i more quickly whenever it would not remove any bits
4353 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4354 if (!(permutation & j))
4357 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4358 if (!r_cg_permutation->compiled)
4359 R_CG_CompilePermutation(perm, mode, permutation);
4360 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4363 if (i >= SHADERPERMUTATION_COUNT)
4365 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4366 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4367 return; // no bit left to clear, entire mode is broken
4373 if (r_cg_permutation->vprogram)
4375 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4376 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4377 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4381 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4382 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4384 if (r_cg_permutation->fprogram)
4386 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4387 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4388 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4392 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4393 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4397 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4398 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4399 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4402 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4404 cgGLSetTextureParameter(param, R_GetTexture(tex));
4405 cgGLEnableTextureParameter(param);
4409 void R_GLSL_Restart_f(void)
4411 unsigned int i, limit;
4412 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4413 Mem_Free(glslshaderstring);
4414 glslshaderstring = NULL;
4415 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4416 Mem_Free(cgshaderstring);
4417 cgshaderstring = NULL;
4418 switch(vid.renderpath)
4420 case RENDERPATH_GL20:
4422 r_glsl_permutation_t *p;
4423 r_glsl_permutation = NULL;
4424 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4425 for (i = 0;i < limit;i++)
4427 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4429 GL_Backend_FreeProgram(p->program);
4430 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4433 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4436 case RENDERPATH_CGGL:
4439 r_cg_permutation_t *p;
4440 r_cg_permutation = NULL;
4441 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4442 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4443 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4444 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4445 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4446 for (i = 0;i < limit;i++)
4448 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4451 cgDestroyProgram(p->vprogram);
4453 cgDestroyProgram(p->fprogram);
4454 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4457 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4461 case RENDERPATH_GL13:
4462 case RENDERPATH_GL11:
4467 void R_GLSL_DumpShader_f(void)
4472 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4475 FS_Print(file, "/* The engine may define the following macros:\n");
4476 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4477 for (i = 0;i < SHADERMODE_COUNT;i++)
4478 FS_Print(file, glslshadermodeinfo[i].pretext);
4479 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4480 FS_Print(file, shaderpermutationinfo[i].pretext);
4481 FS_Print(file, "*/\n");
4482 FS_Print(file, builtinshaderstring);
4484 Con_Printf("glsl/default.glsl written\n");
4487 Con_Printf("failed to write to glsl/default.glsl\n");
4490 file = FS_OpenRealFile("cg/default.cg", "w", false);
4493 FS_Print(file, "/* The engine may define the following macros:\n");
4494 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4495 for (i = 0;i < SHADERMODE_COUNT;i++)
4496 FS_Print(file, cgshadermodeinfo[i].pretext);
4497 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4498 FS_Print(file, shaderpermutationinfo[i].pretext);
4499 FS_Print(file, "*/\n");
4500 FS_Print(file, builtincgshaderstring);
4502 Con_Printf("cg/default.cg written\n");
4505 Con_Printf("failed to write to cg/default.cg\n");
4509 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4512 texturemode = GL_MODULATE;
4513 switch (vid.renderpath)
4515 case RENDERPATH_GL20:
4516 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))));
4517 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4518 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4520 case RENDERPATH_CGGL:
4523 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))));
4524 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4525 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4528 case RENDERPATH_GL13:
4529 R_Mesh_TexBind(0, first );
4530 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4531 R_Mesh_TexBind(1, second);
4533 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4535 case RENDERPATH_GL11:
4536 R_Mesh_TexBind(0, first );
4541 void R_SetupShader_DepthOrShadow(void)
4543 switch (vid.renderpath)
4545 case RENDERPATH_GL20:
4546 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4548 case RENDERPATH_CGGL:
4550 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4553 case RENDERPATH_GL13:
4554 R_Mesh_TexBind(0, 0);
4555 R_Mesh_TexBind(1, 0);
4557 case RENDERPATH_GL11:
4558 R_Mesh_TexBind(0, 0);
4563 void R_SetupShader_ShowDepth(void)
4565 switch (vid.renderpath)
4567 case RENDERPATH_GL20:
4568 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4570 case RENDERPATH_CGGL:
4572 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4575 case RENDERPATH_GL13:
4577 case RENDERPATH_GL11:
4582 extern qboolean r_shadow_usingdeferredprepass;
4583 extern cvar_t r_shadow_deferred_8bitrange;
4584 extern rtexture_t *r_shadow_attenuationgradienttexture;
4585 extern rtexture_t *r_shadow_attenuation2dtexture;
4586 extern rtexture_t *r_shadow_attenuation3dtexture;
4587 extern qboolean r_shadow_usingshadowmaprect;
4588 extern qboolean r_shadow_usingshadowmapcube;
4589 extern qboolean r_shadow_usingshadowmap2d;
4590 extern qboolean r_shadow_usingshadowmaportho;
4591 extern float r_shadow_shadowmap_texturescale[2];
4592 extern float r_shadow_shadowmap_parameters[4];
4593 extern qboolean r_shadow_shadowmapvsdct;
4594 extern qboolean r_shadow_shadowmapsampler;
4595 extern int r_shadow_shadowmappcf;
4596 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4597 extern rtexture_t *r_shadow_shadowmap2dtexture;
4598 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4599 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4600 extern matrix4x4_t r_shadow_shadowmapmatrix;
4601 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4602 extern int r_shadow_prepass_width;
4603 extern int r_shadow_prepass_height;
4604 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4605 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4606 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4607 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4608 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4610 // a blendfunc allows colormod if:
4611 // a) it can never keep the destination pixel invariant, or
4612 // b) it can keep the destination pixel invariant, and still can do so if colormodded
4613 // this is to prevent unintended side effects from colormod
4616 // IF there is a (s, sa) for which for all (d, da),
4617 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4618 // THEN, for this (s, sa) and all (colormod, d, da):
4619 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4620 // OBVIOUSLY, this means that
4621 // s*colormod * src(s*colormod, d, sa, da) = 0
4622 // dst(s*colormod, d, sa, da) = 1
4624 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4626 // main condition to leave dst color invariant:
4627 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4629 // s * 0 + d * dst(s, d, sa, da) == d
4630 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4631 // => colormod is a problem for GL_SRC_COLOR only
4633 // s + d * dst(s, d, sa, da) == d
4635 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4636 // => colormod is never problematic for these
4637 // src == GL_SRC_COLOR:
4638 // s*s + d * dst(s, d, sa, da) == d
4640 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4641 // => colormod is never problematic for these
4642 // src == GL_ONE_MINUS_SRC_COLOR:
4643 // s*(1-s) + d * dst(s, d, sa, da) == d
4644 // => s == 0 or s == 1
4645 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4646 // => colormod is a problem for GL_SRC_COLOR only
4647 // src == GL_DST_COLOR
4648 // s*d + d * dst(s, d, sa, da) == d
4650 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4651 // => colormod is always a problem
4654 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4655 // => colormod is never problematic for these
4656 // => BUT, we do not know s! We must assume it is problematic
4657 // then... except in GL_ONE case, where we know all invariant
4659 // src == GL_ONE_MINUS_DST_COLOR
4660 // s*(1-d) + d * dst(s, d, sa, da) == d
4661 // => s == 0 (1-d is impossible to handle for our desired result)
4662 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4663 // => colormod is never problematic for these
4664 // src == GL_SRC_ALPHA
4665 // s*sa + d * dst(s, d, sa, da) == d
4666 // => s == 0, or sa == 0
4667 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4668 // => colormod breaks in the case GL_SRC_COLOR only
4669 // src == GL_ONE_MINUS_SRC_ALPHA
4670 // s*(1-sa) + d * dst(s, d, sa, da) == d
4671 // => s == 0, or sa == 1
4672 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4673 // => colormod breaks in the case GL_SRC_COLOR only
4674 // src == GL_DST_ALPHA
4675 // s*da + d * dst(s, d, sa, da) == d
4677 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4678 // => colormod is never problematic for these
4683 case GL_ONE_MINUS_SRC_COLOR:
4685 case GL_ONE_MINUS_SRC_ALPHA:
4686 if(dst == GL_SRC_COLOR)
4691 case GL_ONE_MINUS_DST_COLOR:
4693 case GL_ONE_MINUS_DST_ALPHA:
4703 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4705 // select a permutation of the lighting shader appropriate to this
4706 // combination of texture, entity, light source, and fogging, only use the
4707 // minimum features necessary to avoid wasting rendering time in the
4708 // fragment shader on features that are not being used
4709 unsigned int permutation = 0;
4710 unsigned int mode = 0;
4711 qboolean allow_colormod;
4712 static float dummy_colormod[3] = {1, 1, 1};
4713 float *colormod = rsurface.colormod;
4715 if (rsurfacepass == RSURFPASS_BACKGROUND)
4717 // distorted background
4718 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4720 mode = SHADERMODE_WATER;
4721 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4722 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4724 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4726 mode = SHADERMODE_REFRACTION;
4727 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4728 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4732 mode = SHADERMODE_GENERIC;
4733 permutation |= SHADERPERMUTATION_DIFFUSE;
4734 GL_BlendFunc(GL_ONE, GL_ZERO);
4735 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4737 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4738 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4739 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4740 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4741 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4742 R_Mesh_ColorPointer(NULL, 0, 0);
4743 GL_AlphaTest(false);
4745 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4747 if (r_glsl_offsetmapping.integer)
4749 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4750 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4751 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4752 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4753 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4755 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4756 if (r_glsl_offsetmapping_reliefmapping.integer)
4757 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4760 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4761 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4762 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4763 permutation |= SHADERPERMUTATION_ALPHAKILL;
4764 // normalmap (deferred prepass), may use alpha test on diffuse
4765 mode = SHADERMODE_DEFERREDGEOMETRY;
4766 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4767 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4768 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4769 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4770 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4771 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4772 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4773 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4774 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4776 R_Mesh_ColorPointer(NULL, 0, 0);
4777 GL_AlphaTest(false);
4778 GL_BlendFunc(GL_ONE, GL_ZERO);
4779 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4781 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4783 if (r_glsl_offsetmapping.integer)
4785 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4786 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4787 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4788 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4789 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4791 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4792 if (r_glsl_offsetmapping_reliefmapping.integer)
4793 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4796 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4797 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4799 mode = SHADERMODE_LIGHTSOURCE;
4800 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4801 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4802 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4803 permutation |= SHADERPERMUTATION_CUBEFILTER;
4804 if (diffusescale > 0)
4805 permutation |= SHADERPERMUTATION_DIFFUSE;
4806 if (specularscale > 0)
4808 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4809 if (r_shadow_glossexact.integer)
4810 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4812 if (r_refdef.fogenabled)
4813 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4814 if (rsurface.texture->colormapping)
4815 permutation |= SHADERPERMUTATION_COLORMAPPING;
4816 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4818 if (r_shadow_usingshadowmaprect)
4819 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4820 if (r_shadow_usingshadowmap2d)
4821 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4822 if (r_shadow_usingshadowmapcube)
4823 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4824 else if(r_shadow_shadowmapvsdct)
4825 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4827 if (r_shadow_shadowmapsampler)
4828 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4829 if (r_shadow_shadowmappcf > 1)
4830 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4831 else if (r_shadow_shadowmappcf)
4832 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4834 if (rsurface.texture->reflectmasktexture)
4835 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4837 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4839 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4840 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4841 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4845 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4846 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4847 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4849 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4850 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4851 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4853 R_Mesh_ColorPointer(NULL, 0, 0);
4854 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4855 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4856 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4858 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4860 if (r_glsl_offsetmapping.integer)
4862 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4863 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4864 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4865 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4866 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4868 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4869 if (r_glsl_offsetmapping_reliefmapping.integer)
4870 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4874 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4875 // unshaded geometry (fullbright or ambient model lighting)
4876 mode = SHADERMODE_FLATCOLOR;
4877 ambientscale = diffusescale = specularscale = 0;
4878 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4879 permutation |= SHADERPERMUTATION_GLOW;
4880 if (r_refdef.fogenabled)
4881 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4882 if (rsurface.texture->colormapping)
4883 permutation |= SHADERPERMUTATION_COLORMAPPING;
4884 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4886 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4887 if (r_shadow_usingshadowmaprect)
4888 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4889 if (r_shadow_usingshadowmap2d)
4890 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4892 if (r_shadow_shadowmapsampler)
4893 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4894 if (r_shadow_shadowmappcf > 1)
4895 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4896 else if (r_shadow_shadowmappcf)
4897 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4899 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4900 permutation |= SHADERPERMUTATION_REFLECTION;
4901 if (rsurface.texture->reflectmasktexture)
4902 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4903 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4904 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4906 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4907 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4908 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4912 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4913 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4914 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4916 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4917 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4918 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4920 R_Mesh_ColorPointer(NULL, 0, 0);
4921 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4922 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4923 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4925 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4927 if (r_glsl_offsetmapping.integer)
4929 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4930 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4931 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4932 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4933 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4935 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4936 if (r_glsl_offsetmapping_reliefmapping.integer)
4937 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4940 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4941 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4942 // directional model lighting
4943 mode = SHADERMODE_LIGHTDIRECTION;
4944 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4945 permutation |= SHADERPERMUTATION_GLOW;
4946 permutation |= SHADERPERMUTATION_DIFFUSE;
4947 if (specularscale > 0)
4949 permutation |= SHADERPERMUTATION_SPECULAR;
4950 if (r_shadow_glossexact.integer)
4951 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4953 if (r_refdef.fogenabled)
4954 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4955 if (rsurface.texture->colormapping)
4956 permutation |= SHADERPERMUTATION_COLORMAPPING;
4957 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4959 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4960 if (r_shadow_usingshadowmaprect)
4961 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4962 if (r_shadow_usingshadowmap2d)
4963 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4965 if (r_shadow_shadowmapsampler)
4966 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4967 if (r_shadow_shadowmappcf > 1)
4968 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4969 else if (r_shadow_shadowmappcf)
4970 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4972 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4973 permutation |= SHADERPERMUTATION_REFLECTION;
4974 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4975 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4976 if (rsurface.texture->reflectmasktexture)
4977 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4978 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4979 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4981 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4982 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4983 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4987 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4988 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4989 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4991 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4992 R_Mesh_ColorPointer(NULL, 0, 0);
4993 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4994 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4995 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4997 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4999 if (r_glsl_offsetmapping.integer)
5001 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5002 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5003 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5004 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5005 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5007 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5008 if (r_glsl_offsetmapping_reliefmapping.integer)
5009 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5012 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5013 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5014 // ambient model lighting
5015 mode = SHADERMODE_LIGHTDIRECTION;
5016 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5017 permutation |= SHADERPERMUTATION_GLOW;
5018 if (r_refdef.fogenabled)
5019 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5020 if (rsurface.texture->colormapping)
5021 permutation |= SHADERPERMUTATION_COLORMAPPING;
5022 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5024 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5025 if (r_shadow_usingshadowmaprect)
5026 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5027 if (r_shadow_usingshadowmap2d)
5028 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5030 if (r_shadow_shadowmapsampler)
5031 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5032 if (r_shadow_shadowmappcf > 1)
5033 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5034 else if (r_shadow_shadowmappcf)
5035 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5037 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5038 permutation |= SHADERPERMUTATION_REFLECTION;
5039 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5040 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5041 if (rsurface.texture->reflectmasktexture)
5042 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5043 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5044 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5046 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5047 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5048 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5052 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5053 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5054 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5056 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5057 R_Mesh_ColorPointer(NULL, 0, 0);
5058 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5059 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5060 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5064 if (r_glsl_offsetmapping.integer)
5066 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5067 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5068 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5069 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5070 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5072 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5073 if (r_glsl_offsetmapping_reliefmapping.integer)
5074 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5078 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5080 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5081 permutation |= SHADERPERMUTATION_GLOW;
5082 if (r_refdef.fogenabled)
5083 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5084 if (rsurface.texture->colormapping)
5085 permutation |= SHADERPERMUTATION_COLORMAPPING;
5086 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5088 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5089 if (r_shadow_usingshadowmaprect)
5090 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5091 if (r_shadow_usingshadowmap2d)
5092 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5094 if (r_shadow_shadowmapsampler)
5095 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5096 if (r_shadow_shadowmappcf > 1)
5097 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5098 else if (r_shadow_shadowmappcf)
5099 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5101 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5102 permutation |= SHADERPERMUTATION_REFLECTION;
5103 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5104 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5105 if (rsurface.texture->reflectmasktexture)
5106 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5107 if (FAKELIGHT_ENABLED)
5109 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5110 mode = SHADERMODE_FAKELIGHT;
5111 permutation |= SHADERPERMUTATION_DIFFUSE;
5112 if (specularscale > 0)
5114 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5115 if (r_shadow_glossexact.integer)
5116 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5118 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5119 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5121 R_Mesh_ColorPointer(NULL, 0, 0);
5123 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5125 // deluxemapping (light direction texture)
5126 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5127 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5129 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5130 permutation |= SHADERPERMUTATION_DIFFUSE;
5131 if (specularscale > 0)
5133 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5134 if (r_shadow_glossexact.integer)
5135 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5137 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5138 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5139 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5141 R_Mesh_ColorPointer(NULL, 0, 0);
5143 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5145 // fake deluxemapping (uniform light direction in tangentspace)
5146 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5147 permutation |= SHADERPERMUTATION_DIFFUSE;
5148 if (specularscale > 0)
5150 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5151 if (r_shadow_glossexact.integer)
5152 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5154 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5155 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5156 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5158 R_Mesh_ColorPointer(NULL, 0, 0);
5160 else if (rsurface.uselightmaptexture)
5162 // ordinary lightmapping (q1bsp, q3bsp)
5163 mode = SHADERMODE_LIGHTMAP;
5164 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5165 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5166 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5168 R_Mesh_ColorPointer(NULL, 0, 0);
5172 // ordinary vertex coloring (q3bsp)
5173 mode = SHADERMODE_VERTEXCOLOR;
5174 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5175 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5177 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5178 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5180 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5181 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5182 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5186 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5187 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5188 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5190 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5191 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5192 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5195 colormod = dummy_colormod;
5196 switch(vid.renderpath)
5198 case RENDERPATH_GL20:
5199 R_SetupShader_SetPermutationGLSL(mode, permutation);
5200 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5201 if (mode == SHADERMODE_LIGHTSOURCE)
5203 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5204 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5205 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5206 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5207 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5208 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);
5210 // additive passes are only darkened by fog, not tinted
5211 if (r_glsl_permutation->loc_FogColor >= 0)
5212 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5213 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5217 if (mode == SHADERMODE_FLATCOLOR)
5219 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5221 else if (mode == SHADERMODE_LIGHTDIRECTION)
5223 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]);
5224 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]);
5225 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);
5226 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);
5227 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);
5228 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]);
5229 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]);
5233 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]);
5234 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]);
5235 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);
5236 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);
5237 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);
5239 // additive passes are only darkened by fog, not tinted
5240 if (r_glsl_permutation->loc_FogColor >= 0)
5242 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5243 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5245 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5247 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);
5248 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]);
5249 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]);
5250 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]);
5251 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]);
5252 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5253 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5254 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5256 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5257 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5258 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5259 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]);
5260 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]);
5262 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5263 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));
5264 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5265 if (r_glsl_permutation->loc_Color_Pants >= 0)
5267 if (rsurface.texture->pantstexture)
