static const char *builtinshaderstring =
"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// enable various extensions depending on permutation:\n"
+"\n"
"#ifdef USESHADOWMAPRECT\n"
-"#extension GL_ARB_texture_rectangle : enable\n"
+"# extension GL_ARB_texture_rectangle : enable\n"
"#endif\n"
+"\n"
"#ifdef USESHADOWMAP2D\n"
-"# ifdef HASTEXTUREGATHER\n"
+"# ifdef GL_EXT_gpu_shader4\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"# endif\n"
+"# ifdef GL_ARB_texture_gather\n"
"# extension GL_ARB_texture_gather : enable\n"
"# else\n"
-"# ifdef HASTEXTURE4\n"
+"# ifdef GL_AMD_texture_texture4\n"
"# extension GL_AMD_texture_texture4 : enable\n"
-"# define textureGather texture4\n"
"# endif\n"
"# endif\n"
"#endif\n"
+"\n"
"#ifdef USESHADOWMAPCUBE\n"
-"#extension GL_EXT_gpu_shader4 : enable\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
+"#ifdef USESHADOWSAMPLER\n"
+"# extension GL_ARB_shadow : enable\n"
"#endif\n"
"\n"
"// common definitions between vertex shader and fragment shader:\n"
"# endif\n"
"#endif\n"
"\n"
-"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPVSDCT\n"
"uniform samplerCube Texture_CubeProjection;\n"
"#endif\n"
"\n"
"//# endif\n"
"//#endif\n"
"\n"
-"uniform myhalf GlowScale;\n"
+"uniform myhalf3 GlowColor;\n"
"uniform myhalf SceneBrightness;\n"
"\n"
"uniform float OffsetMapping_Scale;\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform vec4 ShadowMap_TextureScale;\n"
+"uniform vec2 ShadowMap_TextureScale;\n"
"uniform vec4 ShadowMap_Parameters;\n"
"#endif\n"
"\n"
"vec3 GetShadowMapTC2D(vec3 dir)\n"
"{\n"
" vec3 adir = abs(dir);\n"
-"# if 0\n"
+"# ifndef USESHADOWMAPVSDCT\n"
" vec2 tc;\n"
" vec2 offset;\n"
" float ma;\n"
" if (adir.x > adir.y)\n"
" {\n"
-" if (adir.x > adir.z)\n"
+" if (adir.x > adir.z) // X\n"
" {\n"
" ma = adir.x;\n"
-" if (dir.x >= 0.0)\n"
-" {\n"
-" // +X\n"
-" tc = vec2(-dir.z, -dir.y);\n"
-" offset = vec2(0.5, 0.5);\n"
-" }\n"
-" else\n"
-" {\n"
-" // -X\n"
-" tc = vec2( dir.z, -dir.y);\n"
-" offset = vec2(1.5, 0.5);\n"
-" }\n"
+" tc = dir.zy;\n"
+" offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
" }\n"
-" else\n"
+" else // Z\n"
" {\n"
-" ma = adir.z;\n"
-" if (dir.z >= 0.0)\n"
-" {\n"
-" // +Z\n"
-" tc = vec2( dir.x, -dir.y);\n"
-" offset = vec2(0.5, 2.5);\n"
-" }\n"
-" else\n"
-" {\n"
-" // -Z\n"
-" tc = vec2(-dir.x, -dir.y);\n"
-" offset