5268 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5270 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5272 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5274 if (rsurface.texture->shirttexture)
5275 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5277 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5279 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]);
5280 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5281 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5282 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5283 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5284 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]);
5285 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5287 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5288 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5289 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5290 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5291 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5292 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5293 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5294 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5295 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5296 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5297 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5298 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5299 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5300 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5301 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5302 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5303 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5304 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5305 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap );
5306 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5307 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5308 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5309 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5310 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5311 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5312 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5313 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5315 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5316 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5317 if (rsurface.rtlight)
5319 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5320 if (r_shadow_usingshadowmapcube)
5321 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5322 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5327 case RENDERPATH_CGGL:
5329 R_SetupShader_SetPermutationCG(mode, permutation);
5330 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5331 if (mode == SHADERMODE_LIGHTSOURCE)
5333 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5334 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5338 if (mode == SHADERMODE_LIGHTDIRECTION)
5340 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
5343 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5344 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5345 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5346 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5347 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
5350 if (mode == SHADERMODE_LIGHTSOURCE)
5352 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5353 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5354 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5355 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5356 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
5358 // additive passes are only darkened by fog, not tinted
5359 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5360 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5364 if (mode == SHADERMODE_FLATCOLOR)
5366 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5368 else if (mode == SHADERMODE_LIGHTDIRECTION)
5370 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
5371 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
5372 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
5373 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
5374 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
5375 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
5376 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
5380 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
5381 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
5382 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
5383 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
5384 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
5386 // additive passes are only darkened by fog, not tinted
5387 if (r_cg_permutation->fp_FogColor)
5389 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5390 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5392 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5395 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
5396 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
5397 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
5398 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
5399 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
5400 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5401 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5402 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5404 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
5405 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
5406 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5407 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
5408 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5409 if (r_cg_permutation->fp_Color_Pants)
5411 if (rsurface.texture->pantstexture)
5412 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5414 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5417 if (r_cg_permutation->fp_Color_Shirt)
5419 if (rsurface.texture->shirttexture)
5420 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5422 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5425 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
5426 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5427 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5428 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5429 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5430 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
5431 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5433 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5434 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5435 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5436 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5437 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5438 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5439 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5440 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5441 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5442 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5443 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5444 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5445 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5446 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5447 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
5448 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5449 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5450 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5451 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5452 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5453 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5454 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5455 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5456 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5457 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5458 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5459 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5461 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5462 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5463 if (rsurface.rtlight)
5465 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5466 if (r_shadow_usingshadowmapcube)
5467 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5468 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5475 case RENDERPATH_GL13:
5476 case RENDERPATH_GL11:
5481 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5483 // select a permutation of the lighting shader appropriate to this
5484 // combination of texture, entity, light source, and fogging, only use the
5485 // minimum features necessary to avoid wasting rendering time in the
5486 // fragment shader on features that are not being used
5487 unsigned int permutation = 0;
5488 unsigned int mode = 0;
5489 const float *lightcolorbase = rtlight->currentcolor;
5490 float ambientscale = rtlight->ambientscale;
5491 float diffusescale = rtlight->diffusescale;
5492 float specularscale = rtlight->specularscale;
5493 // this is the location of the light in view space
5494 vec3_t viewlightorigin;
5495 // this transforms from view space (camera) to light space (cubemap)
5496 matrix4x4_t viewtolight;
5497 matrix4x4_t lighttoview;
5498 float viewtolight16f[16];
5499 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5501 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5502 if (rtlight->currentcubemap != r_texture_whitecube)
5503 permutation |= SHADERPERMUTATION_CUBEFILTER;
5504 if (diffusescale > 0)
5505 permutation |= SHADERPERMUTATION_DIFFUSE;
5506 if (specularscale > 0)
5508 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5509 if (r_shadow_glossexact.integer)
5510 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5512 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5514 if (r_shadow_usingshadowmaprect)
5515 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5516 if (r_shadow_usingshadowmap2d)
5517 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5518 if (r_shadow_usingshadowmapcube)
5519 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5520 else if(r_shadow_shadowmapvsdct)
5521 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5523 if (r_shadow_shadowmapsampler)
5524 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5525 if (r_shadow_shadowmappcf > 1)
5526 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5527 else if (r_shadow_shadowmappcf)
5528 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5530 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5531 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5532 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5533 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5534 switch(vid.renderpath)
5536 case RENDERPATH_GL20:
5537 R_SetupShader_SetPermutationGLSL(mode, permutation);
5538 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5539 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5540 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);
5541 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);
5542 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);
5543 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]);
5544 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]);
5545 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));
5546 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]);
5547 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5549 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5550 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5551 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5552 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5553 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5554 if (r_shadow_usingshadowmapcube)
5555 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5556 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5557 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5559 case RENDERPATH_CGGL:
5561 R_SetupShader_SetPermutationCG(mode, permutation);
5562 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5563 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5564 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
5565 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
5566 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
5567 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
5568 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
5569 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
5570 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
5571 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5573 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5574 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5575 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5576 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5577 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5578 if (r_shadow_usingshadowmapcube)
5579 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5580 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5581 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5584 case RENDERPATH_GL13:
5585 case RENDERPATH_GL11:
5590 #define SKINFRAME_HASH 1024
5594 int loadsequence; // incremented each level change
5595 memexpandablearray_t array;
5596 skinframe_t *hash[SKINFRAME_HASH];
5599 r_skinframe_t r_skinframe;
5601 void R_SkinFrame_PrepareForPurge(void)
5603 r_skinframe.loadsequence++;
5604 // wrap it without hitting zero
5605 if (r_skinframe.loadsequence >= 200)
5606 r_skinframe.loadsequence = 1;
5609 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5613 // mark the skinframe as used for the purging code
5614 skinframe->loadsequence = r_skinframe.loadsequence;
5617 void R_SkinFrame_Purge(void)
5621 for (i = 0;i < SKINFRAME_HASH;i++)
5623 for (s = r_skinframe.hash[i];s;s = s->next)
5625 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5627 if (s->merged == s->base)
5629 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5630 R_PurgeTexture(s->stain );s->stain = NULL;
5631 R_PurgeTexture(s->merged);s->merged = NULL;
5632 R_PurgeTexture(s->base );s->base = NULL;
5633 R_PurgeTexture(s->pants );s->pants = NULL;
5634 R_PurgeTexture(s->shirt );s->shirt = NULL;
5635 R_PurgeTexture(s->nmap );s->nmap = NULL;
5636 R_PurgeTexture(s->gloss );s->gloss = NULL;
5637 R_PurgeTexture(s->glow );s->glow = NULL;
5638 R_PurgeTexture(s->fog );s->fog = NULL;
5639 R_PurgeTexture(s->reflect);s->reflect = NULL;
5640 s->loadsequence = 0;
5646 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5648 char basename[MAX_QPATH];
5650 Image_StripImageExtension(name, basename, sizeof(basename));
5652 if( last == NULL ) {
5654 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5655 item = r_skinframe.hash[hashindex];
5660 // linearly search through the hash bucket
5661 for( ; item ; item = item->next ) {
5662 if( !strcmp( item->basename, basename ) ) {
5669 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5673 char basename[MAX_QPATH];
5675 Image_StripImageExtension(name, basename, sizeof(basename));
5677 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5678 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5679 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5683 rtexture_t *dyntexture;
5684 // check whether its a dynamic texture
5685 dyntexture = CL_GetDynTexture( basename );
5686 if (!add && !dyntexture)
5688 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5689 memset(item, 0, sizeof(*item));
5690 strlcpy(item->basename, basename, sizeof(item->basename));
5691 item->base = dyntexture; // either NULL or dyntexture handle
5692 item->textureflags = textureflags;
5693 item->comparewidth = comparewidth;
5694 item->compareheight = compareheight;
5695 item->comparecrc = comparecrc;
5696 item->next = r_skinframe.hash[hashindex];
5697 r_skinframe.hash[hashindex] = item;
5699 else if( item->base == NULL )
5701 rtexture_t *dyntexture;
5702 // check whether its a dynamic texture
5703 // 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]
5704 dyntexture = CL_GetDynTexture( basename );
5705 item->base = dyntexture; // either NULL or dyntexture handle
5708 R_SkinFrame_MarkUsed(item);
5712 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5714 unsigned long long avgcolor[5], wsum; \
5722 for(pix = 0; pix < cnt; ++pix) \
5725 for(comp = 0; comp < 3; ++comp) \
5727 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5730 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5732 for(comp = 0; comp < 3; ++comp) \
5733 avgcolor[comp] += getpixel * w; \
5736 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5737 avgcolor[4] += getpixel; \
5739 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5741 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5742 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5743 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5744 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5747 extern cvar_t gl_picmip;
5748 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5751 unsigned char *pixels;
5752 unsigned char *bumppixels;
5753 unsigned char *basepixels = NULL;
5754 int basepixels_width = 0;
5755 int basepixels_height = 0;
5756 skinframe_t *skinframe;
5757 rtexture_t *ddsbase = NULL;
5758 qboolean ddshasalpha = false;
5759 float ddsavgcolor[4];
5760 char basename[MAX_QPATH];
5761 int miplevel = R_PicmipForFlags(textureflags);
5762 int savemiplevel = miplevel;
5765 if (cls.state == ca_dedicated)
5768 // return an existing skinframe if already loaded
5769 // if loading of the first image fails, don't make a new skinframe as it
5770 // would cause all future lookups of this to be missing
5771 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5772 if (skinframe && skinframe->base)
5775 Image_StripImageExtension(name, basename, sizeof(basename));
5777 // check for DDS texture file first
5778 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5780 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5781 if (basepixels == NULL)
5785 // FIXME handle miplevel
5787 if (developer_loading.integer)
5788 Con_Printf("loading skin \"%s\"\n", name);
5790 // we've got some pixels to store, so really allocate this new texture now
5792 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5793 skinframe->stain = NULL;
5794 skinframe->merged = NULL;
5795 skinframe->base = NULL;
5796 skinframe->pants = NULL;
5797 skinframe->shirt = NULL;
5798 skinframe->nmap = NULL;
5799 skinframe->gloss = NULL;
5800 skinframe->glow = NULL;
5801 skinframe->fog = NULL;
5802 skinframe->reflect = NULL;
5803 skinframe->hasalpha = false;
5807 skinframe->base = ddsbase;
5808 skinframe->hasalpha = ddshasalpha;
5809 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5810 if (r_loadfog && skinframe->hasalpha)
5811 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5812 //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]);
5816 basepixels_width = image_width;
5817 basepixels_height = image_height;
5818 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);
5819 if (textureflags & TEXF_ALPHA)
5821 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5823 if (basepixels[j] < 255)
5825 skinframe->hasalpha = true;
5829 if (r_loadfog && skinframe->hasalpha)
5831 // has transparent pixels
5832 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5833 for (j = 0;j < image_width * image_height * 4;j += 4)
5838 pixels[j+3] = basepixels[j+3];
5840 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);
5844 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5845 //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]);
5846 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5847 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5848 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5849 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5854 mymiplevel = savemiplevel;
5855 if (r_loadnormalmap)
5856 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);
5857 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5859 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5860 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5861 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5862 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5865 // _norm is the name used by tenebrae and has been adopted as standard
5866 if (r_loadnormalmap && skinframe->nmap == NULL)
5868 mymiplevel = savemiplevel;
5869 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5871 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);
5875 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5877 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5878 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5879 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);
5881 Mem_Free(bumppixels);
5883 else if (r_shadow_bumpscale_basetexture.value > 0)
5885 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5886 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5887 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);
5890 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5891 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5894 // _luma is supported only for tenebrae compatibility
5895 // _glow is the preferred name
5896 mymiplevel = savemiplevel;
5897 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))))
5899 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);
5900 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5901 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5902 Mem_Free(pixels);pixels = NULL;
5905 mymiplevel = savemiplevel;
5906 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5908 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);
5909 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5910 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5915 mymiplevel = savemiplevel;
5916 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5918 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);
5919 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5920 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5925 mymiplevel = savemiplevel;
5926 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5928 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);
5929 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5930 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5935 mymiplevel = savemiplevel;
5936 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5938 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);
5939 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5940 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5946 Mem_Free(basepixels);
5951 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5952 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5955 unsigned char *temp1, *temp2;
5956 skinframe_t *skinframe;
5958 if (cls.state == ca_dedicated)
5961 // if already loaded just return it, otherwise make a new skinframe
5962 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5963 if (skinframe && skinframe->base)
5966 skinframe->stain = NULL;
5967 skinframe->merged = NULL;
5968 skinframe->base = NULL;
5969 skinframe->pants = NULL;
5970 skinframe->shirt = NULL;
5971 skinframe->nmap = NULL;
5972 skinframe->gloss = NULL;
5973 skinframe->glow = NULL;
5974 skinframe->fog = NULL;
5975 skinframe->reflect = NULL;
5976 skinframe->hasalpha = false;
5978 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5982 if (developer_loading.integer)
5983 Con_Printf("loading 32bit skin \"%s\"\n", name);
5985 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5987 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5988 temp2 = temp1 + width * height * 4;
5989 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5990 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);
5993 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5994 if (textureflags & TEXF_ALPHA)
5996 for (i = 3;i < width * height * 4;i += 4)
5998 if (skindata[i] < 255)
6000 skinframe->hasalpha = true;
6004 if (r_loadfog && skinframe->hasalpha)
6006 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6007 memcpy(fogpixels, skindata, width * height * 4);
6008 for (i = 0;i < width * height * 4;i += 4)
6009 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6010 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6011 Mem_Free(fogpixels);
6015 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6016 //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]);
6021 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6025 skinframe_t *skinframe;
6027 if (cls.state == ca_dedicated)
6030 // if already loaded just return it, otherwise make a new skinframe
6031 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6032 if (skinframe && skinframe->base)
6035 skinframe->stain = NULL;
6036 skinframe->merged = NULL;
6037 skinframe->base = NULL;
6038 skinframe->pants = NULL;
6039 skinframe->shirt = NULL;
6040 skinframe->nmap = NULL;
6041 skinframe->gloss = NULL;
6042 skinframe->glow = NULL;
6043 skinframe->fog = NULL;
6044 skinframe->reflect = NULL;
6045 skinframe->hasalpha = false;
6047 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6051 if (developer_loading.integer)
6052 Con_Printf("loading quake skin \"%s\"\n", name);
6054 // 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)
6055 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6056 memcpy(skinframe->qpixels, skindata, width*height);
6057 skinframe->qwidth = width;
6058 skinframe->qheight = height;
6061 for (i = 0;i < width * height;i++)
6062 featuresmask |= palette_featureflags[skindata[i]];
6064 skinframe->hasalpha = false;
6065 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6066 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6067 skinframe->qgeneratemerged = true;
6068 skinframe->qgeneratebase = skinframe->qhascolormapping;
6069 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6071 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6072 //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]);
6077 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6081 unsigned char *skindata;
6083 if (!skinframe->qpixels)
6086 if (!skinframe->qhascolormapping)
6087 colormapped = false;
6091 if (!skinframe->qgeneratebase)
6096 if (!skinframe->qgeneratemerged)
6100 width = skinframe->qwidth;
6101 height = skinframe->qheight;
6102 skindata = skinframe->qpixels;
6104 if (skinframe->qgeneratenmap)
6106 unsigned char *temp1, *temp2;
6107 skinframe->qgeneratenmap = false;
6108 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6109 temp2 = temp1 + width * height * 4;
6110 // use either a custom palette or the quake palette
6111 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6112 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6113 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);
6117 if (skinframe->qgenerateglow)
6119 skinframe->qgenerateglow = false;
6120 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6125 skinframe->qgeneratebase = false;
6126 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);
6127 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6128 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6132 skinframe->qgeneratemerged = false;
6133 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);
6136 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6138 Mem_Free(skinframe->qpixels);
6139 skinframe->qpixels = NULL;
6143 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)
6146 skinframe_t *skinframe;
6148 if (cls.state == ca_dedicated)
6151 // if already loaded just return it, otherwise make a new skinframe
6152 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6153 if (skinframe && skinframe->base)
6156 skinframe->stain = NULL;
6157 skinframe->merged = NULL;
6158 skinframe->base = NULL;
6159 skinframe->pants = NULL;
6160 skinframe->shirt = NULL;
6161 skinframe->nmap = NULL;
6162 skinframe->gloss = NULL;
6163 skinframe->glow = NULL;
6164 skinframe->fog = NULL;
6165 skinframe->reflect = NULL;
6166 skinframe->hasalpha = false;
6168 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6172 if (developer_loading.integer)
6173 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6175 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6176 if (textureflags & TEXF_ALPHA)
6178 for (i = 0;i < width * height;i++)
6180 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6182 skinframe->hasalpha = true;
6186 if (r_loadfog && skinframe->hasalpha)
6187 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6190 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6191 //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]);
6196 skinframe_t *R_SkinFrame_LoadMissing(void)
6198 skinframe_t *skinframe;
6200 if (cls.state == ca_dedicated)
6203 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6204 skinframe->stain = NULL;
6205 skinframe->merged = NULL;
6206 skinframe->base = NULL;
6207 skinframe->pants = NULL;
6208 skinframe->shirt = NULL;
6209 skinframe->nmap = NULL;
6210 skinframe->gloss = NULL;
6211 skinframe->glow = NULL;
6212 skinframe->fog = NULL;
6213 skinframe->reflect = NULL;
6214 skinframe->hasalpha = false;
6216 skinframe->avgcolor[0] = rand() / RAND_MAX;
6217 skinframe->avgcolor[1] = rand() / RAND_MAX;
6218 skinframe->avgcolor[2] = rand() / RAND_MAX;
6219 skinframe->avgcolor[3] = 1;
6224 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6225 typedef struct suffixinfo_s
6228 qboolean flipx, flipy, flipdiagonal;
6231 static suffixinfo_t suffix[3][6] =
6234 {"px", false, false, false},
6235 {"nx", false, false, false},
6236 {"py", false, false, false},
6237 {"ny", false, false, false},
6238 {"pz", false, false, false},
6239 {"nz", false, false, false}
6242 {"posx", false, false, false},
6243 {"negx", false, false, false},
6244 {"posy", false, false, false},
6245 {"negy", false, false, false},
6246 {"posz", false, false, false},
6247 {"negz", false, false, false}
6250 {"rt", true, false, true},
6251 {"lf", false, true, true},
6252 {"ft", true, true, false},
6253 {"bk", false, false, false},
6254 {"up", true, false, true},
6255 {"dn", true, false, true}
6259 static int componentorder[4] = {0, 1, 2, 3};
6261 rtexture_t *R_LoadCubemap(const char *basename)
6263 int i, j, cubemapsize;
6264 unsigned char *cubemappixels, *image_buffer;
6265 rtexture_t *cubemaptexture;
6267 // must start 0 so the first loadimagepixels has no requested width/height
6269 cubemappixels = NULL;
6270 cubemaptexture = NULL;
6271 // keep trying different suffix groups (posx, px, rt) until one loads
6272 for (j = 0;j < 3 && !cubemappixels;j++)
6274 // load the 6 images in the suffix group
6275 for (i = 0;i < 6;i++)
6277 // generate an image name based on the base and and suffix
6278 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6280 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6282 // an image loaded, make sure width and height are equal
6283 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6285 // if this is the first image to load successfully, allocate the cubemap memory
6286 if (!cubemappixels && image_width >= 1)
6288 cubemapsize = image_width;
6289 // note this clears to black, so unavailable sides are black
6290 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6292 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6294 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);
6297 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6299 Mem_Free(image_buffer);
6303 // if a cubemap loaded, upload it
6306 if (developer_loading.integer)
6307 Con_Printf("loading cubemap \"%s\"\n", basename);
6309 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6310 Mem_Free(cubemappixels);
6314 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6315 if (developer_loading.integer)
6317 Con_Printf("(tried tried images ");
6318 for (j = 0;j < 3;j++)
6319 for (i = 0;i < 6;i++)
6320 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6321 Con_Print(" and was unable to find any of them).\n");
6324 return cubemaptexture;
6327 rtexture_t *R_GetCubemap(const char *basename)
6330 for (i = 0;i < r_texture_numcubemaps;i++)
6331 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6332 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6333 if (i >= MAX_CUBEMAPS)
6334 return r_texture_whitecube;
6335 r_texture_numcubemaps++;
6336 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6337 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6338 return r_texture_cubemaps[i].texture;
6341 void R_FreeCubemaps(void)
6344 for (i = 0;i < r_texture_numcubemaps;i++)
6346 if (developer_loading.integer)
6347 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6348 if (r_texture_cubemaps[i].texture)
6349 R_FreeTexture(r_texture_cubemaps[i].texture);
6351 r_texture_numcubemaps = 0;
6354 void R_Main_FreeViewCache(void)
6356 if (r_refdef.viewcache.entityvisible)
6357 Mem_Free(r_refdef.viewcache.entityvisible);
6358 if (r_refdef.viewcache.world_pvsbits)
6359 Mem_Free(r_refdef.viewcache.world_pvsbits);
6360 if (r_refdef.viewcache.world_leafvisible)
6361 Mem_Free(r_refdef.viewcache.world_leafvisible);
6362 if (r_refdef.viewcache.world_surfacevisible)
6363 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6364 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6367 void R_Main_ResizeViewCache(void)
6369 int numentities = r_refdef.scene.numentities;
6370 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6371 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6372 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6373 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6374 if (r_refdef.viewcache.maxentities < numentities)
6376 r_refdef.viewcache.maxentities = numentities;
6377 if (r_refdef.viewcache.entityvisible)
6378 Mem_Free(r_refdef.viewcache.entityvisible);
6379 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6381 if (r_refdef.viewcache.world_numclusters != numclusters)
6383 r_refdef.viewcache.world_numclusters = numclusters;
6384 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6385 if (r_refdef.viewcache.world_pvsbits)
6386 Mem_Free(r_refdef.viewcache.world_pvsbits);
6387 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6389 if (r_refdef.viewcache.world_numleafs != numleafs)
6391 r_refdef.viewcache.world_numleafs = numleafs;
6392 if (r_refdef.viewcache.world_leafvisible)
6393 Mem_Free(r_refdef.viewcache.world_leafvisible);
6394 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6396 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6398 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6399 if (r_refdef.viewcache.world_surfacevisible)
6400 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6401 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6405 extern rtexture_t *loadingscreentexture;
6406 void gl_main_start(void)
6408 loadingscreentexture = NULL;
6409 r_texture_blanknormalmap = NULL;
6410 r_texture_white = NULL;
6411 r_texture_grey128 = NULL;
6412 r_texture_black = NULL;
6413 r_texture_whitecube = NULL;
6414 r_texture_normalizationcube = NULL;
6415 r_texture_fogattenuation = NULL;
6416 r_texture_fogheighttexture = NULL;
6417 r_texture_gammaramps = NULL;
6418 r_texture_numcubemaps = 0;
6420 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6421 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6423 switch(vid.renderpath)
6425 case RENDERPATH_GL20:
6426 case RENDERPATH_CGGL:
6427 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6428 Cvar_SetValueQuick(&gl_combine, 1);
6429 Cvar_SetValueQuick(&r_glsl, 1);
6430 r_loadnormalmap = true;
6434 case RENDERPATH_GL13:
6435 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6436 Cvar_SetValueQuick(&gl_combine, 1);
6437 Cvar_SetValueQuick(&r_glsl, 0);
6438 r_loadnormalmap = false;
6439 r_loadgloss = false;
6442 case RENDERPATH_GL11:
6443 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6444 Cvar_SetValueQuick(&gl_combine, 0);
6445 Cvar_SetValueQuick(&r_glsl, 0);
6446 r_loadnormalmap = false;
6447 r_loadgloss = false;
6453 R_FrameData_Reset();
6457 memset(r_queries, 0, sizeof(r_queries));
6459 r_qwskincache = NULL;
6460 r_qwskincache_size = 0;
6462 // set up r_skinframe loading system for textures
6463 memset(&r_skinframe, 0, sizeof(r_skinframe));
6464 r_skinframe.loadsequence = 1;
6465 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6467 r_main_texturepool = R_AllocTexturePool();
6468 R_BuildBlankTextures();
6470 if (vid.support.arb_texture_cube_map)
6473 R_BuildNormalizationCube();
6475 r_texture_fogattenuation = NULL;
6476 r_texture_fogheighttexture = NULL;
6477 r_texture_gammaramps = NULL;
6478 //r_texture_fogintensity = NULL;
6479 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6480 memset(&r_waterstate, 0, sizeof(r_waterstate));
6481 r_glsl_permutation = NULL;
6482 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6483 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6484 glslshaderstring = NULL;
6486 r_cg_permutation = NULL;
6487 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6488 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6489 cgshaderstring = NULL;
6491 memset(&r_svbsp, 0, sizeof (r_svbsp));
6493 r_refdef.fogmasktable_density = 0;
6496 void gl_main_shutdown(void)
6499 R_FrameData_Reset();
6501 R_Main_FreeViewCache();
6504 qglDeleteQueriesARB(r_maxqueries, r_queries);
6508 memset(r_queries, 0, sizeof(r_queries));
6510 r_qwskincache = NULL;
6511 r_qwskincache_size = 0;
6513 // clear out the r_skinframe state
6514 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6515 memset(&r_skinframe, 0, sizeof(r_skinframe));
6518 Mem_Free(r_svbsp.nodes);
6519 memset(&r_svbsp, 0, sizeof (r_svbsp));
6520 R_FreeTexturePool(&r_main_texturepool);
6521 loadingscreentexture = NULL;
6522 r_texture_blanknormalmap = NULL;
6523 r_texture_white = NULL;
6524 r_texture_grey128 = NULL;
6525 r_texture_black = NULL;
6526 r_texture_whitecube = NULL;
6527 r_texture_normalizationcube = NULL;
6528 r_texture_fogattenuation = NULL;
6529 r_texture_fogheighttexture = NULL;
6530 r_texture_gammaramps = NULL;
6531 r_texture_numcubemaps = 0;
6532 //r_texture_fogintensity = NULL;
6533 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6534 memset(&r_waterstate, 0, sizeof(r_waterstate));
6535 r_glsl_permutation = NULL;
6536 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6537 glslshaderstring = NULL;
6539 r_cg_permutation = NULL;
6540 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6541 cgshaderstring = NULL;
6546 extern void CL_ParseEntityLump(char *entitystring);
6547 void gl_main_newmap(void)
6549 // FIXME: move this code to client
6550 char *entities, entname[MAX_QPATH];
6552 Mem_Free(r_qwskincache);
6553 r_qwskincache = NULL;
6554 r_qwskincache_size = 0;
6557 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6558 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6560 CL_ParseEntityLump(entities);
6564 if (cl.worldmodel->brush.entities)
6565 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6567 R_Main_FreeViewCache();
6569 R_FrameData_Reset();
6572 void GL_Main_Init(void)
6574 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6576 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6577 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6578 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6579 if (gamemode == GAME_NEHAHRA)
6581 Cvar_RegisterVariable (&gl_fogenable);
6582 Cvar_RegisterVariable (&gl_fogdensity);
6583 Cvar_RegisterVariable (&gl_fogred);
6584 Cvar_RegisterVariable (&gl_foggreen);
6585 Cvar_RegisterVariable (&gl_fogblue);
6586 Cvar_RegisterVariable (&gl_fogstart);
6587 Cvar_RegisterVariable (&gl_fogend);
6588 Cvar_RegisterVariable (&gl_skyclip);
6590 Cvar_RegisterVariable(&r_motionblur);
6591 Cvar_RegisterVariable(&r_motionblur_maxblur);
6592 Cvar_RegisterVariable(&r_motionblur_bmin);
6593 Cvar_RegisterVariable(&r_motionblur_vmin);
6594 Cvar_RegisterVariable(&r_motionblur_vmax);
6595 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6596 Cvar_RegisterVariable(&r_motionblur_randomize);
6597 Cvar_RegisterVariable(&r_damageblur);
6598 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6599 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6600 Cvar_RegisterVariable(&r_equalize_entities_by);
6601 Cvar_RegisterVariable(&r_equalize_entities_to);
6602 Cvar_RegisterVariable(&r_depthfirst);
6603 Cvar_RegisterVariable(&r_useinfinitefarclip);
6604 Cvar_RegisterVariable(&r_farclip_base);
6605 Cvar_RegisterVariable(&r_farclip_world);
6606 Cvar_RegisterVariable(&r_nearclip);
6607 Cvar_RegisterVariable(&r_showbboxes);
6608 Cvar_RegisterVariable(&r_showsurfaces);
6609 Cvar_RegisterVariable(&r_showtris);
6610 Cvar_RegisterVariable(&r_shownormals);
6611 Cvar_RegisterVariable(&r_showlighting);
6612 Cvar_RegisterVariable(&r_showshadowvolumes);
6613 Cvar_RegisterVariable(&r_showcollisionbrushes);
6614 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6615 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6616 Cvar_RegisterVariable(&r_showdisabledepthtest);
6617 Cvar_RegisterVariable(&r_drawportals);
6618 Cvar_RegisterVariable(&r_drawentities);
6619 Cvar_RegisterVariable(&r_draw2d);
6620 Cvar_RegisterVariable(&r_drawworld);
6621 Cvar_RegisterVariable(&r_cullentities_trace);
6622 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6623 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6624 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6625 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6626 Cvar_RegisterVariable(&r_drawviewmodel);
6627 Cvar_RegisterVariable(&r_drawexteriormodel);
6628 Cvar_RegisterVariable(&r_speeds);
6629 Cvar_RegisterVariable(&r_fullbrights);
6630 Cvar_RegisterVariable(&r_wateralpha);
6631 Cvar_RegisterVariable(&r_dynamic);
6632 Cvar_RegisterVariable(&r_fakelight);
6633 Cvar_RegisterVariable(&r_fakelight_intensity);
6634 Cvar_RegisterVariable(&r_fullbright);
6635 Cvar_RegisterVariable(&r_shadows);
6636 Cvar_RegisterVariable(&r_shadows_darken);
6637 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6638 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6639 Cvar_RegisterVariable(&r_shadows_throwdistance);
6640 Cvar_RegisterVariable(&r_shadows_throwdirection);
6641 Cvar_RegisterVariable(&r_shadows_focus);
6642 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6643 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6644 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6645 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6646 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6647 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6648 Cvar_RegisterVariable(&r_fog_exp2);
6649 Cvar_RegisterVariable(&r_drawfog);
6650 Cvar_RegisterVariable(&r_transparentdepthmasking);
6651 Cvar_RegisterVariable(&r_texture_dds_load);
6652 Cvar_RegisterVariable(&r_texture_dds_save);
6653 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6654 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6655 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6656 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6657 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6658 Cvar_RegisterVariable(&r_textureunits);
6659 Cvar_RegisterVariable(&gl_combine);
6660 Cvar_RegisterVariable(&r_glsl);
6661 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6662 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6663 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6664 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6665 Cvar_RegisterVariable(&r_glsl_postprocess);
6666 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6667 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6668 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6669 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6670 Cvar_RegisterVariable(&r_water);
6671 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6672 Cvar_RegisterVariable(&r_water_clippingplanebias);
6673 Cvar_RegisterVariable(&r_water_refractdistort);
6674 Cvar_RegisterVariable(&r_water_reflectdistort);
6675 Cvar_RegisterVariable(&r_lerpsprites);
6676 Cvar_RegisterVariable(&r_lerpmodels);
6677 Cvar_RegisterVariable(&r_lerplightstyles);
6678 Cvar_RegisterVariable(&r_waterscroll);
6679 Cvar_RegisterVariable(&r_bloom);
6680 Cvar_RegisterVariable(&r_bloom_colorscale);
6681 Cvar_RegisterVariable(&r_bloom_brighten);
6682 Cvar_RegisterVariable(&r_bloom_blur);
6683 Cvar_RegisterVariable(&r_bloom_resolution);
6684 Cvar_RegisterVariable(&r_bloom_colorexponent);
6685 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6686 Cvar_RegisterVariable(&r_hdr);
6687 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6688 Cvar_RegisterVariable(&r_hdr_glowintensity);
6689 Cvar_RegisterVariable(&r_hdr_range);
6690 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6691 Cvar_RegisterVariable(&developer_texturelogging);
6692 Cvar_RegisterVariable(&gl_lightmaps);
6693 Cvar_RegisterVariable(&r_test);
6694 Cvar_RegisterVariable(&r_batchmode);
6695 Cvar_RegisterVariable(&r_glsl_saturation);
6696 Cvar_RegisterVariable(&r_framedatasize);
6697 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6698 Cvar_SetValue("r_fullbrights", 0);
6699 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6701 Cvar_RegisterVariable(&r_track_sprites);
6702 Cvar_RegisterVariable(&r_track_sprites_flags);
6703 Cvar_RegisterVariable(&r_track_sprites_scalew);
6704 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6705 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6706 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6709 extern void R_Textures_Init(void);
6710 extern void GL_Draw_Init(void);
6711 extern void GL_Main_Init(void);
6712 extern void R_Shadow_Init(void);
6713 extern void R_Sky_Init(void);
6714 extern void GL_Surf_Init(void);
6715 extern void R_Particles_Init(void);
6716 extern void R_Explosion_Init(void);
6717 extern void gl_backend_init(void);
6718 extern void Sbar_Init(void);
6719 extern void R_LightningBeams_Init(void);
6720 extern void Mod_RenderInit(void);
6721 extern void Font_Init(void);
6723 void Render_Init(void)
6736 R_LightningBeams_Init();
6745 extern char *ENGINE_EXTENSIONS;
6748 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6749 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6750 gl_version = (const char *)qglGetString(GL_VERSION);
6751 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6755 if (!gl_platformextensions)
6756 gl_platformextensions = "";
6758 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6759 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6760 Con_Printf("GL_VERSION: %s\n", gl_version);
6761 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6762 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6764 VID_CheckExtensions();
6766 // LordHavoc: report supported extensions
6767 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6769 // clear to black (loading plaque will be seen over this)
6771 qglClearColor(0,0,0,1);CHECKGLERROR
6772 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6775 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6779 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6781 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6784 p = r_refdef.view.frustum + i;
6789 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6793 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6797 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6801 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6805 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6809 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6813 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6817 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6825 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6829 for (i = 0;i < numplanes;i++)
6836 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6840 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6844 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6848 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6852 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6856 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6860 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6864 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6872 //==================================================================================
6874 // LordHavoc: this stores temporary data used within the same frame
6876 qboolean r_framedata_failed;
6877 static size_t r_framedata_size;
6878 static size_t r_framedata_current;
6879 static void *r_framedata_base;
6881 void R_FrameData_Reset(void)
6883 if (r_framedata_base)
6884 Mem_Free(r_framedata_base);
6885 r_framedata_base = NULL;
6886 r_framedata_size = 0;
6887 r_framedata_current = 0;
6888 r_framedata_failed = false;
6891 void R_FrameData_NewFrame(void)
6894 if (r_framedata_failed)
6895 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6896 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6897 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6898 if (r_framedata_size != wantedsize)
6900 r_framedata_size = wantedsize;
6901 if (r_framedata_base)
6902 Mem_Free(r_framedata_base);
6903 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6905 r_framedata_current = 0;
6906 r_framedata_failed = false;
6909 void *R_FrameData_Alloc(size_t size)
6913 // align to 16 byte boundary
6914 size = (size + 15) & ~15;
6915 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6916 r_framedata_current += size;
6919 if (r_framedata_current > r_framedata_size)
6920 r_framedata_failed = true;
6922 // return NULL on everything after a failure
6923 if (r_framedata_failed)
6929 void *R_FrameData_Store(size_t size, void *data)
6931 void *d = R_FrameData_Alloc(size);
6933 memcpy(d, data, size);
6937 //==================================================================================
6939 // LordHavoc: animcache originally written by Echon, rewritten since then
6942 * Animation cache prevents re-generating mesh data for an animated model
6943 * multiple times in one frame for lighting, shadowing, reflections, etc.
6946 void R_AnimCache_Free(void)
6950 void R_AnimCache_ClearCache(void)
6953 entity_render_t *ent;
6955 for (i = 0;i < r_refdef.scene.numentities;i++)
6957 ent = r_refdef.scene.entities[i];
6958 ent->animcache_vertex3f = NULL;
6959 ent->animcache_normal3f = NULL;
6960 ent->animcache_svector3f = NULL;
6961 ent->animcache_tvector3f = NULL;
6965 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6967 dp_model_t *model = ent->model;
6969 // see if it's already cached this frame
6970 if (ent->animcache_vertex3f)
6972 // add normals/tangents if needed
6973 if (wantnormals || wanttangents)
6975 if (ent->animcache_normal3f)
6976 wantnormals = false;
6977 if (ent->animcache_svector3f)
6978 wanttangents = false;
6979 if (wantnormals || wanttangents)
6981 numvertices = model->surfmesh.num_vertices;
6983 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6986 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6987 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6989 if (!r_framedata_failed)
6990 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6996 // see if this ent is worth caching
6997 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6999 // get some memory for this entity and generate mesh data
7000 numvertices = model->surfmesh.num_vertices;
7001 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7003 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7006 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7007 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7009 if (!r_framedata_failed)
7010 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7012 return !r_framedata_failed;
7015 void R_AnimCache_CacheVisibleEntities(void)
7018 qboolean wantnormals = !r_showsurfaces.integer;
7019 qboolean wanttangents = !r_showsurfaces.integer;
7021 switch(vid.renderpath)
7023 case RENDERPATH_GL20:
7024 case RENDERPATH_CGGL:
7026 case RENDERPATH_GL13:
7027 case RENDERPATH_GL11:
7028 wanttangents = false;
7032 // TODO: thread this
7033 // NOTE: R_PrepareRTLights() also caches entities
7035 for (i = 0;i < r_refdef.scene.numentities;i++)
7036 if (r_refdef.viewcache.entityvisible[i])
7037 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7040 //==================================================================================
7042 static void R_View_UpdateEntityLighting (void)
7045 entity_render_t *ent;
7046 vec3_t tempdiffusenormal, avg;
7047 vec_t f, fa, fd, fdd;
7048 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7050 for (i = 0;i < r_refdef.scene.numentities;i++)
7052 ent = r_refdef.scene.entities[i];
7054 // skip unseen models
7055 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7059 if (ent->model && ent->model->brush.num_leafs)
7061 // TODO: use modellight for r_ambient settings on world?
7062 VectorSet(ent->modellight_ambient, 0, 0, 0);
7063 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7064 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7068 // fetch the lighting from the worldmodel data
7069 VectorClear(ent->modellight_ambient);
7070 VectorClear(ent->modellight_diffuse);
7071 VectorClear(tempdiffusenormal);
7072 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7075 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7076 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7077 if(ent->flags & RENDER_EQUALIZE)
7079 // first fix up ambient lighting...
7080 if(r_equalize_entities_minambient.value > 0)
7082 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7085 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7086 if(fa < r_equalize_entities_minambient.value * fd)
7089 // fa'/fd' = minambient
7090 // fa'+0.25*fd' = fa+0.25*fd
7092 // fa' = fd' * minambient
7093 // fd'*(0.25+minambient) = fa+0.25*fd
7095 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7096 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7098 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7099 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
7100 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7101 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7106 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7108 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7109 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7112 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7113 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7114 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7120 VectorSet(ent->modellight_ambient, 1, 1, 1);
7122 // move the light direction into modelspace coordinates for lighting code
7123 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7124 if(VectorLength2(ent->modellight_lightdir) == 0)
7125 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7126 VectorNormalize(ent->modellight_lightdir);
7130 #define MAX_LINEOFSIGHTTRACES 64
7132 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7135 vec3_t boxmins, boxmaxs;
7138 dp_model_t *model = r_refdef.scene.worldmodel;
7140 if (!model || !model->brush.TraceLineOfSight)
7143 // expand the box a little
7144 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7145 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7146 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7147 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7148 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7149 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7151 // return true if eye is inside enlarged box
7152 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7156 VectorCopy(eye, start);
7157 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7158 if (model->brush.TraceLineOfSight(model, start, end))
7161 // try various random positions
7162 for (i = 0;i < numsamples;i++)
7164 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7165 if (model->brush.TraceLineOfSight(model, start, end))
7173 static void R_View_UpdateEntityVisible (void)
7178 entity_render_t *ent;
7180 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7181 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7182 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7183 : RENDER_EXTERIORMODEL;
7184 if (!r_drawviewmodel.integer)
7185 renderimask |= RENDER_VIEWMODEL;
7186 if (!r_drawexteriormodel.integer)
7187 renderimask |= RENDER_EXTERIORMODEL;
7188 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7190 // worldmodel can check visibility
7191 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7192 for (i = 0;i < r_refdef.scene.numentities;i++)
7194 ent = r_refdef.scene.entities[i];
7195 if (!(ent->flags & renderimask))
7196 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)))
7197 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))
7198 r_refdef.viewcache.entityvisible[i] = true;
7200 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7201 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7203 for (i = 0;i < r_refdef.scene.numentities;i++)
7205 ent = r_refdef.scene.entities[i];
7206 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7208 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7210 continue; // temp entities do pvs only
7211 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7212 ent->last_trace_visibility = realtime;
7213 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7214 r_refdef.viewcache.entityvisible[i] = 0;
7221 // no worldmodel or it can't check visibility
7222 for (i = 0;i < r_refdef.scene.numentities;i++)
7224 ent = r_refdef.scene.entities[i];
7225 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));
7230 /// only used if skyrendermasked, and normally returns false
7231 int R_DrawBrushModelsSky (void)
7234 entity_render_t *ent;
7237 for (i = 0;i < r_refdef.scene.numentities;i++)
7239 if (!r_refdef.viewcache.entityvisible[i])
7241 ent = r_refdef.scene.entities[i];
7242 if (!ent->model || !ent->model->DrawSky)
7244 ent->model->DrawSky(ent);
7250 static void R_DrawNoModel(entity_render_t *ent);
7251 static void R_DrawModels(void)
7254 entity_render_t *ent;
7256 for (i = 0;i < r_refdef.scene.numentities;i++)
7258 if (!r_refdef.viewcache.entityvisible[i])
7260 ent = r_refdef.scene.entities[i];
7261 r_refdef.stats.entities++;
7262 if (ent->model && ent->model->Draw != NULL)
7263 ent->model->Draw(ent);
7269 static void R_DrawModelsDepth(void)
7272 entity_render_t *ent;
7274 for (i = 0;i < r_refdef.scene.numentities;i++)
7276 if (!r_refdef.viewcache.entityvisible[i])
7278 ent = r_refdef.scene.entities[i];
7279 if (ent->model && ent->model->DrawDepth != NULL)
7280 ent->model->DrawDepth(ent);
7284 static void R_DrawModelsDebug(void)
7287 entity_render_t *ent;
7289 for (i = 0;i < r_refdef.scene.numentities;i++)
7291 if (!r_refdef.viewcache.entityvisible[i])
7293 ent = r_refdef.scene.entities[i];
7294 if (ent->model && ent->model->DrawDebug != NULL)
7295 ent->model->DrawDebug(ent);
7299 static void R_DrawModelsAddWaterPlanes(void)
7302 entity_render_t *ent;
7304 for (i = 0;i < r_refdef.scene.numentities;i++)
7306 if (!r_refdef.viewcache.entityvisible[i])
7308 ent = r_refdef.scene.entities[i];
7309 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7310 ent->model->DrawAddWaterPlanes(ent);
7314 static void R_View_SetFrustum(void)
7317 double slopex, slopey;
7318 vec3_t forward, left, up, origin;
7320 // we can't trust r_refdef.view.forward and friends in reflected scenes
7321 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7324 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7325 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7326 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7327 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7328 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7329 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7330 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7331 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7332 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7333 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7334 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7335 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7339 zNear = r_refdef.nearclip;
7340 nudge = 1.0 - 1.0 / (1<<23);
7341 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7342 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7343 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7344 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7345 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7346 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7347 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7348 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7354 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7355 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7356 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7357 r_refdef.view.frustum[0].dist = m[15] - m[12];
7359 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7360 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7361 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7362 r_refdef.view.frustum[1].dist = m[15] + m[12];
7364 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7365 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7366 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7367 r_refdef.view.frustum[2].dist = m[15] - m[13];
7369 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7370 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7371 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7372 r_refdef.view.frustum[3].dist = m[15] + m[13];
7374 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7375 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7376 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7377 r_refdef.view.frustum[4].dist = m[15] - m[14];
7379 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7380 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7381 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7382 r_refdef.view.frustum[5].dist = m[15] + m[14];
7385 if (r_refdef.view.useperspective)
7387 slopex = 1.0 / r_refdef.view.frustum_x;
7388 slopey = 1.0 / r_refdef.view.frustum_y;
7389 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7390 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7391 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7392 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7393 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7395 // Leaving those out was a mistake, those were in the old code, and they
7396 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7397 // I couldn't reproduce it after adding those normalizations. --blub
7398 VectorNormalize(r_refdef.view.frustum[0].normal);
7399 VectorNormalize(r_refdef.view.frustum[1].normal);
7400 VectorNormalize(r_refdef.view.frustum[2].normal);
7401 VectorNormalize(r_refdef.view.frustum[3].normal);
7403 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7404 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7405 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7406 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7407 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7409 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7410 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7411 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7412 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7413 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7417 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7418 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7419 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7420 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7421 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7422 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7423 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7424 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7425 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7426 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7428 r_refdef.view.numfrustumplanes = 5;
7430 if (r_refdef.view.useclipplane)
7432 r_refdef.view.numfrustumplanes = 6;
7433 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7436 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7437 PlaneClassify(r_refdef.view.frustum + i);
7439 // LordHavoc: note to all quake engine coders, Quake had a special case
7440 // for 90 degrees which assumed a square view (wrong), so I removed it,
7441 // Quake2 has it disabled as well.
7443 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7444 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7445 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7446 //PlaneClassify(&frustum[0]);
7448 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7449 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7450 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7451 //PlaneClassify(&frustum[1]);
7453 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7454 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7455 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7456 //PlaneClassify(&frustum[2]);
7458 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7459 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7460 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7461 //PlaneClassify(&frustum[3]);
7464 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7465 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7466 //PlaneClassify(&frustum[4]);
7469 void R_View_Update(void)
7471 R_Main_ResizeViewCache();
7472 R_View_SetFrustum();
7473 R_View_WorldVisibility(r_refdef.view.useclipplane);
7474 R_View_UpdateEntityVisible();
7475 R_View_UpdateEntityLighting();
7478 void R_SetupView(qboolean allowwaterclippingplane)
7480 const float *customclipplane = NULL;
7482 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7484 // LordHavoc: couldn't figure out how to make this approach the
7485 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7486 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7487 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7488 dist = r_refdef.view.clipplane.dist;
7489 plane[0] = r_refdef.view.clipplane.normal[0];
7490 plane[1] = r_refdef.view.clipplane.normal[1];
7491 plane[2] = r_refdef.view.clipplane.normal[2];
7493 customclipplane = plane;
7496 if (!r_refdef.view.useperspective)
7497 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);
7498 else if (vid.stencil && r_useinfinitefarclip.integer)
7499 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);
7501 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);
7502 R_SetViewport(&r_refdef.view.viewport);
7505 void R_EntityMatrix(const matrix4x4_t *matrix)
7507 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7509 gl_modelmatrixchanged = false;
7510 gl_modelmatrix = *matrix;
7511 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7512 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7513 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7514 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7516 switch(vid.renderpath)
7518 case RENDERPATH_GL20:
7519 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7520 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7521 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7523 case RENDERPATH_CGGL:
7526 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7527 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7528 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7531 case RENDERPATH_GL13:
7532 case RENDERPATH_GL11:
7533 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7539 void R_ResetViewRendering2D(void)
7541 r_viewport_t viewport;
7544 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7545 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);
7546 R_SetViewport(&viewport);
7547 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7548 GL_Color(1, 1, 1, 1);
7549 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7550 GL_BlendFunc(GL_ONE, GL_ZERO);
7551 GL_AlphaTest(false);
7552 GL_ScissorTest(false);
7553 GL_DepthMask(false);
7554 GL_DepthRange(0, 1);
7555 GL_DepthTest(false);
7556 R_EntityMatrix(&identitymatrix);
7557 R_Mesh_ResetTextureState();
7558 GL_PolygonOffset(0, 0);
7559 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7560 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7561 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7562 qglStencilMask(~0);CHECKGLERROR
7563 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7564 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7565 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7568 void R_ResetViewRendering3D(void)
7573 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7574 GL_Color(1, 1, 1, 1);
7575 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7576 GL_BlendFunc(GL_ONE, GL_ZERO);
7577 GL_AlphaTest(false);
7578 GL_ScissorTest(true);
7580 GL_DepthRange(0, 1);
7582 R_EntityMatrix(&identitymatrix);
7583 R_Mesh_ResetTextureState();
7584 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7585 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7586 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7587 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7588 qglStencilMask(~0);CHECKGLERROR
7589 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7590 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7591 GL_CullFace(r_refdef.view.cullface_back);
7596 R_RenderView_UpdateViewVectors
7599 static void R_RenderView_UpdateViewVectors(void)
7601 // break apart the view matrix into vectors for various purposes
7602 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7603 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7604 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7605 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7606 // make an inverted copy of the view matrix for tracking sprites
7607 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7610 void R_RenderScene(void);
7611 void R_RenderWaterPlanes(void);
7613 static void R_Water_StartFrame(void)
7616 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7617 r_waterstate_waterplane_t *p;
7619 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7622 switch(vid.renderpath)
7624 case RENDERPATH_GL20:
7625 case RENDERPATH_CGGL:
7627 case RENDERPATH_GL13:
7628 case RENDERPATH_GL11:
7632 // set waterwidth and waterheight to the water resolution that will be
7633 // used (often less than the screen resolution for faster rendering)
7634 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7635 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7637 // calculate desired texture sizes
7638 // can't use water if the card does not support the texture size
7639 if (!r_water.integer || r_showsurfaces.integer)
7640 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7641 else if (vid.support.arb_texture_non_power_of_two)
7643 texturewidth = waterwidth;
7644 textureheight = waterheight;
7645 camerawidth = waterwidth;
7646 cameraheight = waterheight;
7650 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7651 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7652 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7653 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7656 // allocate textures as needed
7657 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7659 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7660 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7662 if (p->texture_refraction)
7663 R_FreeTexture(p->texture_refraction);
7664 p->texture_refraction = NULL;
7665 if (p->texture_reflection)
7666 R_FreeTexture(p->texture_reflection);
7667 p->texture_reflection = NULL;
7668 if (p->texture_camera)
7669 R_FreeTexture(p->texture_camera);
7670 p->texture_camera = NULL;
7672 memset(&r_waterstate, 0, sizeof(r_waterstate));
7673 r_waterstate.texturewidth = texturewidth;
7674 r_waterstate.textureheight = textureheight;
7675 r_waterstate.camerawidth = camerawidth;
7676 r_waterstate.cameraheight = cameraheight;
7679 if (r_waterstate.texturewidth)
7681 r_waterstate.enabled = true;
7683 // when doing a reduced render (HDR) we want to use a smaller area
7684 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7685 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7687 // set up variables that will be used in shader setup
7688 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7689 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7690 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7691 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7694 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7695 r_waterstate.numwaterplanes = 0;
7698 void R_Water_AddWaterPlane(msurface_t *surface)
7700 int triangleindex, planeindex;
7707 r_waterstate_waterplane_t *p;
7708 texture_t *t = R_GetCurrentTexture(surface->texture);
7709 cam_ent = t->camera_entity;
7710 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7713 // just use the first triangle with a valid normal for any decisions
7714 VectorClear(normal);
7715 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7717 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7718 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7719 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7720 TriangleNormal(vert[0], vert[1], vert[2], normal);
7721 if (VectorLength2(normal) >= 0.001)
7725 VectorCopy(normal, plane.normal);
7726 VectorNormalize(plane.normal);
7727 plane.dist = DotProduct(vert[0], plane.normal);
7728 PlaneClassify(&plane);
7729 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7731 // skip backfaces (except if nocullface is set)
7732 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7734 VectorNegate(plane.normal, plane.normal);
7736 PlaneClassify(&plane);
7740 // find a matching plane if there is one
7741 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7742 if(p->camera_entity == t->camera_entity)
7743 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7745 if (planeindex >= r_waterstate.maxwaterplanes)
7746 return; // nothing we can do, out of planes
7748 // if this triangle does not fit any known plane rendered this frame, add one
7749 if (planeindex >= r_waterstate.numwaterplanes)
7751 // store the new plane
7752 r_waterstate.numwaterplanes++;
7754 // clear materialflags and pvs
7755 p->materialflags = 0;
7756 p->pvsvalid = false;
7757 p->camera_entity = t->camera_entity;
7759 // merge this surface's materialflags into the waterplane
7760 p->materialflags |= t->currentmaterialflags;
7761 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7763 // merge this surface's PVS into the waterplane
7764 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7765 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7766 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7768 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7774 static void R_Water_ProcessPlanes(void)
7776 r_refdef_view_t originalview;
7777 r_refdef_view_t myview;
7779 r_waterstate_waterplane_t *p;
7782 originalview = r_refdef.view;
7784 // make sure enough textures are allocated
7785 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7787 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7789 if (!p->texture_refraction)
7790 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);
7791 if (!p->texture_refraction)
7794 else if (p->materialflags & MATERIALFLAG_CAMERA)
7796 if (!p->texture_camera)
7797 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);
7798 if (!p->texture_camera)
7802 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7804 if (!p->texture_reflection)
7805 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);
7806 if (!p->texture_reflection)
7812 r_refdef.view = originalview;
7813 r_refdef.view.showdebug = false;
7814 r_refdef.view.width = r_waterstate.waterwidth;
7815 r_refdef.view.height = r_waterstate.waterheight;
7816 r_refdef.view.useclipplane = true;
7817 myview = r_refdef.view;
7818 r_waterstate.renderingscene = true;
7819 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7821 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7823 r_refdef.view = myview;
7824 // render reflected scene and copy into texture
7825 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7826 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7827 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7828 r_refdef.view.clipplane = p->plane;
7829 // reverse the cullface settings for this render
7830 r_refdef.view.cullface_front = GL_FRONT;
7831 r_refdef.view.cullface_back = GL_BACK;
7832 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7834 r_refdef.view.usecustompvs = true;
7836 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7838 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7841 R_ResetViewRendering3D();
7842 R_ClearScreen(r_refdef.fogenabled);
7846 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);
7849 // render the normal view scene and copy into texture
7850 // (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)
7851 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7853 r_waterstate.renderingrefraction = true;
7854 r_refdef.view = myview;
7856 r_refdef.view.clipplane = p->plane;
7857 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7858 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7860 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7862 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7863 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7864 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7865 R_RenderView_UpdateViewVectors();
7866 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7868 r_refdef.view.usecustompvs = true;
7869 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);
7873 PlaneClassify(&r_refdef.view.clipplane);
7875 R_ResetViewRendering3D();
7876 R_ClearScreen(r_refdef.fogenabled);
7880 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);
7881 r_waterstate.renderingrefraction = false;
7883 else if (p->materialflags & MATERIALFLAG_CAMERA)
7885 r_refdef.view = myview;
7887 r_refdef.view.clipplane = p->plane;
7888 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7889 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7891 r_refdef.view.width = r_waterstate.camerawidth;
7892 r_refdef.view.height = r_waterstate.cameraheight;
7893 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7894 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7896 if(p->camera_entity)
7898 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7899 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7902 // reverse the cullface settings for this render
7903 r_refdef.view.cullface_front = GL_FRONT;
7904 r_refdef.view.cullface_back = GL_BACK;
7905 // also reverse the view matrix
7906 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
7907 R_RenderView_UpdateViewVectors();
7908 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7910 r_refdef.view.usecustompvs = true;
7911 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);
7914 // camera needs no clipplane
7915 r_refdef.view.useclipplane = false;
7917 PlaneClassify(&r_refdef.view.clipplane);
7919 R_ResetViewRendering3D();
7920 R_ClearScreen(r_refdef.fogenabled);
7924 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);
7925 r_waterstate.renderingrefraction = false;
7929 r_waterstate.renderingscene = false;
7930 r_refdef.view = originalview;
7931 R_ResetViewRendering3D();
7932 R_ClearScreen(r_refdef.fogenabled);
7936 r_refdef.view = originalview;
7937 r_waterstate.renderingscene = false;
7938 Cvar_SetValueQuick(&r_water, 0);
7939 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7943 void R_Bloom_StartFrame(void)
7945 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7947 switch(vid.renderpath)
7949 case RENDERPATH_GL20:
7950 case RENDERPATH_CGGL:
7952 case RENDERPATH_GL13:
7953 case RENDERPATH_GL11:
7957 // set bloomwidth and bloomheight to the bloom resolution that will be
7958 // used (often less than the screen resolution for faster rendering)
7959 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7960 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7961 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7962 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7963 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7965 // calculate desired texture sizes
7966 if (vid.support.arb_texture_non_power_of_two)
7968 screentexturewidth = r_refdef.view.width;
7969 screentextureheight = r_refdef.view.height;
7970 bloomtexturewidth = r_bloomstate.bloomwidth;
7971 bloomtextureheight = r_bloomstate.bloomheight;
7975 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7976 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7977 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7978 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7981 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))
7983 Cvar_SetValueQuick(&r_hdr, 0);
7984 Cvar_SetValueQuick(&r_bloom, 0);
7985 Cvar_SetValueQuick(&r_motionblur, 0);
7986 Cvar_SetValueQuick(&r_damageblur, 0);
7989 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)))
7990 screentexturewidth = screentextureheight = 0;
7991 if (!r_hdr.integer && !r_bloom.integer)
7992 bloomtexturewidth = bloomtextureheight = 0;
7994 // allocate textures as needed
7995 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7997 if (r_bloomstate.texture_screen)
7998 R_FreeTexture(r_bloomstate.texture_screen);
7999 r_bloomstate.texture_screen = NULL;
8000 r_bloomstate.screentexturewidth = screentexturewidth;
8001 r_bloomstate.screentextureheight = screentextureheight;
8002 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8003 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);
8005 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8007 if (r_bloomstate.texture_bloom)
8008 R_FreeTexture(r_bloomstate.texture_bloom);
8009 r_bloomstate.texture_bloom = NULL;
8010 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8011 r_bloomstate.bloomtextureheight = bloomtextureheight;
8012 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8013 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);
8016 // when doing a reduced render (HDR) we want to use a smaller area
8017 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8018 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8019 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8020 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8021 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8023 // set up a texcoord array for the full resolution screen image
8024 // (we have to keep this around to copy back during final render)
8025 r_bloomstate.screentexcoord2f[0] = 0;
8026 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8027 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8028 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8029 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8030 r_bloomstate.screentexcoord2f[5] = 0;
8031 r_bloomstate.screentexcoord2f[6] = 0;
8032 r_bloomstate.screentexcoord2f[7] = 0;
8034 // set up a texcoord array for the reduced resolution bloom image
8035 // (which will be additive blended over the screen image)
8036 r_bloomstate.bloomtexcoord2f[0] = 0;
8037 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8038 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8039 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8040 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8041 r_bloomstate.bloomtexcoord2f[5] = 0;
8042 r_bloomstate.bloomtexcoord2f[6] = 0;
8043 r_bloomstate.bloomtexcoord2f[7] = 0;
8045 if (r_hdr.integer || r_bloom.integer)
8047 r_bloomstate.enabled = true;
8048 r_bloomstate.hdr = r_hdr.integer != 0;
8051 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);
8054 void R_Bloom_CopyBloomTexture(float colorscale)
8056 r_refdef.stats.bloom++;
8058 // scale down screen texture to the bloom texture size
8060 R_SetViewport(&r_bloomstate.viewport);
8061 GL_BlendFunc(GL_ONE, GL_ZERO);
8062 GL_Color(colorscale, colorscale, colorscale, 1);
8063 // TODO: optimize with multitexture or GLSL
8064 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8065 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8066 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8067 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8069 // we now have a bloom image in the framebuffer
8070 // copy it into the bloom image texture for later processing
8071 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);
8072 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8075 void R_Bloom_CopyHDRTexture(void)
8077 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);
8078 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8081 void R_Bloom_MakeTexture(void)
8084 float xoffset, yoffset, r, brighten;
8086 r_refdef.stats.bloom++;
8088 R_ResetViewRendering2D();
8089 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8090 R_Mesh_ColorPointer(NULL, 0, 0);
8092 // we have a bloom image in the framebuffer
8094 R_SetViewport(&r_bloomstate.viewport);
8096 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8099 r = bound(0, r_bloom_colorexponent.value / x, 1);
8100 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8101 GL_Color(r, r, r, 1);
8102 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8103 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8104 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8105 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8107 // copy the vertically blurred bloom view to a texture
8108 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);
8109 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8112 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8113 brighten = r_bloom_brighten.value;
8115 brighten *= r_hdr_range.value;
8116 brighten = sqrt(brighten);
8118 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8119 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8120 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8122 for (dir = 0;dir < 2;dir++)
8124 // blend on at multiple vertical offsets to achieve a vertical blur
8125 // TODO: do offset blends using GLSL
8126 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8127 GL_BlendFunc(GL_ONE, GL_ZERO);
8128 for (x = -range;x <= range;x++)
8130 if (!dir){xoffset = 0;yoffset = x;}
8131 else {xoffset = x;yoffset = 0;}
8132 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8133 yoffset /= (float)r_bloomstate.bloomtextureheight;
8134 // compute a texcoord array with the specified x and y offset
8135 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8136 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8137 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8138 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8139 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8140 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8141 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8142 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8143 // this r value looks like a 'dot' particle, fading sharply to
8144 // black at the edges
8145 // (probably not realistic but looks good enough)
8146 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8147 //r = brighten/(range*2+1);
8148 r = brighten / (range * 2 + 1);
8150 r *= (1 - x*x/(float)(range*range));
8151 GL_Color(r, r, r, 1);
8152 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8153 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8154 GL_BlendFunc(GL_ONE, GL_ONE);
8157 // copy the vertically blurred bloom view to a texture
8158 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);
8159 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8162 // apply subtract last
8163 // (just like it would be in a GLSL shader)
8164 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8166 GL_BlendFunc(GL_ONE, GL_ZERO);
8167 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8168 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8169 GL_Color(1, 1, 1, 1);
8170 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8171 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8173 GL_BlendFunc(GL_ONE, GL_ONE);
8174 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8175 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8176 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8177 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8178 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8179 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8180 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8182 // copy the darkened bloom view to a texture
8183 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);
8184 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8188 void R_HDR_RenderBloomTexture(void)
8190 int oldwidth, oldheight;
8191 float oldcolorscale;
8193 oldcolorscale = r_refdef.view.colorscale;
8194 oldwidth = r_refdef.view.width;
8195 oldheight = r_refdef.view.height;
8196 r_refdef.view.width = r_bloomstate.bloomwidth;
8197 r_refdef.view.height = r_bloomstate.bloomheight;
8199 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8200 // TODO: add exposure compensation features
8201 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8203 r_refdef.view.showdebug = false;
8204 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8206 R_ResetViewRendering3D();
8208 R_ClearScreen(r_refdef.fogenabled);
8209 if (r_timereport_active)
8210 R_TimeReport("HDRclear");
8213 if (r_timereport_active)
8214 R_TimeReport("visibility");
8216 // only do secondary renders with HDR if r_hdr is 2 or higher
8217 r_waterstate.numwaterplanes = 0;
8218 if (r_waterstate.enabled && r_hdr.integer >= 2)
8219 R_RenderWaterPlanes();
8221 r_refdef.view.showdebug = true;
8223 r_waterstate.numwaterplanes = 0;
8225 R_ResetViewRendering2D();
8227 R_Bloom_CopyHDRTexture();
8228 R_Bloom_MakeTexture();
8230 // restore the view settings
8231 r_refdef.view.width = oldwidth;
8232 r_refdef.view.height = oldheight;
8233 r_refdef.view.colorscale = oldcolorscale;
8235 R_ResetViewRendering3D();
8237 R_ClearScreen(r_refdef.fogenabled);
8238 if (r_timereport_active)
8239 R_TimeReport("viewclear");
8242 static void R_BlendView(void)
8244 unsigned int permutation;
8245 float uservecs[4][4];
8247 switch (vid.renderpath)
8249 case RENDERPATH_GL20:
8250 case RENDERPATH_CGGL:
8252 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8253 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8254 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8255 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8256 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8258 if (r_bloomstate.texture_screen)
8260 // make sure the buffer is available
8261 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8263 R_ResetViewRendering2D();
8264 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8265 R_Mesh_ColorPointer(NULL, 0, 0);
8267 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8269 // declare variables
8271 static float avgspeed;
8273 speed = VectorLength(cl.movement_velocity);
8275 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8276 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8278 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8279 speed = bound(0, speed, 1);
8280 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8282 // calculate values into a standard alpha
8283 cl.motionbluralpha = 1 - exp(-
8285 (r_motionblur.value * speed / 80)
8287 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8290 max(0.0001, cl.time - cl.oldtime) // fps independent
8293 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8294 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8296 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8298 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8299 GL_Color(1, 1, 1, cl.motionbluralpha);
8300 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8301 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8302 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8303 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8307 // copy view into the screen texture
8308 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);
8309 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8311 else if (!r_bloomstate.texture_bloom)
8313 // we may still have to do view tint...
8314 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8316 // apply a color tint to the whole view
8317 R_ResetViewRendering2D();
8318 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8319 R_Mesh_ColorPointer(NULL, 0, 0);
8320 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8321 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8322 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8323 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8325 break; // no screen processing, no bloom, skip it
8328 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8330 // render simple bloom effect
8331 // copy the screen and shrink it and darken it for the bloom process
8332 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8333 // make the bloom texture
8334 R_Bloom_MakeTexture();
8337 #if _MSC_VER >= 1400
8338 #define sscanf sscanf_s
8340 memset(uservecs, 0, sizeof(uservecs));
8341 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8342 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8343 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8344 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8346 R_ResetViewRendering2D();
8347 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8348 R_Mesh_ColorPointer(NULL, 0, 0);
8349 GL_Color(1, 1, 1, 1);
8350 GL_BlendFunc(GL_ONE, GL_ZERO);
8351 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8352 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8354 switch(vid.renderpath)
8356 case RENDERPATH_GL20:
8357 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8358 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8359 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8360 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8361 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]);
8362 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8363 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]);
8364 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]);
8365 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]);
8366 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]);
8367 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8368 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8370 case RENDERPATH_CGGL:
8372 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8373 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8374 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8375 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8376 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
8377 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8378 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
8379 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
8380 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
8381 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
8382 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8383 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8389 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8390 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8392 case RENDERPATH_GL13:
8393 case RENDERPATH_GL11:
8394 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8396 // apply a color tint to the whole view
8397 R_ResetViewRendering2D();
8398 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8399 R_Mesh_ColorPointer(NULL, 0, 0);
8400 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8402 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8403 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8409 matrix4x4_t r_waterscrollmatrix;
8411 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8413 if (r_refdef.fog_density)
8415 r_refdef.fogcolor[0] = r_refdef.fog_red;
8416 r_refdef.fogcolor[1] = r_refdef.fog_green;
8417 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8419 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8420 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8421 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8422 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8426 VectorCopy(r_refdef.fogcolor, fogvec);
8427 // color.rgb *= ContrastBoost * SceneBrightness;
8428 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8429 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8430 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8431 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8436 void R_UpdateVariables(void)
8440 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8442 r_refdef.farclip = r_farclip_base.value;
8443 if (r_refdef.scene.worldmodel)
8444 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8445 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8447 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8448 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8449 r_refdef.polygonfactor = 0;
8450 r_refdef.polygonoffset = 0;
8451 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8452 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8454 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8455 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8456 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8457 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8458 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8459 if (FAKELIGHT_ENABLED)
8461 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8463 if (r_showsurfaces.integer)
8465 r_refdef.scene.rtworld = false;
8466 r_refdef.scene.rtworldshadows = false;
8467 r_refdef.scene.rtdlight = false;
8468 r_refdef.scene.rtdlightshadows = false;
8469 r_refdef.lightmapintensity = 0;
8472 if (gamemode == GAME_NEHAHRA)
8474 if (gl_fogenable.integer)
8476 r_refdef.oldgl_fogenable = true;
8477 r_refdef.fog_density = gl_fogdensity.value;
8478 r_refdef.fog_red = gl_fogred.value;
8479 r_refdef.fog_green = gl_foggreen.value;
8480 r_refdef.fog_blue = gl_fogblue.value;
8481 r_refdef.fog_alpha = 1;
8482 r_refdef.fog_start = 0;
8483 r_refdef.fog_end = gl_skyclip.value;
8484 r_refdef.fog_height = 1<<30;
8485 r_refdef.fog_fadedepth = 128;
8487 else if (r_refdef.oldgl_fogenable)
8489 r_refdef.oldgl_fogenable = false;
8490 r_refdef.fog_density = 0;
8491 r_refdef.fog_red = 0;
8492 r_refdef.fog_green = 0;
8493 r_refdef.fog_blue = 0;
8494 r_refdef.fog_alpha = 0;
8495 r_refdef.fog_start = 0;
8496 r_refdef.fog_end = 0;
8497 r_refdef.fog_height = 1<<30;
8498 r_refdef.fog_fadedepth = 128;
8502 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8503 r_refdef.fog_start = max(0, r_refdef.fog_start);
8504 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8506 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8508 if (r_refdef.fog_density && r_drawfog.integer)
8510 r_refdef.fogenabled = true;
8511 // this is the point where the fog reaches 0.9986 alpha, which we
8512 // consider a good enough cutoff point for the texture
8513 // (0.9986 * 256 == 255.6)
8514 if (r_fog_exp2.integer)
8515 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8517 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8518 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8519 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8520 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8521 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8522 R_BuildFogHeightTexture();
8523 // fog color was already set
8524 // update the fog texture
8525 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)
8526 R_BuildFogTexture();
8527 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8528 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8531 r_refdef.fogenabled = false;
8533 switch(vid.renderpath)
8535 case RENDERPATH_GL20:
8536 case RENDERPATH_CGGL:
8537 if(v_glslgamma.integer && !vid_gammatables_trivial)
8539 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8541 // build GLSL gamma texture
8542 #define RAMPWIDTH 256
8543 unsigned short ramp[RAMPWIDTH * 3];
8544 unsigned char rampbgr[RAMPWIDTH][4];
8547 r_texture_gammaramps_serial = vid_gammatables_serial;
8549 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8550 for(i = 0; i < RAMPWIDTH; ++i)
8552 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8553 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8554 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8557 if (r_texture_gammaramps)
8559 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8563 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8569 // remove GLSL gamma texture
8572 case RENDERPATH_GL13:
8573 case RENDERPATH_GL11:
8578 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8579 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8585 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8586 if( scenetype != r_currentscenetype ) {
8587 // store the old scenetype
8588 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8589 r_currentscenetype = scenetype;
8590 // move in the new scene
8591 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8600 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8602 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8603 if( scenetype == r_currentscenetype ) {
8604 return &r_refdef.scene;
8606 return &r_scenes_store[ scenetype ];
8615 void R_RenderView(void)
8617 if (r_timereport_active)
8618 R_TimeReport("start");
8619 r_textureframe++; // used only by R_GetCurrentTexture
8620 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8622 if (!r_drawentities.integer)
8623 r_refdef.scene.numentities = 0;
8625 R_AnimCache_ClearCache();
8626 R_FrameData_NewFrame();
8628 if (r_refdef.view.isoverlay)
8630 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8631 GL_Clear( GL_DEPTH_BUFFER_BIT );
8632 R_TimeReport("depthclear");
8634 r_refdef.view.showdebug = false;
8636 r_waterstate.enabled = false;
8637 r_waterstate.numwaterplanes = 0;
8645 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8646 return; //Host_Error ("R_RenderView: NULL worldmodel");
8648 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8650 R_RenderView_UpdateViewVectors();
8652 R_Shadow_UpdateWorldLightSelection();
8654 R_Bloom_StartFrame();
8655 R_Water_StartFrame();
8658 if (r_timereport_active)
8659 R_TimeReport("viewsetup");
8661 R_ResetViewRendering3D();
8663 if (r_refdef.view.clear || r_refdef.fogenabled)
8665 R_ClearScreen(r_refdef.fogenabled);
8666 if (r_timereport_active)
8667 R_TimeReport("viewclear");
8669 r_refdef.view.clear = true;
8671 // this produces a bloom texture to be used in R_BlendView() later
8672 if (r_hdr.integer && r_bloomstate.bloomwidth)
8674 R_HDR_RenderBloomTexture();
8675 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8676 r_textureframe++; // used only by R_GetCurrentTexture
8679 r_refdef.view.showdebug = true;
8682 if (r_timereport_active)
8683 R_TimeReport("visibility");
8685 r_waterstate.numwaterplanes = 0;
8686 if (r_waterstate.enabled)
8687 R_RenderWaterPlanes();
8690 r_waterstate.numwaterplanes = 0;
8693 if (r_timereport_active)
8694 R_TimeReport("blendview");
8696 GL_Scissor(0, 0, vid.width, vid.height);
8697 GL_ScissorTest(false);
8701 void R_RenderWaterPlanes(void)
8703 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8705 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8706 if (r_timereport_active)
8707 R_TimeReport("waterworld");
8710 // don't let sound skip if going slow
8711 if (r_refdef.scene.extraupdate)
8714 R_DrawModelsAddWaterPlanes();
8715 if (r_timereport_active)
8716 R_TimeReport("watermodels");
8718 if (r_waterstate.numwaterplanes)
8720 R_Water_ProcessPlanes();
8721 if (r_timereport_active)
8722 R_TimeReport("waterscenes");
8726 extern void R_DrawLightningBeams (void);
8727 extern void VM_CL_AddPolygonsToMeshQueue (void);
8728 extern void R_DrawPortals (void);
8729 extern cvar_t cl_locs_show;
8730 static void R_DrawLocs(void);
8731 static void R_DrawEntityBBoxes(void);
8732 static void R_DrawModelDecals(void);
8733 extern void R_DrawModelShadows(void);
8734 extern void R_DrawModelShadowMaps(void);
8735 extern cvar_t cl_decals_newsystem;
8736 extern qboolean r_shadow_usingdeferredprepass;
8737 void R_RenderScene(void)
8739 qboolean shadowmapping = false;
8741 if (r_timereport_active)
8742 R_TimeReport("beginscene");
8744 r_refdef.stats.renders++;
8748 // don't let sound skip if going slow
8749 if (r_refdef.scene.extraupdate)
8752 R_MeshQueue_BeginScene();
8756 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);
8758 if (r_timereport_active)
8759 R_TimeReport("skystartframe");
8761 if (cl.csqc_vidvars.drawworld)
8763 // don't let sound skip if going slow
8764 if (r_refdef.scene.extraupdate)
8767 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8769 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8770 if (r_timereport_active)
8771 R_TimeReport("worldsky");
8774 if (R_DrawBrushModelsSky() && r_timereport_active)
8775 R_TimeReport("bmodelsky");
8777 if (skyrendermasked && skyrenderlater)
8779 // we have to force off the water clipping plane while rendering sky
8783 if (r_timereport_active)
8784 R_TimeReport("sky");
8788 R_AnimCache_CacheVisibleEntities();
8789 if (r_timereport_active)
8790 R_TimeReport("animation");
8792 R_Shadow_PrepareLights();
8793 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8794 R_Shadow_PrepareModelShadows();
8795 if (r_timereport_active)
8796 R_TimeReport("preparelights");
8798 if (R_Shadow_ShadowMappingEnabled())
8799 shadowmapping = true;
8801 if (r_shadow_usingdeferredprepass)
8802 R_Shadow_DrawPrepass();
8804 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8806 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8807 if (r_timereport_active)
8808 R_TimeReport("worlddepth");
8810 if (r_depthfirst.integer >= 2)
8812 R_DrawModelsDepth();
8813 if (r_timereport_active)
8814 R_TimeReport("modeldepth");
8817 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8819 R_DrawModelShadowMaps();
8820 R_ResetViewRendering3D();
8821 // don't let sound skip if going slow
8822 if (r_refdef.scene.extraupdate)
8826 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8828 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8829 if (r_timereport_active)
8830 R_TimeReport("world");
8833 // don't let sound skip if going slow
8834 if (r_refdef.scene.extraupdate)
8838 if (r_timereport_active)
8839 R_TimeReport("models");
8841 // don't let sound skip if going slow
8842 if (r_refdef.scene.extraupdate)
8845 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8847 R_DrawModelShadows();
8848 R_ResetViewRendering3D();
8849 // don't let sound skip if going slow
8850 if (r_refdef.scene.extraupdate)
8854 if (!r_shadow_usingdeferredprepass)
8856 R_Shadow_DrawLights();
8857 if (r_timereport_active)
8858 R_TimeReport("rtlights");
8861 // don't let sound skip if going slow
8862 if (r_refdef.scene.extraupdate)
8865 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8867 R_DrawModelShadows();
8868 R_ResetViewRendering3D();
8869 // don't let sound skip if going slow
8870 if (r_refdef.scene.extraupdate)
8874 if (cl.csqc_vidvars.drawworld)
8876 if (cl_decals_newsystem.integer)
8878 R_DrawModelDecals();
8879 if (r_timereport_active)
8880 R_TimeReport("modeldecals");
8885 if (r_timereport_active)
8886 R_TimeReport("decals");
8890 if (r_timereport_active)
8891 R_TimeReport("particles");
8894 if (r_timereport_active)
8895 R_TimeReport("explosions");
8897 R_DrawLightningBeams();
8898 if (r_timereport_active)
8899 R_TimeReport("lightning");
8902 VM_CL_AddPolygonsToMeshQueue();
8904 if (r_refdef.view.showdebug)
8906 if (cl_locs_show.integer)
8909 if (r_timereport_active)
8910 R_TimeReport("showlocs");
8913 if (r_drawportals.integer)
8916 if (r_timereport_active)
8917 R_TimeReport("portals");
8920 if (r_showbboxes.value > 0)
8922 R_DrawEntityBBoxes();
8923 if (r_timereport_active)
8924 R_TimeReport("bboxes");
8928 R_MeshQueue_RenderTransparent();
8929 if (r_timereport_active)
8930 R_TimeReport("drawtrans");
8932 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))
8934 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8935 if (r_timereport_active)
8936 R_TimeReport("worlddebug");
8937 R_DrawModelsDebug();
8938 if (r_timereport_active)
8939 R_TimeReport("modeldebug");
8942 if (cl.csqc_vidvars.drawworld)
8944 R_Shadow_DrawCoronas();
8945 if (r_timereport_active)
8946 R_TimeReport("coronas");
8949 // don't let sound skip if going slow
8950 if (r_refdef.scene.extraupdate)
8953 R_ResetViewRendering2D();
8956 static const unsigned short bboxelements[36] =
8966 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8969 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8971 RSurf_ActiveWorldEntity();
8973 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8974 GL_DepthMask(false);
8975 GL_DepthRange(0, 1);
8976 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8977 R_Mesh_ResetTextureState();
8979 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8980 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8981 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8982 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8983 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8984 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8985 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8986 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8987 R_FillColors(color4f, 8, cr, cg, cb, ca);
8988 if (r_refdef.fogenabled)
8990 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8992 f1 = RSurf_FogVertex(v);
8994 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8995 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8996 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8999 R_Mesh_VertexPointer(vertex3f, 0, 0);
9000 R_Mesh_ColorPointer(color4f, 0, 0);
9001 R_Mesh_ResetTextureState();
9002 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9003 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9006 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9010 prvm_edict_t *edict;
9011 prvm_prog_t *prog_save = prog;
9013 // this function draws bounding boxes of server entities
9017 GL_CullFace(GL_NONE);
9018 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9022 for (i = 0;i < numsurfaces;i++)
9024 edict = PRVM_EDICT_NUM(surfacelist[i]);
9025 switch ((int)edict->fields.server->solid)
9027 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9028 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9029 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9030 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9031 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9032 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9034 color[3] *= r_showbboxes.value;
9035 color[3] = bound(0, color[3], 1);
9036 GL_DepthTest(!r_showdisabledepthtest.integer);
9037 GL_CullFace(r_refdef.view.cullface_front);
9038 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9044 static void R_DrawEntityBBoxes(void)
9047 prvm_edict_t *edict;
9049 prvm_prog_t *prog_save = prog;
9051 // this function draws bounding boxes of server entities
9057 for (i = 0;i < prog->num_edicts;i++)
9059 edict = PRVM_EDICT_NUM(i);
9060 if (edict->priv.server->free)
9062 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9063 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9065 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9067 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9068 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9074 static const int nomodelelement3i[24] =
9086 static const unsigned short nomodelelement3s[24] =
9098 static const float nomodelvertex3f[6*3] =
9108 static const float nomodelcolor4f[6*4] =
9110 0.0f, 0.0f, 0.5f, 1.0f,
9111 0.0f, 0.0f, 0.5f, 1.0f,
9112 0.0f, 0.5f, 0.0f, 1.0f,
9113 0.0f, 0.5f, 0.0f, 1.0f,
9114 0.5f, 0.0f, 0.0f, 1.0f,
9115 0.5f, 0.0f, 0.0f, 1.0f
9118 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9124 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);
9126 // this is only called once per entity so numsurfaces is always 1, and
9127 // surfacelist is always {0}, so this code does not handle batches
9129 if (rsurface.ent_flags & RENDER_ADDITIVE)
9131 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9132 GL_DepthMask(false);
9134 else if (rsurface.colormod[3] < 1)
9136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9137 GL_DepthMask(false);
9141 GL_BlendFunc(GL_ONE, GL_ZERO);
9144 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9145 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9146 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9147 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9148 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9149 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9150 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9151 R_Mesh_ColorPointer(color4f, 0, 0);
9152 for (i = 0, c = color4f;i < 6;i++, c += 4)
9154 c[0] *= rsurface.colormod[0];
9155 c[1] *= rsurface.colormod[1];
9156 c[2] *= rsurface.colormod[2];
9157 c[3] *= rsurface.colormod[3];
9159 if (r_refdef.fogenabled)
9161 for (i = 0, c = color4f;i < 6;i++, c += 4)
9163 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9165 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9166 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9167 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9170 R_Mesh_ResetTextureState();
9171 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9174 void R_DrawNoModel(entity_render_t *ent)
9177 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9178 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9179 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9181 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9184 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9186 vec3_t right1, right2, diff, normal;
9188 VectorSubtract (org2, org1, normal);
9190 // calculate 'right' vector for start
9191 VectorSubtract (r_refdef.view.origin, org1, diff);
9192 CrossProduct (normal, diff, right1);
9193 VectorNormalize (right1);
9195 // calculate 'right' vector for end
9196 VectorSubtract (r_refdef.view.origin, org2, diff);
9197 CrossProduct (normal, diff, right2);
9198 VectorNormalize (right2);
9200 vert[ 0] = org1[0] + width * right1[0];
9201 vert[ 1] = org1[1] + width * right1[1];
9202 vert[ 2] = org1[2] + width * right1[2];
9203 vert[ 3] = org1[0] - width * right1[0];
9204 vert[ 4] = org1[1] - width * right1[1];
9205 vert[ 5] = org1[2] - width * right1[2];
9206 vert[ 6] = org2[0] - width * right2[0];
9207 vert[ 7] = org2[1] - width * right2[1];
9208 vert[ 8] = org2[2] - width * right2[2];
9209 vert[ 9] = org2[0] + width * right2[0];
9210 vert[10] = org2[1] + width * right2[1];
9211 vert[11] = org2[2] + width * right2[2];
9214 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)
9216 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9217 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9218 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9219 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9220 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9221 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9222 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9223 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9224 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9225 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9226 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9227 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9230 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9235 VectorSet(v, x, y, z);
9236 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9237 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9239 if (i == mesh->numvertices)
9241 if (mesh->numvertices < mesh->maxvertices)
9243 VectorCopy(v, vertex3f);
9244 mesh->numvertices++;
9246 return mesh->numvertices;
9252 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9256 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9257 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9258 e = mesh->element3i + mesh->numtriangles * 3;
9259 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9261 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9262 if (mesh->numtriangles < mesh->maxtriangles)
9267 mesh->numtriangles++;
9269 element[1] = element[2];
9273 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9277 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9278 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9279 e = mesh->element3i + mesh->numtriangles * 3;
9280 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9282 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9283 if (mesh->numtriangles < mesh->maxtriangles)
9288 mesh->numtriangles++;
9290 element[1] = element[2];
9294 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9295 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9297 int planenum, planenum2;
9300 mplane_t *plane, *plane2;
9302 double temppoints[2][256*3];
9303 // figure out how large a bounding box we need to properly compute this brush
9305 for (w = 0;w < numplanes;w++)
9306 maxdist = max(maxdist, fabs(planes[w].dist));
9307 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9308 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9309 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9313 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9314 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9316 if (planenum2 == planenum)
9318 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);
9321 if (tempnumpoints < 3)
9323 // generate elements forming a triangle fan for this polygon
9324 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9328 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)
9330 texturelayer_t *layer;
9331 layer = t->currentlayers + t->currentnumlayers++;
9333 layer->depthmask = depthmask;
9334 layer->blendfunc1 = blendfunc1;
9335 layer->blendfunc2 = blendfunc2;
9336 layer->texture = texture;
9337 layer->texmatrix = *matrix;
9338 layer->color[0] = r;
9339 layer->color[1] = g;
9340 layer->color[2] = b;
9341 layer->color[3] = a;
9344 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9346 if(parms[0] == 0 && parms[1] == 0)
9348 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9349 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9354 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9357 index = parms[2] + r_refdef.scene.time * parms[3];
9358 index -= floor(index);
9359 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9362 case Q3WAVEFUNC_NONE:
9363 case Q3WAVEFUNC_NOISE:
9364 case Q3WAVEFUNC_COUNT:
9367 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9368 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9369 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9370 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9371 case Q3WAVEFUNC_TRIANGLE:
9373 f = index - floor(index);
9384 f = parms[0] + parms[1] * f;
9385 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9386 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9390 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9395 matrix4x4_t matrix, temp;
9396 switch(tcmod->tcmod)
9400 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9401 matrix = r_waterscrollmatrix;
9403 matrix = identitymatrix;
9405 case Q3TCMOD_ENTITYTRANSLATE:
9406 // this is used in Q3 to allow the gamecode to control texcoord
9407 // scrolling on the entity, which is not supported in darkplaces yet.
9408 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9410 case Q3TCMOD_ROTATE:
9411 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9412 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9413 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9416 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9418 case Q3TCMOD_SCROLL:
9419 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9421 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9422 w = (int) tcmod->parms[0];
9423 h = (int) tcmod->parms[1];
9424 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9426 idx = (int) floor(f * w * h);
9427 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9429 case Q3TCMOD_STRETCH:
9430 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9431 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9433 case Q3TCMOD_TRANSFORM:
9434 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9435 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9436 VectorSet(tcmat + 6, 0 , 0 , 1);
9437 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9438 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9440 case Q3TCMOD_TURBULENT:
9441 // this is handled in the RSurf_PrepareVertices function
9442 matrix = identitymatrix;
9446 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9449 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9451 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9452 char name[MAX_QPATH];
9453 skinframe_t *skinframe;
9454 unsigned char pixels[296*194];
9455 strlcpy(cache->name, skinname, sizeof(cache->name));
9456 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9457 if (developer_loading.integer)
9458 Con_Printf("loading %s\n", name);
9459 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9460 if (!skinframe || !skinframe->base)
9463 fs_offset_t filesize;
9465 f = FS_LoadFile(name, tempmempool, true, &filesize);
9468 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9469 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9473 cache->skinframe = skinframe;
9476 texture_t *R_GetCurrentTexture(texture_t *t)
9479 const entity_render_t *ent = rsurface.entity;
9480 dp_model_t *model = ent->model;
9481 q3shaderinfo_layer_tcmod_t *tcmod;
9483 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9484 return t->currentframe;
9485 t->update_lastrenderframe = r_textureframe;
9486 t->update_lastrenderentity = (void *)ent;
9488 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9489 t->camera_entity = ent->entitynumber;
9491 t->camera_entity = 0;
9493 // switch to an alternate material if this is a q1bsp animated material
9495 texture_t *texture = t;
9496 int s = rsurface.ent_skinnum;
9497 if ((unsigned int)s >= (unsigned int)model->numskins)
9499 if (model->skinscenes)
9501 if (model->skinscenes[s].framecount > 1)
9502 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9504 s = model->skinscenes[s].firstframe;
9507 t = t + s * model->num_surfaces;
9510 // use an alternate animation if the entity's frame is not 0,
9511 // and only if the texture has an alternate animation
9512 if (rsurface.ent_alttextures && t->anim_total[1])
9513 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9515 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9517 texture->currentframe = t;
9520 // update currentskinframe to be a qw skin or animation frame
9521 if (rsurface.ent_qwskin >= 0)
9523 i = rsurface.ent_qwskin;
9524 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9526 r_qwskincache_size = cl.maxclients;
9528 Mem_Free(r_qwskincache);
9529 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9531 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9532 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9533 t->currentskinframe = r_qwskincache[i].skinframe;
9534 if (t->currentskinframe == NULL)
9535 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9537 else if (t->numskinframes >= 2)
9538 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9539 if (t->backgroundnumskinframes >= 2)
9540 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9542 t->currentmaterialflags = t->basematerialflags;
9543 t->currentalpha = rsurface.colormod[3];
9544 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9545 t->currentalpha *= r_wateralpha.value;
9546 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9547 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9548 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9549 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9550 if (!(rsurface.ent_flags & RENDER_LIGHT))
9551 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9552 else if (FAKELIGHT_ENABLED)
9554 // no modellight if using fakelight for the map
9556 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9558 // pick a model lighting mode
9559 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9560 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9562 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9564 if (rsurface.ent_flags & RENDER_ADDITIVE)
9565 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9566 else if (t->currentalpha < 1)
9567 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9568 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9569 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9570 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9571 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9572 if (t->backgroundnumskinframes)
9573 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9574 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9576 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9577 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9580 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9581 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9582 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9584 // there is no tcmod
9585 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9587 t->currenttexmatrix = r_waterscrollmatrix;
9588 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9590 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9592 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9593 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9596 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9597 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9598 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9599 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9601 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9602 if (t->currentskinframe->qpixels)
9603 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9604 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9605 if (!t->basetexture)
9606 t->basetexture = r_texture_notexture;
9607 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9608 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9609 t->nmaptexture = t->currentskinframe->nmap;
9610 if (!t->nmaptexture)
9611 t->nmaptexture = r_texture_blanknormalmap;
9612 t->glosstexture = r_texture_black;
9613 t->glowtexture = t->currentskinframe->glow;
9614 t->fogtexture = t->currentskinframe->fog;
9615 t->reflectmasktexture = t->currentskinframe->reflect;
9616 if (t->backgroundnumskinframes)
9618 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9619 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9620 t->backgroundglosstexture = r_texture_black;
9621 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9622 if (!t->backgroundnmaptexture)
9623 t->backgroundnmaptexture = r_texture_blanknormalmap;
9627 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9628 t->backgroundnmaptexture = r_texture_blanknormalmap;
9629 t->backgroundglosstexture = r_texture_black;
9630 t->backgroundglowtexture = NULL;
9632 t->specularpower = r_shadow_glossexponent.value;
9633 // TODO: store reference values for these in the texture?
9634 t->specularscale = 0;
9635 if (r_shadow_gloss.integer > 0)
9637 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9639 if (r_shadow_glossintensity.value > 0)
9641 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9642 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9643 t->specularscale = r_shadow_glossintensity.value;
9646 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9648 t->glosstexture = r_texture_white;
9649 t->backgroundglosstexture = r_texture_white;
9650 t->specularscale = r_shadow_gloss2intensity.value;
9651 t->specularpower = r_shadow_gloss2exponent.value;
9654 t->specularscale *= t->specularscalemod;
9655 t->specularpower *= t->specularpowermod;
9657 // lightmaps mode looks bad with dlights using actual texturing, so turn
9658 // off the colormap and glossmap, but leave the normalmap on as it still
9659 // accurately represents the shading involved
9660 if (gl_lightmaps.integer)
9662 t->basetexture = r_texture_grey128;
9663 t->pantstexture = r_texture_black;
9664 t->shirttexture = r_texture_black;
9665 t->nmaptexture = r_texture_blanknormalmap;
9666 t->glosstexture = r_texture_black;
9667 t->glowtexture = NULL;
9668 t->fogtexture = NULL;
9669 t->reflectmasktexture = NULL;
9670 t->backgroundbasetexture = NULL;
9671 t->backgroundnmaptexture = r_texture_blanknormalmap;
9672 t->backgroundglosstexture = r_texture_black;
9673 t->backgroundglowtexture = NULL;
9674 t->specularscale = 0;
9675 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9678 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9679 VectorClear(t->dlightcolor);
9680 t->currentnumlayers = 0;
9681 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9683 int blendfunc1, blendfunc2;
9685 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9687 blendfunc1 = GL_SRC_ALPHA;
9688 blendfunc2 = GL_ONE;
9690 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9692 blendfunc1 = GL_SRC_ALPHA;
9693 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9695 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9697 blendfunc1 = t->customblendfunc[0];
9698 blendfunc2 = t->customblendfunc[1];
9702 blendfunc1 = GL_ONE;
9703 blendfunc2 = GL_ZERO;
9705 // don't colormod evilblend textures
9706 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9707 VectorSet(t->lightmapcolor, 1, 1, 1);
9708 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9709 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9711 // fullbright is not affected by r_refdef.lightmapintensity
9712 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]);
9713 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9714 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]);
9715 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9716 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]);
9720 vec3_t ambientcolor;
9722 // set the color tint used for lights affecting this surface
9723 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9725 // q3bsp has no lightmap updates, so the lightstylevalue that
9726 // would normally be baked into the lightmap must be
9727 // applied to the color
9728 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9729 if (model->type == mod_brushq3)
9730 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9731 colorscale *= r_refdef.lightmapintensity;
9732 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9733 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9734 // basic lit geometry
9735 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]);
9736 // add pants/shirt if needed
9737 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9738 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]);
9739 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9740 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]);
9741 // now add ambient passes if needed
9742 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9744 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]);
9745 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9746 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]);
9747 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9748 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]);
9751 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9752 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]);
9753 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9755 // if this is opaque use alpha blend which will darken the earlier
9758 // if this is an alpha blended material, all the earlier passes
9759 // were darkened by fog already, so we only need to add the fog
9760 // color ontop through the fog mask texture
9762 // if this is an additive blended material, all the earlier passes
9763 // were darkened by fog already, and we should not add fog color
9764 // (because the background was not darkened, there is no fog color
9765 // that was lost behind it).
9766 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]);
9770 return t->currentframe;
9773 rsurfacestate_t rsurface;
9775 void R_Mesh_ResizeArrays(int newvertices)
9778 if (rsurface.array_size >= newvertices)
9780 if (rsurface.array_modelvertex3f)
9781 Mem_Free(rsurface.array_modelvertex3f);
9782 rsurface.array_size = (newvertices + 1023) & ~1023;
9783 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9784 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9785 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9786 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9787 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9788 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9789 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9790 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9791 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9792 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9793 rsurface.array_color4f = base + rsurface.array_size * 27;
9794 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9797 void RSurf_ActiveWorldEntity(void)
9799 dp_model_t *model = r_refdef.scene.worldmodel;
9800 //if (rsurface.entity == r_refdef.scene.worldentity)
9802 rsurface.entity = r_refdef.scene.worldentity;
9803 rsurface.skeleton = NULL;
9804 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9805 rsurface.ent_skinnum = 0;
9806 rsurface.ent_qwskin = -1;
9807 rsurface.ent_shadertime = 0;
9808 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9809 if (rsurface.array_size < model->surfmesh.num_vertices)
9810 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9811 rsurface.matrix = identitymatrix;
9812 rsurface.inversematrix = identitymatrix;
9813 rsurface.matrixscale = 1;
9814 rsurface.inversematrixscale = 1;
9815 R_EntityMatrix(&identitymatrix);
9816 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9817 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9818 rsurface.fograngerecip = r_refdef.fograngerecip;
9819 rsurface.fogheightfade = r_refdef.fogheightfade;
9820 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9821 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9822 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9823 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9824 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9825 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9826 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9827 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9828 rsurface.colormod[3] = 1;
9829 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);
9830 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9831 rsurface.frameblend[0].lerp = 1;
9832 rsurface.ent_alttextures = false;
9833 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9834 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9835 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9836 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9837 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9838 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9839 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9840 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9841 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9842 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9843 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9844 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9845 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9846 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9847 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9848 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9849 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9850 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9851 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9852 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9853 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9854 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9855 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9856 rsurface.modelelement3i = model->surfmesh.data_element3i;
9857 rsurface.modelelement3s = model->surfmesh.data_element3s;
9858 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9859 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9860 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9861 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9862 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9863 rsurface.modelsurfaces = model->data_surfaces;
9864 rsurface.generatedvertex = false;
9865 rsurface.vertex3f = rsurface.modelvertex3f;
9866 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9867 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9868 rsurface.svector3f = rsurface.modelsvector3f;
9869 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9870 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9871 rsurface.tvector3f = rsurface.modeltvector3f;
9872 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9873 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9874 rsurface.normal3f = rsurface.modelnormal3f;
9875 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9876 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9877 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9880 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9882 dp_model_t *model = ent->model;
9883 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9885 rsurface.entity = (entity_render_t *)ent;
9886 rsurface.skeleton = ent->skeleton;
9887 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9888 rsurface.ent_skinnum = ent->skinnum;
9889 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;
9890 rsurface.ent_shadertime = ent->shadertime;
9891 rsurface.ent_flags = ent->flags;
9892 if (rsurface.array_size < model->surfmesh.num_vertices)
9893 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9894 rsurface.matrix = ent->matrix;
9895 rsurface.inversematrix = ent->inversematrix;
9896 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9897 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9898 R_EntityMatrix(&rsurface.matrix);
9899 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9900 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9901 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9902 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9903 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9904 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9905 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9906 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9907 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9908 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9909 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9910 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9911 rsurface.colormod[3] = ent->alpha;
9912 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9913 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9914 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9915 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9916 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9917 if (ent->model->brush.submodel && !prepass)
9919 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9920 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9922 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9924 if (ent->animcache_vertex3f && !r_framedata_failed)
9926 rsurface.modelvertex3f = ent->animcache_vertex3f;
9927 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9928 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9929 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9931 else if (wanttangents)
9933 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9934 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9935 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9936 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9937 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9939 else if (wantnormals)
9941 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9942 rsurface.modelsvector3f = NULL;
9943 rsurface.modeltvector3f = NULL;
9944 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9945 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9949 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9950 rsurface.modelsvector3f = NULL;
9951 rsurface.modeltvector3f = NULL;
9952 rsurface.modelnormal3f = NULL;
9953 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9955 rsurface.modelvertex3f_bufferobject = 0;
9956 rsurface.modelvertex3f_bufferoffset = 0;
9957 rsurface.modelsvector3f_bufferobject = 0;
9958 rsurface.modelsvector3f_bufferoffset = 0;
9959 rsurface.modeltvector3f_bufferobject = 0;
9960 rsurface.modeltvector3f_bufferoffset = 0;
9961 rsurface.modelnormal3f_bufferobject = 0;
9962 rsurface.modelnormal3f_bufferoffset = 0;
9963 rsurface.generatedvertex = true;
9967 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9968 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9969 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9970 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9971 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9972 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9973 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9974 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9975 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9976 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9977 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9978 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9979 rsurface.generatedvertex = false;
9981 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9982 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9983 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9984 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9985 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9986 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9987 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9988 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9989 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9990 rsurface.modelelement3i = model->surfmesh.data_element3i;
9991 rsurface.modelelement3s = model->surfmesh.data_element3s;
9992 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9993 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9994 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9995 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9996 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9997 rsurface.modelsurfaces = model->data_surfaces;
9998 rsurface.vertex3f = rsurface.modelvertex3f;
9999 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10000 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10001 rsurface.svector3f = rsurface.modelsvector3f;
10002 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10003 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10004 rsurface.tvector3f = rsurface.modeltvector3f;
10005 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10006 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10007 rsurface.normal3f = rsurface.modelnormal3f;
10008 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10009 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10010 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10013 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)
10015 rsurface.entity = r_refdef.scene.worldentity;
10016 rsurface.skeleton = NULL;
10017 rsurface.ent_skinnum = 0;
10018 rsurface.ent_qwskin = -1;
10019 rsurface.ent_shadertime = shadertime;
10020 rsurface.ent_flags = entflags;
10021 rsurface.modelnum_vertices = numvertices;
10022 rsurface.modelnum_triangles = numtriangles;
10023 if (rsurface.array_size < rsurface.modelnum_vertices)
10024 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10025 rsurface.matrix = *matrix;
10026 rsurface.inversematrix = *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 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10037 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10038 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10039 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10040 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10041 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10042 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);
10043 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10044 rsurface.frameblend[0].lerp = 1;
10045 rsurface.ent_alttextures = false;
10046 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10047 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10050 rsurface.modelvertex3f = vertex3f;
10051 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10052 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10053 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10055 else if (wantnormals)
10057 rsurface.modelvertex3f = vertex3f;
10058 rsurface.modelsvector3f = NULL;
10059 rsurface.modeltvector3f = NULL;
10060 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10064 rsurface.modelvertex3f = vertex3f;
10065 rsurface.modelsvector3f = NULL;
10066 rsurface.modeltvector3f = NULL;
10067 rsurface.modelnormal3f = NULL;
10069 rsurface.modelvertex3f_bufferobject = 0;
10070 rsurface.modelvertex3f_bufferoffset = 0;
10071 rsurface.modelsvector3f_bufferobject = 0;
10072 rsurface.modelsvector3f_bufferoffset = 0;
10073 rsurface.modeltvector3f_bufferobject = 0;
10074 rsurface.modeltvector3f_bufferoffset = 0;
10075 rsurface.modelnormal3f_bufferobject = 0;
10076 rsurface.modelnormal3f_bufferoffset = 0;
10077 rsurface.generatedvertex = true;
10078 rsurface.modellightmapcolor4f = color4f;
10079 rsurface.modellightmapcolor4f_bufferobject = 0;
10080 rsurface.modellightmapcolor4f_bufferoffset = 0;
10081 rsurface.modeltexcoordtexture2f = texcoord2f;
10082 rsurface.modeltexcoordtexture2f_bufferobject = 0;
10083 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10084 rsurface.modeltexcoordlightmap2f = NULL;
10085 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10086 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10087 rsurface.modelelement3i = element3i;
10088 rsurface.modelelement3s = element3s;
10089 rsurface.modelelement3i_bufferobject = 0;
10090 rsurface.modelelement3s_bufferobject = 0;
10091 rsurface.modellightmapoffsets = NULL;
10092 rsurface.modelsurfaces = NULL;
10093 rsurface.vertex3f = rsurface.modelvertex3f;
10094 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10095 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10096 rsurface.svector3f = rsurface.modelsvector3f;
10097 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10098 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10099 rsurface.tvector3f = rsurface.modeltvector3f;
10100 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10101 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10102 rsurface.normal3f = rsurface.modelnormal3f;
10103 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10104 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10105 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10107 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10109 if ((wantnormals || wanttangents) && !normal3f)
10110 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10111 if (wanttangents && !svector3f)
10112 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);
10116 float RSurf_FogPoint(const float *v)
10118 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10119 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10120 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10121 float FogHeightFade = r_refdef.fogheightfade;
10123 unsigned int fogmasktableindex;
10124 if (r_refdef.fogplaneviewabove)
10125 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10127 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10128 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10129 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10132 float RSurf_FogVertex(const float *v)
10134 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10135 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10136 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10137 float FogHeightFade = rsurface.fogheightfade;
10139 unsigned int fogmasktableindex;
10140 if (r_refdef.fogplaneviewabove)
10141 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10143 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10144 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10145 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10148 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10149 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10152 int texturesurfaceindex;
10157 const float *v1, *in_tc;
10159 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10160 float waveparms[4];
10161 q3shaderinfo_deform_t *deform;
10162 // 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
10163 if (rsurface.generatedvertex)
10165 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10166 generatenormals = true;
10167 for (i = 0;i < Q3MAXDEFORMS;i++)
10169 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10171 generatetangents = true;
10172 generatenormals = true;
10174 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10175 generatenormals = true;
10177 if (generatenormals && !rsurface.modelnormal3f)
10179 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10180 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10181 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10182 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10184 if (generatetangents && !rsurface.modelsvector3f)
10186 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10187 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10188 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10189 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10190 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10191 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10192 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);
10195 rsurface.vertex3f = rsurface.modelvertex3f;
10196 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10197 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10198 rsurface.svector3f = rsurface.modelsvector3f;
10199 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10200 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10201 rsurface.tvector3f = rsurface.modeltvector3f;
10202 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10203 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10204 rsurface.normal3f = rsurface.modelnormal3f;
10205 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10206 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10207 // if vertices are deformed (sprite flares and things in maps, possibly
10208 // water waves, bulges and other deformations), generate them into
10209 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10210 // (may be static model data or generated data for an animated model, or
10211 // the previous deform pass)
10212 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10214 switch (deform->deform)
10217 case Q3DEFORM_PROJECTIONSHADOW:
10218 case Q3DEFORM_TEXT0:
10219 case Q3DEFORM_TEXT1:
10220 case Q3DEFORM_TEXT2:
10221 case Q3DEFORM_TEXT3:
10222 case Q3DEFORM_TEXT4:
10223 case Q3DEFORM_TEXT5:
10224 case Q3DEFORM_TEXT6:
10225 case Q3DEFORM_TEXT7:
10226 case Q3DEFORM_NONE:
10228 case Q3DEFORM_AUTOSPRITE:
10229 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10230 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10231 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10232 VectorNormalize(newforward);
10233 VectorNormalize(newright);
10234 VectorNormalize(newup);
10235 // make deformed versions of only the model vertices used by the specified surfaces
10236 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10238 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10239 // a single autosprite surface can contain multiple sprites...
10240 for (j = 0;j < surface->num_vertices - 3;j += 4)
10242 VectorClear(center);
10243 for (i = 0;i < 4;i++)
10244 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10245 VectorScale(center, 0.25f, center);
10246 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10247 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10248 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10249 for (i = 0;i < 4;i++)
10251 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10252 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10255 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);
10256 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);
10258 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10259 rsurface.vertex3f_bufferobject = 0;
10260 rsurface.vertex3f_bufferoffset = 0;
10261 rsurface.svector3f = rsurface.array_deformedsvector3f;
10262 rsurface.svector3f_bufferobject = 0;
10263 rsurface.svector3f_bufferoffset = 0;
10264 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10265 rsurface.tvector3f_bufferobject = 0;
10266 rsurface.tvector3f_bufferoffset = 0;
10267 rsurface.normal3f = rsurface.array_deformednormal3f;
10268 rsurface.normal3f_bufferobject = 0;
10269 rsurface.normal3f_bufferoffset = 0;
10271 case Q3DEFORM_AUTOSPRITE2:
10272 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10273 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10274 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10275 VectorNormalize(newforward);
10276 VectorNormalize(newright);
10277 VectorNormalize(newup);
10278 // make deformed versions of only the model vertices used by the specified surfaces
10279 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10281 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10282 const float *v1, *v2;
10292 memset(shortest, 0, sizeof(shortest));
10293 // a single autosprite surface can contain multiple sprites...
10294 for (j = 0;j < surface->num_vertices - 3;j += 4)
10296 VectorClear(center);
10297 for (i = 0;i < 4;i++)
10298 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10299 VectorScale(center, 0.25f, center);
10300 // find the two shortest edges, then use them to define the
10301 // axis vectors for rotating around the central axis
10302 for (i = 0;i < 6;i++)
10304 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10305 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10307 Debug_PolygonBegin(NULL, 0);
10308 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10309 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);
10310 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10311 Debug_PolygonEnd();
10313 l = VectorDistance2(v1, v2);
10314 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10315 if (v1[2] != v2[2])
10316 l += (1.0f / 1024.0f);
10317 if (shortest[0].length2 > l || i == 0)
10319 shortest[1] = shortest[0];
10320 shortest[0].length2 = l;
10321 shortest[0].v1 = v1;
10322 shortest[0].v2 = v2;
10324 else if (shortest[1].length2 > l || i == 1)
10326 shortest[1].length2 = l;
10327 shortest[1].v1 = v1;
10328 shortest[1].v2 = v2;
10331 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10332 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10334 Debug_PolygonBegin(NULL, 0);
10335 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10336 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);
10337 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10338 Debug_PolygonEnd();
10340 // this calculates the right vector from the shortest edge
10341 // and the up vector from the edge midpoints
10342 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10343 VectorNormalize(right);
10344 VectorSubtract(end, start, up);
10345 VectorNormalize(up);
10346 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10347 VectorSubtract(rsurface.localvieworigin, center, forward);
10348 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10349 VectorNegate(forward, forward);
10350 VectorReflect(forward, 0, up, forward);
10351 VectorNormalize(forward);
10352 CrossProduct(up, forward, newright);
10353 VectorNormalize(newright);
10355 Debug_PolygonBegin(NULL, 0);
10356 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);
10357 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10358 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10359 Debug_PolygonEnd();
10362 Debug_PolygonBegin(NULL, 0);
10363 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10364 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10365 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10366 Debug_PolygonEnd();
10368 // rotate the quad around the up axis vector, this is made
10369 // especially easy by the fact we know the quad is flat,
10370 // so we only have to subtract the center position and
10371 // measure distance along the right vector, and then
10372 // multiply that by the newright vector and add back the
10374 // we also need to subtract the old position to undo the
10375 // displacement from the center, which we do with a
10376 // DotProduct, the subtraction/addition of center is also
10377 // optimized into DotProducts here
10378 l = DotProduct(right, center);
10379 for (i = 0;i < 4;i++)
10381 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10382 f = DotProduct(right, v1) - l;
10383 VectorMAMAM(1, v1, -f, right, f, newright, 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_NORMAL:
10403 // deform the normals to make reflections wavey
10404 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10406 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10407 for (j = 0;j < surface->num_vertices;j++)
10410 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10411 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10412 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10413 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10414 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10415 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10416 VectorNormalize(normal);
10418 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);
10420 rsurface.svector3f = rsurface.array_deformedsvector3f;
10421 rsurface.svector3f_bufferobject = 0;
10422 rsurface.svector3f_bufferoffset = 0;
10423 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10424 rsurface.tvector3f_bufferobject = 0;
10425 rsurface.tvector3f_bufferoffset = 0;
10426 rsurface.normal3f = rsurface.array_deformednormal3f;
10427 rsurface.normal3f_bufferobject = 0;
10428 rsurface.normal3f_bufferoffset = 0;
10430 case Q3DEFORM_WAVE:
10431 // deform vertex array to make wavey water and flags and such
10432 waveparms[0] = deform->waveparms[0];
10433 waveparms[1] = deform->waveparms[1];
10434 waveparms[2] = deform->waveparms[2];
10435 waveparms[3] = deform->waveparms[3];
10436 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10437 break; // if wavefunc is a nop, don't make a dynamic vertex array
10438 // this is how a divisor of vertex influence on deformation
10439 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10440 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10441 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10443 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10444 for (j = 0;j < surface->num_vertices;j++)
10446 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10447 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10448 // if the wavefunc depends on time, evaluate it per-vertex
10451 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10452 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10454 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10457 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10458 rsurface.vertex3f_bufferobject = 0;
10459 rsurface.vertex3f_bufferoffset = 0;
10461 case Q3DEFORM_BULGE:
10462 // deform vertex array to make the surface have moving bulges
10463 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10465 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10466 for (j = 0;j < surface->num_vertices;j++)
10468 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10469 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10472 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10473 rsurface.vertex3f_bufferobject = 0;
10474 rsurface.vertex3f_bufferoffset = 0;
10476 case Q3DEFORM_MOVE:
10477 // deform vertex array
10478 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10479 break; // if wavefunc is a nop, don't make a dynamic vertex array
10480 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10481 VectorScale(deform->parms, scale, waveparms);
10482 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10484 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10485 for (j = 0;j < surface->num_vertices;j++)
10486 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10488 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10489 rsurface.vertex3f_bufferobject = 0;
10490 rsurface.vertex3f_bufferoffset = 0;
10494 // generate texcoords based on the chosen texcoord source
10495 switch(rsurface.texture->tcgen.tcgen)
10498 case Q3TCGEN_TEXTURE:
10499 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10500 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10501 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10503 case Q3TCGEN_LIGHTMAP:
10504 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10505 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10506 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10508 case Q3TCGEN_VECTOR:
10509 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10511 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10512 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)
10514 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10515 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10518 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10519 rsurface.texcoordtexture2f_bufferobject = 0;
10520 rsurface.texcoordtexture2f_bufferoffset = 0;
10522 case Q3TCGEN_ENVIRONMENT:
10523 // make environment reflections using a spheremap
10524 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10526 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10527 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10528 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10529 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10530 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10532 // identical to Q3A's method, but executed in worldspace so
10533 // carried models can be shiny too
10535 float viewer[3], d, reflected[3], worldreflected[3];
10537 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10538 // VectorNormalize(viewer);
10540 d = DotProduct(normal, viewer);
10542 reflected[0] = normal[0]*2*d - viewer[0];
10543 reflected[1] = normal[1]*2*d - viewer[1];
10544 reflected[2] = normal[2]*2*d - viewer[2];
10545 // note: this is proportinal to viewer, so we can normalize later
10547 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10548 VectorNormalize(worldreflected);
10550 // note: this sphere map only uses world x and z!
10551 // so positive and negative y will LOOK THE SAME.
10552 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10553 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10556 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10557 rsurface.texcoordtexture2f_bufferobject = 0;
10558 rsurface.texcoordtexture2f_bufferoffset = 0;
10561 // the only tcmod that needs software vertex processing is turbulent, so
10562 // check for it here and apply the changes if needed
10563 // and we only support that as the first one
10564 // (handling a mixture of turbulent and other tcmods would be problematic
10565 // without punting it entirely to a software path)
10566 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10568 amplitude = rsurface.texture->tcmods[0].parms[1];
10569 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10570 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10572 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10573 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)
10575 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10576 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10579 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10580 rsurface.texcoordtexture2f_bufferobject = 0;
10581 rsurface.texcoordtexture2f_bufferoffset = 0;
10583 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10584 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10585 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10586 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10589 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10592 const msurface_t *surface = texturesurfacelist[0];
10593 const msurface_t *surface2;
10598 // TODO: lock all array ranges before render, rather than on each surface
10599 if (texturenumsurfaces == 1)
10600 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);
10601 else if (r_batchmode.integer == 2)
10603 #define MAXBATCHTRIANGLES 65536
10604 int batchtriangles = 0;
10605 static int batchelements[MAXBATCHTRIANGLES*3];
10606 for (i = 0;i < texturenumsurfaces;i = j)
10608 surface = texturesurfacelist[i];
10610 if (surface->num_triangles > MAXBATCHTRIANGLES)
10612 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);
10615 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10616 batchtriangles = surface->num_triangles;
10617 firstvertex = surface->num_firstvertex;
10618 endvertex = surface->num_firstvertex + surface->num_vertices;
10619 for (;j < texturenumsurfaces;j++)
10621 surface2 = texturesurfacelist[j];
10622 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10624 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10625 batchtriangles += surface2->num_triangles;
10626 firstvertex = min(firstvertex, surface2->num_firstvertex);
10627 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10629 surface2 = texturesurfacelist[j-1];
10630 numvertices = endvertex - firstvertex;
10631 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10634 else if (r_batchmode.integer == 1)
10636 for (i = 0;i < texturenumsurfaces;i = j)
10638 surface = texturesurfacelist[i];
10639 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10640 if (texturesurfacelist[j] != surface2)
10642 surface2 = texturesurfacelist[j-1];
10643 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10644 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10645 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10650 for (i = 0;i < texturenumsurfaces;i++)
10652 surface = texturesurfacelist[i];
10653 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);
10658 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10660 switch(vid.renderpath)
10662 case RENDERPATH_CGGL:
10664 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10665 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10668 case RENDERPATH_GL20:
10669 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10670 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10672 case RENDERPATH_GL13:
10673 case RENDERPATH_GL11:
10674 R_Mesh_TexBind(0, surface->lightmaptexture);
10679 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10681 // pick the closest matching water plane and bind textures
10682 int planeindex, vertexindex;
10686 r_waterstate_waterplane_t *p, *bestp;
10689 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10691 if(p->camera_entity != rsurface.texture->camera_entity)
10694 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10696 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10697 d += fabs(PlaneDiff(vert, &p->plane));
10699 if (bestd > d || !bestp)
10705 switch(vid.renderpath)
10707 case RENDERPATH_CGGL:
10709 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10710 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10711 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10714 case RENDERPATH_GL20:
10715 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10716 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10717 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10719 case RENDERPATH_GL13:
10720 case RENDERPATH_GL11:
10725 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10728 const msurface_t *surface;
10729 if (r_waterstate.renderingscene)
10731 for (i = 0;i < texturenumsurfaces;i++)
10733 surface = texturesurfacelist[i];
10734 RSurf_BindLightmapForSurface(surface);
10735 RSurf_BindReflectionForSurface(surface);
10736 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);
10740 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10744 const msurface_t *surface = texturesurfacelist[0];
10745 const msurface_t *surface2;
10750 if (texturenumsurfaces == 1)
10752 RSurf_BindLightmapForSurface(surface);
10753 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);
10755 else if (r_batchmode.integer == 2)
10757 int batchtriangles = 0;
10758 static int batchelements[MAXBATCHTRIANGLES*3];
10759 for (i = 0;i < texturenumsurfaces;i = j)
10761 surface = texturesurfacelist[i];
10762 RSurf_BindLightmapForSurface(surface);
10764 if (surface->num_triangles > MAXBATCHTRIANGLES)
10766 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);
10769 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10770 batchtriangles = surface->num_triangles;
10771 firstvertex = surface->num_firstvertex;
10772 endvertex = surface->num_firstvertex + surface->num_vertices;
10773 for (;j < texturenumsurfaces;j++)
10775 surface2 = texturesurfacelist[j];
10776 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10778 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10779 batchtriangles += surface2->num_triangles;
10780 firstvertex = min(firstvertex, surface2->num_firstvertex);
10781 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10783 surface2 = texturesurfacelist[j-1];
10784 numvertices = endvertex - firstvertex;
10785 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10788 else if (r_batchmode.integer == 1)
10791 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10792 for (i = 0;i < texturenumsurfaces;i = j)
10794 surface = texturesurfacelist[i];
10795 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10796 if (texturesurfacelist[j] != surface2)
10798 Con_Printf(" %i", j - i);
10801 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10803 for (i = 0;i < texturenumsurfaces;i = j)
10805 surface = texturesurfacelist[i];
10806 RSurf_BindLightmapForSurface(surface);
10807 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10808 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10811 Con_Printf(" %i", j - i);
10813 surface2 = texturesurfacelist[j-1];
10814 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10815 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10816 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10824 for (i = 0;i < texturenumsurfaces;i++)
10826 surface = texturesurfacelist[i];
10827 RSurf_BindLightmapForSurface(surface);
10828 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);
10833 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10836 int texturesurfaceindex;
10837 if (r_showsurfaces.integer == 2)
10839 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10841 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10842 for (j = 0;j < surface->num_triangles;j++)
10844 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10845 GL_Color(f, f, f, 1);
10846 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10852 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10854 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10855 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10856 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);
10857 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);
10862 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10864 int texturesurfaceindex;
10868 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10870 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10871 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)
10879 rsurface.lightmapcolor4f = rsurface.array_color4f;
10880 rsurface.lightmapcolor4f_bufferobject = 0;
10881 rsurface.lightmapcolor4f_bufferoffset = 0;
10884 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10886 int texturesurfaceindex;
10892 if (rsurface.lightmapcolor4f)
10894 // generate color arrays for the surfaces in this list
10895 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10897 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10898 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)
10900 f = RSurf_FogVertex(v);
10910 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10912 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10913 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)
10915 f = RSurf_FogVertex(v);
10923 rsurface.lightmapcolor4f = rsurface.array_color4f;
10924 rsurface.lightmapcolor4f_bufferobject = 0;
10925 rsurface.lightmapcolor4f_bufferoffset = 0;
10928 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10930 int texturesurfaceindex;
10936 if (!rsurface.lightmapcolor4f)
10938 // generate color arrays for the surfaces in this list
10939 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10941 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10942 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)
10944 f = RSurf_FogVertex(v);
10945 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10946 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10947 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10951 rsurface.lightmapcolor4f = rsurface.array_color4f;
10952 rsurface.lightmapcolor4f_bufferobject = 0;
10953 rsurface.lightmapcolor4f_bufferoffset = 0;
10956 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10958 int texturesurfaceindex;
10962 if (!rsurface.lightmapcolor4f)
10964 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10966 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10967 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)
10975 rsurface.lightmapcolor4f = rsurface.array_color4f;
10976 rsurface.lightmapcolor4f_bufferobject = 0;
10977 rsurface.lightmapcolor4f_bufferoffset = 0;
10980 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10982 int texturesurfaceindex;
10986 if (!rsurface.lightmapcolor4f)
10988 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10990 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10991 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)
10993 c2[0] = c[0] + r_refdef.scene.ambient;
10994 c2[1] = c[1] + r_refdef.scene.ambient;
10995 c2[2] = c[2] + r_refdef.scene.ambient;
10999 rsurface.lightmapcolor4f = rsurface.array_color4f;
11000 rsurface.lightmapcolor4f_bufferobject = 0;
11001 rsurface.lightmapcolor4f_bufferoffset = 0;
11004 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11007 rsurface.lightmapcolor4f = NULL;
11008 rsurface.lightmapcolor4f_bufferobject = 0;
11009 rsurface.lightmapcolor4f_bufferoffset = 0;
11010 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11011 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11012 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11013 GL_Color(r, g, b, a);
11014 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11017 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11019 // TODO: optimize applyfog && applycolor case
11020 // just apply fog if necessary, and tint the fog color array if necessary
11021 rsurface.lightmapcolor4f = NULL;
11022 rsurface.lightmapcolor4f_bufferobject = 0;
11023 rsurface.lightmapcolor4f_bufferoffset = 0;
11024 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11025 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11026 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11027 GL_Color(r, g, b, a);
11028 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11031 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11033 int texturesurfaceindex;
11037 if (texturesurfacelist[0]->lightmapinfo)
11039 // generate color arrays for the surfaces in this list
11040 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11042 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11043 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11045 if (surface->lightmapinfo->samples)
11047 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11048 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11049 VectorScale(lm, scale, c);
11050 if (surface->lightmapinfo->styles[1] != 255)
11052 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11054 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11055 VectorMA(c, scale, lm, c);
11056 if (surface->lightmapinfo->styles[2] != 255)
11059 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11060 VectorMA(c, scale, lm, c);
11061 if (surface->lightmapinfo->styles[3] != 255)
11064 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11065 VectorMA(c, scale, lm, c);
11075 rsurface.lightmapcolor4f = rsurface.array_color4f;
11076 rsurface.lightmapcolor4f_bufferobject = 0;
11077 rsurface.lightmapcolor4f_bufferoffset = 0;
11081 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11082 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11083 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11085 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11086 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11087 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11088 GL_Color(r, g, b, a);
11089 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11092 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11094 int texturesurfaceindex;
11103 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11105 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11106 int numverts = surface->num_vertices;
11107 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11108 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11109 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11110 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11112 f = -DotProduct(r_refdef.view.forward, n);
11114 f = f * 0.85 + 0.15; // work around so stuff won't get black
11115 f *= r_refdef.lightmapintensity;
11116 Vector4Set(c, f, f, f, 1);
11120 rsurface.lightmapcolor4f = rsurface.array_color4f;
11121 rsurface.lightmapcolor4f_bufferobject = 0;
11122 rsurface.lightmapcolor4f_bufferoffset = 0;
11125 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11127 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11128 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11129 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11130 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11131 GL_Color(r, g, b, a);
11132 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11135 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11137 int texturesurfaceindex;
11144 vec3_t ambientcolor;
11145 vec3_t diffusecolor;
11149 VectorCopy(rsurface.modellight_lightdir, lightdir);
11150 f = 0.5f * r_refdef.lightmapintensity;
11151 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11152 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11153 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11154 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11155 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11156 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11158 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11160 // generate color arrays for the surfaces in this list
11161 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11163 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11164 int numverts = surface->num_vertices;
11165 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11166 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11167 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11168 // q3-style directional shading
11169 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11171 if ((f = DotProduct(n, lightdir)) > 0)
11172 VectorMA(ambientcolor, f, diffusecolor, c);
11174 VectorCopy(ambientcolor, c);
11182 rsurface.lightmapcolor4f = rsurface.array_color4f;
11183 rsurface.lightmapcolor4f_bufferobject = 0;
11184 rsurface.lightmapcolor4f_bufferoffset = 0;
11185 *applycolor = false;
11189 *r = ambientcolor[0];
11190 *g = ambientcolor[1];
11191 *b = ambientcolor[2];
11192 rsurface.lightmapcolor4f = NULL;
11193 rsurface.lightmapcolor4f_bufferobject = 0;
11194 rsurface.lightmapcolor4f_bufferoffset = 0;
11198 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11200 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11201 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11202 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11203 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11204 GL_Color(r, g, b, a);
11205 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11208 void RSurf_SetupDepthAndCulling(void)
11210 // submodels are biased to avoid z-fighting with world surfaces that they
11211 // may be exactly overlapping (avoids z-fighting artifacts on certain
11212 // doors and things in Quake maps)
11213 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11214 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11215 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11216 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11219 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11221 // transparent sky would be ridiculous
11222 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11224 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11225 skyrenderlater = true;
11226 RSurf_SetupDepthAndCulling();
11227 GL_DepthMask(true);
11228 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11229 // skymasking on them, and Quake3 never did sky masking (unlike
11230 // software Quake and software Quake2), so disable the sky masking
11231 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11232 // and skymasking also looks very bad when noclipping outside the
11233 // level, so don't use it then either.
11234 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11236 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11237 R_Mesh_ColorPointer(NULL, 0, 0);
11238 R_Mesh_ResetTextureState();
11239 if (skyrendermasked)
11241 R_SetupShader_DepthOrShadow();
11242 // depth-only (masking)
11243 GL_ColorMask(0,0,0,0);
11244 // just to make sure that braindead drivers don't draw
11245 // anything despite that colormask...
11246 GL_BlendFunc(GL_ZERO, GL_ONE);
11250 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11252 GL_BlendFunc(GL_ONE, GL_ZERO);
11254 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11255 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11256 if (skyrendermasked)
11257 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11259 R_Mesh_ResetTextureState();
11260 GL_Color(1, 1, 1, 1);
11263 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11264 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11265 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11267 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11269 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11272 // render screenspace normalmap to texture
11273 GL_DepthMask(true);
11274 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11275 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11277 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11279 // render water or distortion background, then blend surface on top
11280 GL_DepthMask(true);
11281 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11282 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11283 GL_DepthMask(false);
11284 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11285 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11286 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11288 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11292 // render surface normally
11293 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11294 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11295 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11296 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11297 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11298 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11300 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11304 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11306 // OpenGL 1.3 path - anything not completely ancient
11307 int texturesurfaceindex;
11308 qboolean applycolor;
11311 const texturelayer_t *layer;
11312 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11314 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11317 int layertexrgbscale;
11318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11320 if (layerindex == 0)
11321 GL_AlphaTest(true);
11324 GL_AlphaTest(false);
11325 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11328 GL_DepthMask(layer->depthmask && writedepth);
11329 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11330 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11332 layertexrgbscale = 4;
11333 VectorScale(layer->color, 0.25f, layercolor);
11335 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11337 layertexrgbscale = 2;
11338 VectorScale(layer->color, 0.5f, layercolor);
11342 layertexrgbscale = 1;
11343 VectorScale(layer->color, 1.0f, layercolor);
11345 layercolor[3] = layer->color[3];
11346 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11347 R_Mesh_ColorPointer(NULL, 0, 0);
11348 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11349 switch (layer->type)
11351 case TEXTURELAYERTYPE_LITTEXTURE:
11352 // single-pass lightmapped texture with 2x rgbscale
11353 R_Mesh_TexBind(0, r_texture_white);
11354 R_Mesh_TexMatrix(0, NULL);
11355 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11356 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11357 R_Mesh_TexBind(1, layer->texture);
11358 R_Mesh_TexMatrix(1, &layer->texmatrix);
11359 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11360 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11362 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11363 else if (FAKELIGHT_ENABLED)
11364 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11365 else if (rsurface.uselightmaptexture)
11366 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11368 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11370 case TEXTURELAYERTYPE_TEXTURE:
11371 // singletexture unlit texture with transparency support
11372 R_Mesh_TexBind(0, layer->texture);
11373 R_Mesh_TexMatrix(0, &layer->texmatrix);
11374 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11375 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11376 R_Mesh_TexBind(1, 0);
11377 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11378 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11380 case TEXTURELAYERTYPE_FOG:
11381 // singletexture fogging
11382 if (layer->texture)
11384 R_Mesh_TexBind(0, layer->texture);
11385 R_Mesh_TexMatrix(0, &layer->texmatrix);
11386 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11387 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11391 R_Mesh_TexBind(0, 0);
11392 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11394 R_Mesh_TexBind(1, 0);
11395 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11396 // generate a color array for the fog pass
11397 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11398 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11404 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11405 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)
11407 f = 1 - RSurf_FogVertex(v);
11408 c[0] = layercolor[0];
11409 c[1] = layercolor[1];
11410 c[2] = layercolor[2];
11411 c[3] = f * layercolor[3];
11414 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11417 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11423 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11424 GL_AlphaTest(false);
11428 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11430 // OpenGL 1.1 - crusty old voodoo path
11431 int texturesurfaceindex;
11434 const texturelayer_t *layer;
11435 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11437 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11441 if (layerindex == 0)
11442 GL_AlphaTest(true);
11445 GL_AlphaTest(false);
11446 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11449 GL_DepthMask(layer->depthmask && writedepth);
11450 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11451 R_Mesh_ColorPointer(NULL, 0, 0);
11452 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11453 switch (layer->type)
11455 case TEXTURELAYERTYPE_LITTEXTURE:
11456 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11458 // two-pass lit texture with 2x rgbscale
11459 // first the lightmap pass
11460 R_Mesh_TexBind(0, r_texture_white);
11461 R_Mesh_TexMatrix(0, NULL);
11462 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11463 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11464 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11465 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11466 else if (FAKELIGHT_ENABLED)
11467 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11468 else if (rsurface.uselightmaptexture)
11469 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11471 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11472 // then apply the texture to it
11473 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11474 R_Mesh_TexBind(0, layer->texture);
11475 R_Mesh_TexMatrix(0, &layer->texmatrix);
11476 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11477 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11478 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);
11482 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11483 R_Mesh_TexBind(0, layer->texture);
11484 R_Mesh_TexMatrix(0, &layer->texmatrix);
11485 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11486 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11487 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11488 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);
11490 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);
11493 case TEXTURELAYERTYPE_TEXTURE:
11494 // singletexture unlit texture with transparency support
11495 R_Mesh_TexBind(0, layer->texture);
11496 R_Mesh_TexMatrix(0, &layer->texmatrix);
11497 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11498 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11499 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);
11501 case TEXTURELAYERTYPE_FOG:
11502 // singletexture fogging
11503 if (layer->texture)
11505 R_Mesh_TexBind(0, layer->texture);
11506 R_Mesh_TexMatrix(0, &layer->texmatrix);
11507 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11508 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11512 R_Mesh_TexBind(0, 0);
11513 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11515 // generate a color array for the fog pass
11516 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11517 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11523 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11524 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)
11526 f = 1 - RSurf_FogVertex(v);
11527 c[0] = layer->color[0];
11528 c[1] = layer->color[1];
11529 c[2] = layer->color[2];
11530 c[3] = f * layer->color[3];
11533 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11536 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11540 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11542 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11543 GL_AlphaTest(false);
11547 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11551 GL_AlphaTest(false);
11552 R_Mesh_ColorPointer(NULL, 0, 0);
11553 R_Mesh_ResetTextureState();
11554 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11556 if(rsurface.texture && rsurface.texture->currentskinframe)
11558 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11559 c[3] *= rsurface.texture->currentalpha;
11569 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11571 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11572 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11573 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11576 // brighten it up (as texture value 127 means "unlit")
11577 c[0] *= 2 * r_refdef.view.colorscale;
11578 c[1] *= 2 * r_refdef.view.colorscale;
11579 c[2] *= 2 * r_refdef.view.colorscale;
11581 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11582 c[3] *= r_wateralpha.value;
11584 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11586 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11587 GL_DepthMask(false);
11589 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11591 GL_BlendFunc(GL_ONE, GL_ONE);
11592 GL_DepthMask(false);
11594 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11596 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11597 GL_DepthMask(false);
11599 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11601 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11602 GL_DepthMask(false);
11606 GL_BlendFunc(GL_ONE, GL_ZERO);
11607 GL_DepthMask(writedepth);
11610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11612 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11614 rsurface.lightmapcolor4f = NULL;
11615 rsurface.lightmapcolor4f_bufferobject = 0;
11616 rsurface.lightmapcolor4f_bufferoffset = 0;
11618 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11620 qboolean applycolor = true;
11623 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11625 r_refdef.lightmapintensity = 1;
11626 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11627 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11629 else if (FAKELIGHT_ENABLED)
11631 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11633 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11634 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11635 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11639 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11641 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11642 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11643 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11646 if(!rsurface.lightmapcolor4f)
11647 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11649 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11650 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11651 if(r_refdef.fogenabled)
11652 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11654 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11655 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11658 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11661 RSurf_SetupDepthAndCulling();
11662 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11664 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11667 switch (vid.renderpath)
11669 case RENDERPATH_GL20:
11670 case RENDERPATH_CGGL:
11671 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11673 case RENDERPATH_GL13:
11674 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11676 case RENDERPATH_GL11:
11677 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11683 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11686 RSurf_SetupDepthAndCulling();
11687 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11689 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11692 switch (vid.renderpath)
11694 case RENDERPATH_GL20:
11695 case RENDERPATH_CGGL:
11696 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11698 case RENDERPATH_GL13:
11699 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11701 case RENDERPATH_GL11:
11702 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11708 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11711 int texturenumsurfaces, endsurface;
11712 texture_t *texture;
11713 const msurface_t *surface;
11714 #define MAXBATCH_TRANSPARENTSURFACES 256
11715 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11717 // if the model is static it doesn't matter what value we give for
11718 // wantnormals and wanttangents, so this logic uses only rules applicable
11719 // to a model, knowing that they are meaningless otherwise
11720 if (ent == r_refdef.scene.worldentity)
11721 RSurf_ActiveWorldEntity();
11722 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11723 RSurf_ActiveModelEntity(ent, false, false, false);
11726 switch (vid.renderpath)
11728 case RENDERPATH_GL20:
11729 case RENDERPATH_CGGL:
11730 RSurf_ActiveModelEntity(ent, true, true, false);
11732 case RENDERPATH_GL13:
11733 case RENDERPATH_GL11:
11734 RSurf_ActiveModelEntity(ent, true, false, false);
11739 if (r_transparentdepthmasking.integer)
11741 qboolean setup = false;
11742 for (i = 0;i < numsurfaces;i = j)
11745 surface = rsurface.modelsurfaces + surfacelist[i];
11746 texture = surface->texture;
11747 rsurface.texture = R_GetCurrentTexture(texture);
11748 // scan ahead until we find a different texture
11749 endsurface = min(i + 1024, numsurfaces);
11750 texturenumsurfaces = 0;
11751 texturesurfacelist[texturenumsurfaces++] = surface;
11752 if(FAKELIGHT_ENABLED)
11754 rsurface.uselightmaptexture = false;
11755 for (;j < endsurface;j++)
11757 surface = rsurface.modelsurfaces + surfacelist[j];
11758 if (texture != surface->texture)
11760 texturesurfacelist[texturenumsurfaces++] = surface;
11765 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11766 for (;j < endsurface;j++)
11768 surface = rsurface.modelsurfaces + surfacelist[j];
11769 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11771 texturesurfacelist[texturenumsurfaces++] = surface;
11774 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11776 // render the range of surfaces as depth
11780 GL_ColorMask(0,0,0,0);
11782 GL_DepthTest(true);
11783 GL_BlendFunc(GL_ONE, GL_ZERO);
11784 GL_DepthMask(true);
11785 GL_AlphaTest(false);
11786 R_Mesh_ColorPointer(NULL, 0, 0);
11787 R_Mesh_ResetTextureState();
11788 R_SetupShader_DepthOrShadow();
11790 RSurf_SetupDepthAndCulling();
11791 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11792 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11795 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11798 for (i = 0;i < numsurfaces;i = j)
11801 surface = rsurface.modelsurfaces + surfacelist[i];
11802 texture = surface->texture;
11803 rsurface.texture = R_GetCurrentTexture(texture);
11804 // scan ahead until we find a different texture
11805 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11806 texturenumsurfaces = 0;
11807 texturesurfacelist[texturenumsurfaces++] = surface;
11808 if(FAKELIGHT_ENABLED)
11810 rsurface.uselightmaptexture = false;
11811 for (;j < endsurface;j++)
11813 surface = rsurface.modelsurfaces + surfacelist[j];
11814 if (texture != surface->texture)
11816 texturesurfacelist[texturenumsurfaces++] = surface;
11821 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11822 for (;j < endsurface;j++)
11824 surface = rsurface.modelsurfaces + surfacelist[j];
11825 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11827 texturesurfacelist[texturenumsurfaces++] = surface;
11830 // render the range of surfaces
11831 if (ent == r_refdef.scene.worldentity)
11832 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11834 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11836 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11837 GL_AlphaTest(false);
11840 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11842 // transparent surfaces get pushed off into the transparent queue
11843 int surfacelistindex;
11844 const msurface_t *surface;
11845 vec3_t tempcenter, center;
11846 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11848 surface = texturesurfacelist[surfacelistindex];
11849 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11850 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11851 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11852 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11853 if (queueentity->transparent_offset) // transparent offset
11855 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11856 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11857 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11859 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11863 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11865 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11869 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11871 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11873 RSurf_SetupDepthAndCulling();
11874 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11875 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11879 if (!rsurface.texture->currentnumlayers)
11881 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11882 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11884 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11886 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11888 RSurf_SetupDepthAndCulling();
11889 GL_AlphaTest(false);
11890 R_Mesh_ColorPointer(NULL, 0, 0);
11891 R_Mesh_ResetTextureState();
11892 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11893 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11894 GL_DepthMask(true);
11895 GL_BlendFunc(GL_ONE, GL_ZERO);
11896 GL_Color(0, 0, 0, 1);
11897 GL_DepthTest(writedepth);
11898 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11900 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11902 RSurf_SetupDepthAndCulling();
11903 GL_AlphaTest(false);
11904 R_Mesh_ColorPointer(NULL, 0, 0);
11905 R_Mesh_ResetTextureState();
11906 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11907 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11908 GL_DepthMask(true);
11909 GL_BlendFunc(GL_ONE, GL_ZERO);
11910 GL_DepthTest(true);
11911 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11913 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11914 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11915 else if (!rsurface.texture->currentnumlayers)
11917 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11919 // in the deferred case, transparent surfaces were queued during prepass
11920 if (!r_shadow_usingdeferredprepass)
11921 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11925 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11926 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11931 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11934 texture_t *texture;
11935 // break the surface list down into batches by texture and use of lightmapping
11936 for (i = 0;i < numsurfaces;i = j)
11939 // texture is the base texture pointer, rsurface.texture is the
11940 // current frame/skin the texture is directing us to use (for example
11941 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11942 // use skin 1 instead)
11943 texture = surfacelist[i]->texture;
11944 rsurface.texture = R_GetCurrentTexture(texture);
11945 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11947 // if this texture is not the kind we want, skip ahead to the next one
11948 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11952 if(FAKELIGHT_ENABLED || depthonly || prepass)
11954 rsurface.uselightmaptexture = false;
11955 // simply scan ahead until we find a different texture or lightmap state
11956 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11961 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11962 // simply scan ahead until we find a different texture or lightmap state
11963 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11966 // render the range of surfaces
11967 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11971 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11976 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11978 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11980 RSurf_SetupDepthAndCulling();
11981 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11982 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11986 if (!rsurface.texture->currentnumlayers)
11988 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11989 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11991 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11993 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11995 RSurf_SetupDepthAndCulling();
11996 GL_AlphaTest(false);
11997 R_Mesh_ColorPointer(NULL, 0, 0);
11998 R_Mesh_ResetTextureState();
11999 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12000 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12001 GL_DepthMask(true);
12002 GL_BlendFunc(GL_ONE, GL_ZERO);
12003 GL_Color(0, 0, 0, 1);
12004 GL_DepthTest(writedepth);
12005 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12007 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12009 RSurf_SetupDepthAndCulling();
12010 GL_AlphaTest(false);
12011 R_Mesh_ColorPointer(NULL, 0, 0);
12012 R_Mesh_ResetTextureState();
12013 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12014 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12015 GL_DepthMask(true);
12016 GL_BlendFunc(GL_ONE, GL_ZERO);
12017 GL_DepthTest(true);
12018 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12020 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12021 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12022 else if (!rsurface.texture->currentnumlayers)
12024 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12026 // in the deferred case, transparent surfaces were queued during prepass
12027 if (!r_shadow_usingdeferredprepass)
12028 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12032 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12033 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12038 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12041 texture_t *texture;
12042 // break the surface list down into batches by texture and use of lightmapping
12043 for (i = 0;i < numsurfaces;i = j)
12046 // texture is the base texture pointer, rsurface.texture is the
12047 // current frame/skin the texture is directing us to use (for example
12048 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12049 // use skin 1 instead)
12050 texture = surfacelist[i]->texture;
12051 rsurface.texture = R_GetCurrentTexture(texture);
12052 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12054 // if this texture is not the kind we want, skip ahead to the next one
12055 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12059 if(FAKELIGHT_ENABLED || depthonly || prepass)
12061 rsurface.uselightmaptexture = false;
12062 // simply scan ahead until we find a different texture or lightmap state
12063 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12068 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12069 // simply scan ahead until we find a different texture or lightmap state
12070 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12073 // render the range of surfaces
12074 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12078 float locboxvertex3f[6*4*3] =
12080 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12081 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12082 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12083 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12084 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12085 1,0,0, 0,0,0, 0,1,0, 1,1,0
12088 unsigned short locboxelements[6*2*3] =
12093 12,13,14, 12,14,15,
12094 16,17,18, 16,18,19,
12098 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12101 cl_locnode_t *loc = (cl_locnode_t *)ent;
12103 float vertex3f[6*4*3];
12105 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12106 GL_DepthMask(false);
12107 GL_DepthRange(0, 1);
12108 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12109 GL_DepthTest(true);
12110 GL_CullFace(GL_NONE);
12111 R_EntityMatrix(&identitymatrix);
12113 R_Mesh_VertexPointer(vertex3f, 0, 0);
12114 R_Mesh_ColorPointer(NULL, 0, 0);
12115 R_Mesh_ResetTextureState();
12116 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12118 i = surfacelist[0];
12119 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12120 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12121 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12122 surfacelist[0] < 0 ? 0.5f : 0.125f);
12124 if (VectorCompare(loc->mins, loc->maxs))
12126 VectorSet(size, 2, 2, 2);
12127 VectorMA(loc->mins, -0.5f, size, mins);
12131 VectorCopy(loc->mins, mins);
12132 VectorSubtract(loc->maxs, loc->mins, size);
12135 for (i = 0;i < 6*4*3;)
12136 for (j = 0;j < 3;j++, i++)
12137 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12139 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12142 void R_DrawLocs(void)
12145 cl_locnode_t *loc, *nearestloc;
12147 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12148 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12150 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12151 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12155 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12157 if (decalsystem->decals)
12158 Mem_Free(decalsystem->decals);
12159 memset(decalsystem, 0, sizeof(*decalsystem));
12162 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)
12165 tridecal_t *decals;
12168 // expand or initialize the system
12169 if (decalsystem->maxdecals <= decalsystem->numdecals)
12171 decalsystem_t old = *decalsystem;
12172 qboolean useshortelements;
12173 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12174 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12175 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)));
12176 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12177 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12178 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12179 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12180 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12181 if (decalsystem->numdecals)
12182 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12184 Mem_Free(old.decals);
12185 for (i = 0;i < decalsystem->maxdecals*3;i++)
12186 decalsystem->element3i[i] = i;
12187 if (useshortelements)
12188 for (i = 0;i < decalsystem->maxdecals*3;i++)
12189 decalsystem->element3s[i] = i;
12192 // grab a decal and search for another free slot for the next one
12193 decals = decalsystem->decals;
12194 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12195 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12197 decalsystem->freedecal = i;
12198 if (decalsystem->numdecals <= i)
12199 decalsystem->numdecals = i + 1;
12201 // initialize the decal
12203 decal->triangleindex = triangleindex;
12204 decal->surfaceindex = surfaceindex;
12205 decal->decalsequence = decalsequence;
12206 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12207 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12208 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12209 decal->color4ub[0][3] = 255;
12210 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12211 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12212 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12213 decal->color4ub[1][3] = 255;
12214 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12215 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12216 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12217 decal->color4ub[2][3] = 255;
12218 decal->vertex3f[0][0] = v0[0];
12219 decal->vertex3f[0][1] = v0[1];
12220 decal->vertex3f[0][2] = v0[2];
12221 decal->vertex3f[1][0] = v1[0];
12222 decal->vertex3f[1][1] = v1[1];
12223 decal->vertex3f[1][2] = v1[2];
12224 decal->vertex3f[2][0] = v2[0];
12225 decal->vertex3f[2][1] = v2[1];
12226 decal->vertex3f[2][2] = v2[2];
12227 decal->texcoord2f[0][0] = t0[0];
12228 decal->texcoord2f[0][1] = t0[1];
12229 decal->texcoord2f[1][0] = t1[0];
12230 decal->texcoord2f[1][1] = t1[1];
12231 decal->texcoord2f[2][0] = t2[0];
12232 decal->texcoord2f[2][1] = t2[1];
12235 extern cvar_t cl_decals_bias;
12236 extern cvar_t cl_decals_models;
12237 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12238 // baseparms, parms, temps
12239 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)
12244 const float *vertex3f;
12246 float points[2][9][3];
12253 e = rsurface.modelelement3i + 3*triangleindex;
12255 vertex3f = rsurface.modelvertex3f;
12257 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12259 index = 3*e[cornerindex];
12260 VectorCopy(vertex3f + index, v[cornerindex]);
12263 //TriangleNormal(v[0], v[1], v[2], normal);
12264 //if (DotProduct(normal, localnormal) < 0.0f)
12266 // clip by each of the box planes formed from the projection matrix
12267 // if anything survives, we emit the decal
12268 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]);
12271 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]);
12274 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]);
12277 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]);
12280 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]);
12283 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]);
12286 // some part of the triangle survived, so we have to accept it...
12289 // dynamic always uses the original triangle
12291 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12293 index = 3*e[cornerindex];
12294 VectorCopy(vertex3f + index, v[cornerindex]);
12297 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12299 // convert vertex positions to texcoords
12300 Matrix4x4_Transform(projection, v[cornerindex], temp);
12301 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12302 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12303 // calculate distance fade from the projection origin
12304 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12305 f = bound(0.0f, f, 1.0f);
12306 c[cornerindex][0] = r * f;
12307 c[cornerindex][1] = g * f;
12308 c[cornerindex][2] = b * f;
12309 c[cornerindex][3] = 1.0f;
12310 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12313 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);
12315 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12316 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);
12318 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)
12320 matrix4x4_t projection;
12321 decalsystem_t *decalsystem;
12324 const msurface_t *surface;
12325 const msurface_t *surfaces;
12326 const int *surfacelist;
12327 const texture_t *texture;
12329 int numsurfacelist;
12330 int surfacelistindex;
12333 float localorigin[3];
12334 float localnormal[3];
12335 float localmins[3];
12336 float localmaxs[3];
12339 float planes[6][4];
12342 int bih_triangles_count;
12343 int bih_triangles[256];
12344 int bih_surfaces[256];
12346 decalsystem = &ent->decalsystem;
12347 model = ent->model;
12348 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12350 R_DecalSystem_Reset(&ent->decalsystem);
12354 if (!model->brush.data_nodes && !cl_decals_models.integer)
12356 if (decalsystem->model)
12357 R_DecalSystem_Reset(decalsystem);
12361 if (decalsystem->model != model)
12362 R_DecalSystem_Reset(decalsystem);
12363 decalsystem->model = model;
12365 RSurf_ActiveModelEntity(ent, false, false, false);
12367 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12368 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12369 VectorNormalize(localnormal);
12370 localsize = worldsize*rsurface.inversematrixscale;
12371 localmins[0] = localorigin[0] - localsize;
12372 localmins[1] = localorigin[1] - localsize;
12373 localmins[2] = localorigin[2] - localsize;
12374 localmaxs[0] = localorigin[0] + localsize;
12375 localmaxs[1] = localorigin[1] + localsize;
12376 localmaxs[2] = localorigin[2] + localsize;
12378 //VectorCopy(localnormal, planes[4]);
12379 //VectorVectors(planes[4], planes[2], planes[0]);
12380 AnglesFromVectors(angles, localnormal, NULL, false);
12381 AngleVectors(angles, planes[0], planes[2], planes[4]);
12382 VectorNegate(planes[0], planes[1]);
12383 VectorNegate(planes[2], planes[3]);
12384 VectorNegate(planes[4], planes[5]);
12385 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12386 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12387 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12388 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12389 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12390 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12395 matrix4x4_t forwardprojection;
12396 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12397 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12402 float projectionvector[4][3];
12403 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12404 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12405 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12406 projectionvector[0][0] = planes[0][0] * ilocalsize;
12407 projectionvector[0][1] = planes[1][0] * ilocalsize;
12408 projectionvector[0][2] = planes[2][0] * ilocalsize;
12409 projectionvector[1][0] = planes[0][1] * ilocalsize;
12410 projectionvector[1][1] = planes[1][1] * ilocalsize;
12411 projectionvector[1][2] = planes[2][1] * ilocalsize;
12412 projectionvector[2][0] = planes[0][2] * ilocalsize;
12413 projectionvector[2][1] = planes[1][2] * ilocalsize;
12414 projectionvector[2][2] = planes[2][2] * ilocalsize;
12415 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12416 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12417 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12418 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12422 dynamic = model->surfmesh.isanimated;
12423 numsurfacelist = model->nummodelsurfaces;
12424 surfacelist = model->sortedmodelsurfaces;
12425 surfaces = model->data_surfaces;
12428 bih_triangles_count = -1;
12431 if(model->render_bih.numleafs)
12432 bih = &model->render_bih;
12433 else if(model->collision_bih.numleafs)
12434 bih = &model->collision_bih;
12437 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12438 if(bih_triangles_count == 0)
12440 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12442 if(bih_triangles_count > 0)
12444 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12446 surfaceindex = bih_surfaces[triangleindex];
12447 surface = surfaces + surfaceindex;
12448 texture = surface->texture;
12449 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12451 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12453 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12458 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12460 surfaceindex = surfacelist[surfacelistindex];
12461 surface = surfaces + surfaceindex;
12462 // check cull box first because it rejects more than any other check
12463 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12465 // skip transparent surfaces
12466 texture = surface->texture;
12467 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12469 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12471 numtriangles = surface->num_triangles;
12472 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12473 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12478 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12479 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)
12481 int renderentityindex;
12482 float worldmins[3];
12483 float worldmaxs[3];
12484 entity_render_t *ent;
12486 if (!cl_decals_newsystem.integer)
12489 worldmins[0] = worldorigin[0] - worldsize;
12490 worldmins[1] = worldorigin[1] - worldsize;
12491 worldmins[2] = worldorigin[2] - worldsize;
12492 worldmaxs[0] = worldorigin[0] + worldsize;
12493 worldmaxs[1] = worldorigin[1] + worldsize;
12494 worldmaxs[2] = worldorigin[2] + worldsize;
12496 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12498 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12500 ent = r_refdef.scene.entities[renderentityindex];
12501 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12504 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12508 typedef struct r_decalsystem_splatqueue_s
12510 vec3_t worldorigin;
12511 vec3_t worldnormal;
12517 r_decalsystem_splatqueue_t;
12519 int r_decalsystem_numqueued = 0;
12520 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12522 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)
12524 r_decalsystem_splatqueue_t *queue;
12526 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12529 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12530 VectorCopy(worldorigin, queue->worldorigin);
12531 VectorCopy(worldnormal, queue->worldnormal);
12532 Vector4Set(queue->color, r, g, b, a);
12533 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12534 queue->worldsize = worldsize;
12535 queue->decalsequence = cl.decalsequence++;
12538 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12541 r_decalsystem_splatqueue_t *queue;
12543 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12544 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);
12545 r_decalsystem_numqueued = 0;
12548 extern cvar_t cl_decals_max;
12549 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12552 decalsystem_t *decalsystem = &ent->decalsystem;
12559 if (!decalsystem->numdecals)
12562 if (r_showsurfaces.integer)
12565 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12567 R_DecalSystem_Reset(decalsystem);
12571 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12572 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12574 if (decalsystem->lastupdatetime)
12575 frametime = (cl.time - decalsystem->lastupdatetime);
12578 decalsystem->lastupdatetime = cl.time;
12579 decal = decalsystem->decals;
12580 numdecals = decalsystem->numdecals;
12582 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12584 if (decal->color4ub[0][3])
12586 decal->lived += frametime;
12587 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12589 memset(decal, 0, sizeof(*decal));
12590 if (decalsystem->freedecal > i)
12591 decalsystem->freedecal = i;
12595 decal = decalsystem->decals;
12596 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12599 // collapse the array by shuffling the tail decals into the gaps
12602 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12603 decalsystem->freedecal++;
12604 if (decalsystem->freedecal == numdecals)
12606 decal[decalsystem->freedecal] = decal[--numdecals];
12609 decalsystem->numdecals = numdecals;
12611 if (numdecals <= 0)
12613 // if there are no decals left, reset decalsystem
12614 R_DecalSystem_Reset(decalsystem);
12618 extern skinframe_t *decalskinframe;
12619 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12622 decalsystem_t *decalsystem = &ent->decalsystem;
12631 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12634 numdecals = decalsystem->numdecals;
12638 if (r_showsurfaces.integer)
12641 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12643 R_DecalSystem_Reset(decalsystem);
12647 // if the model is static it doesn't matter what value we give for
12648 // wantnormals and wanttangents, so this logic uses only rules applicable
12649 // to a model, knowing that they are meaningless otherwise
12650 if (ent == r_refdef.scene.worldentity)
12651 RSurf_ActiveWorldEntity();
12653 RSurf_ActiveModelEntity(ent, false, false, false);
12655 decalsystem->lastupdatetime = cl.time;
12656 decal = decalsystem->decals;
12658 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12660 // update vertex positions for animated models
12661 v3f = decalsystem->vertex3f;
12662 c4f = decalsystem->color4f;
12663 t2f = decalsystem->texcoord2f;
12664 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12666 if (!decal->color4ub[0][3])
12669 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12672 // update color values for fading decals
12673 if (decal->lived >= cl_decals_time.value)
12675 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12676 alpha *= (1.0f/255.0f);
12679 alpha = 1.0f/255.0f;
12681 c4f[ 0] = decal->color4ub[0][0] * alpha;
12682 c4f[ 1] = decal->color4ub[0][1] * alpha;
12683 c4f[ 2] = decal->color4ub[0][2] * alpha;
12685 c4f[ 4] = decal->color4ub[1][0] * alpha;
12686 c4f[ 5] = decal->color4ub[1][1] * alpha;
12687 c4f[ 6] = decal->color4ub[1][2] * alpha;
12689 c4f[ 8] = decal->color4ub[2][0] * alpha;
12690 c4f[ 9] = decal->color4ub[2][1] * alpha;
12691 c4f[10] = decal->color4ub[2][2] * alpha;
12694 t2f[0] = decal->texcoord2f[0][0];
12695 t2f[1] = decal->texcoord2f[0][1];
12696 t2f[2] = decal->texcoord2f[1][0];
12697 t2f[3] = decal->texcoord2f[1][1];
12698 t2f[4] = decal->texcoord2f[2][0];
12699 t2f[5] = decal->texcoord2f[2][1];
12701 // update vertex positions for animated models
12702 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12704 e = rsurface.modelelement3i + 3*decal->triangleindex;
12705 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12706 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12707 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12711 VectorCopy(decal->vertex3f[0], v3f);
12712 VectorCopy(decal->vertex3f[1], v3f + 3);
12713 VectorCopy(decal->vertex3f[2], v3f + 6);
12716 if (r_refdef.fogenabled)
12718 alpha = RSurf_FogVertex(v3f);
12719 VectorScale(c4f, alpha, c4f);
12720 alpha = RSurf_FogVertex(v3f + 3);
12721 VectorScale(c4f + 4, alpha, c4f + 4);
12722 alpha = RSurf_FogVertex(v3f + 6);
12723 VectorScale(c4f + 8, alpha, c4f + 8);
12734 r_refdef.stats.drawndecals += numtris;
12736 // now render the decals all at once
12737 // (this assumes they all use one particle font texture!)
12738 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);
12739 R_Mesh_ResetTextureState();
12740 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12741 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12742 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12743 GL_DepthMask(false);
12744 GL_DepthRange(0, 1);
12745 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12746 GL_DepthTest(true);
12747 GL_CullFace(GL_NONE);
12748 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12749 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12750 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12754 static void R_DrawModelDecals(void)
12758 // fade faster when there are too many decals
12759 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12760 for (i = 0;i < r_refdef.scene.numentities;i++)
12761 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12763 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12764 for (i = 0;i < r_refdef.scene.numentities;i++)
12765 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12766 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12768 R_DecalSystem_ApplySplatEntitiesQueue();
12770 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12771 for (i = 0;i < r_refdef.scene.numentities;i++)
12772 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12774 r_refdef.stats.totaldecals += numdecals;
12776 if (r_showsurfaces.integer)
12779 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12781 for (i = 0;i < r_refdef.scene.numentities;i++)
12783 if (!r_refdef.viewcache.entityvisible[i])
12785 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12786 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12790 extern cvar_t mod_collision_bih;
12791 void R_DrawDebugModel(void)
12793 entity_render_t *ent = rsurface.entity;
12794 int i, j, k, l, flagsmask;
12795 const msurface_t *surface;
12796 dp_model_t *model = ent->model;
12799 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12801 R_Mesh_ColorPointer(NULL, 0, 0);
12802 R_Mesh_ResetTextureState();
12803 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12804 GL_DepthRange(0, 1);
12805 GL_DepthTest(!r_showdisabledepthtest.integer);
12806 GL_DepthMask(false);
12807 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12809 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12813 qboolean cullbox = ent == r_refdef.scene.worldentity;
12814 const q3mbrush_t *brush;
12815 const bih_t *bih = &model->collision_bih;
12816 const bih_leaf_t *bihleaf;
12817 float vertex3f[3][3];
12818 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12820 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12822 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12824 switch (bihleaf->type)
12827 brush = model->brush.data_brushes + bihleaf->itemindex;
12828 if (brush->colbrushf && brush->colbrushf->numtriangles)
12830 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12831 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);
12832 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12835 case BIH_COLLISIONTRIANGLE:
12836 triangleindex = bihleaf->itemindex;
12837 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12838 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12839 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12840 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12841 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);
12842 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12844 case BIH_RENDERTRIANGLE:
12845 triangleindex = bihleaf->itemindex;
12846 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12847 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12848 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12849 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12850 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);
12851 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12857 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12859 if (r_showtris.integer || r_shownormals.integer)
12861 if (r_showdisabledepthtest.integer)
12863 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12864 GL_DepthMask(false);
12868 GL_BlendFunc(GL_ONE, GL_ZERO);
12869 GL_DepthMask(true);
12871 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12873 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12875 rsurface.texture = R_GetCurrentTexture(surface->texture);
12876 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12878 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12879 if (r_showtris.value > 0)
12881 if (!rsurface.texture->currentlayers->depthmask)
12882 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12883 else if (ent == r_refdef.scene.worldentity)
12884 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12886 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12887 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12888 R_Mesh_ColorPointer(NULL, 0, 0);
12889 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12890 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12891 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12892 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);
12893 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12896 if (r_shownormals.value < 0)
12898 qglBegin(GL_LINES);
12899 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12901 VectorCopy(rsurface.vertex3f + l * 3, v);
12902 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12903 qglVertex3f(v[0], v[1], v[2]);
12904 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12905 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12906 qglVertex3f(v[0], v[1], v[2]);
12911 if (r_shownormals.value > 0)
12913 qglBegin(GL_LINES);
12914 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12916 VectorCopy(rsurface.vertex3f + l * 3, v);
12917 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12918 qglVertex3f(v[0], v[1], v[2]);
12919 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12920 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12921 qglVertex3f(v[0], v[1], v[2]);
12925 qglBegin(GL_LINES);
12926 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12928 VectorCopy(rsurface.vertex3f + l * 3, v);
12929 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12930 qglVertex3f(v[0], v[1], v[2]);
12931 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12932 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12933 qglVertex3f(v[0], v[1], v[2]);
12937 qglBegin(GL_LINES);
12938 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12940 VectorCopy(rsurface.vertex3f + l * 3, v);
12941 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12942 qglVertex3f(v[0], v[1], v[2]);
12943 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12944 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12945 qglVertex3f(v[0], v[1], v[2]);
12952 rsurface.texture = NULL;
12956 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12957 int r_maxsurfacelist = 0;
12958 const msurface_t **r_surfacelist = NULL;
12959 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12961 int i, j, endj, flagsmask;
12962 dp_model_t *model = r_refdef.scene.worldmodel;
12963 msurface_t *surfaces;
12964 unsigned char *update;
12965 int numsurfacelist = 0;
12969 if (r_maxsurfacelist < model->num_surfaces)
12971 r_maxsurfacelist = model->num_surfaces;
12973 Mem_Free((msurface_t**)r_surfacelist);
12974 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12977 RSurf_ActiveWorldEntity();
12979 surfaces = model->data_surfaces;
12980 update = model->brushq1.lightmapupdateflags;
12982 // update light styles on this submodel
12983 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12985 model_brush_lightstyleinfo_t *style;
12986 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12988 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12990 int *list = style->surfacelist;
12991 style->value = r_refdef.scene.lightstylevalue[style->style];
12992 for (j = 0;j < style->numsurfaces;j++)
12993 update[list[j]] = true;
12998 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13002 R_DrawDebugModel();
13003 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13007 rsurface.uselightmaptexture = false;
13008 rsurface.texture = NULL;
13009 rsurface.rtlight = NULL;
13010 numsurfacelist = 0;
13011 // add visible surfaces to draw list
13012 for (i = 0;i < model->nummodelsurfaces;i++)
13014 j = model->sortedmodelsurfaces[i];
13015 if (r_refdef.viewcache.world_surfacevisible[j])
13016 r_surfacelist[numsurfacelist++] = surfaces + j;
13018 // update lightmaps if needed
13019 if (model->brushq1.firstrender)
13021 model->brushq1.firstrender = false;
13022 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13024 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13028 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13029 if (r_refdef.viewcache.world_surfacevisible[j])
13031 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13033 // don't do anything if there were no surfaces
13034 if (!numsurfacelist)
13036 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13039 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13040 GL_AlphaTest(false);
13042 // add to stats if desired
13043 if (r_speeds.integer && !skysurfaces && !depthonly)
13045 r_refdef.stats.world_surfaces += numsurfacelist;
13046 for (j = 0;j < numsurfacelist;j++)
13047 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13050 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13053 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13055 int i, j, endj, flagsmask;
13056 dp_model_t *model = ent->model;
13057 msurface_t *surfaces;
13058 unsigned char *update;
13059 int numsurfacelist = 0;
13063 if (r_maxsurfacelist < model->num_surfaces)
13065 r_maxsurfacelist = model->num_surfaces;
13067 Mem_Free((msurface_t **)r_surfacelist);
13068 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13071 // if the model is static it doesn't matter what value we give for
13072 // wantnormals and wanttangents, so this logic uses only rules applicable
13073 // to a model, knowing that they are meaningless otherwise
13074 if (ent == r_refdef.scene.worldentity)
13075 RSurf_ActiveWorldEntity();
13076 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13077 RSurf_ActiveModelEntity(ent, false, false, false);
13079 RSurf_ActiveModelEntity(ent, true, true, true);
13080 else if (depthonly)
13082 switch (vid.renderpath)
13084 case RENDERPATH_GL20:
13085 case RENDERPATH_CGGL:
13086 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13088 case RENDERPATH_GL13:
13089 case RENDERPATH_GL11:
13090 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13096 switch (vid.renderpath)
13098 case RENDERPATH_GL20:
13099 case RENDERPATH_CGGL:
13100 RSurf_ActiveModelEntity(ent, true, true, false);
13102 case RENDERPATH_GL13:
13103 case RENDERPATH_GL11:
13104 RSurf_ActiveModelEntity(ent, true, false, false);
13109 surfaces = model->data_surfaces;
13110 update = model->brushq1.lightmapupdateflags;
13112 // update light styles
13113 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13115 model_brush_lightstyleinfo_t *style;
13116 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13118 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13120 int *list = style->surfacelist;
13121 style->value = r_refdef.scene.lightstylevalue[style->style];
13122 for (j = 0;j < style->numsurfaces;j++)
13123 update[list[j]] = true;
13128 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13132 R_DrawDebugModel();
13133 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13137 rsurface.uselightmaptexture = false;
13138 rsurface.texture = NULL;
13139 rsurface.rtlight = NULL;
13140 numsurfacelist = 0;
13141 // add visible surfaces to draw list
13142 for (i = 0;i < model->nummodelsurfaces;i++)
13143 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13144 // don't do anything if there were no surfaces
13145 if (!numsurfacelist)
13147 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13150 // update lightmaps if needed
13154 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13159 R_BuildLightMap(ent, surfaces + j);
13164 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13166 R_BuildLightMap(ent, surfaces + j);
13167 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13168 GL_AlphaTest(false);
13170 // add to stats if desired
13171 if (r_speeds.integer && !skysurfaces && !depthonly)
13173 r_refdef.stats.entities_surfaces += numsurfacelist;
13174 for (j = 0;j < numsurfacelist;j++)
13175 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13178 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13181 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13183 static texture_t texture;
13184 static msurface_t surface;
13185 const msurface_t *surfacelist = &surface;
13187 // fake enough texture and surface state to render this geometry
13189 texture.update_lastrenderframe = -1; // regenerate this texture
13190 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13191 texture.currentskinframe = skinframe;
13192 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13193 texture.offsetmapping = OFFSETMAPPING_OFF;
13194 texture.offsetscale = 1;
13195 texture.specularscalemod = 1;
13196 texture.specularpowermod = 1;
13198 surface.texture = &texture;
13199 surface.num_triangles = numtriangles;
13200 surface.num_firsttriangle = firsttriangle;
13201 surface.num_vertices = numvertices;
13202 surface.num_firstvertex = firstvertex;
13205 rsurface.texture = R_GetCurrentTexture(surface.texture);
13206 rsurface.uselightmaptexture = false;
13207 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13210 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)
13212 static msurface_t surface;
13213 const msurface_t *surfacelist = &surface;
13215 // fake enough texture and surface state to render this geometry
13217 surface.texture = texture;
13218 surface.num_triangles = numtriangles;
13219 surface.num_firsttriangle = firsttriangle;
13220 surface.num_vertices = numvertices;
13221 surface.num_firstvertex = firstvertex;
13224 rsurface.texture = R_GetCurrentTexture(surface.texture);
13225 rsurface.uselightmaptexture = false;
13226 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);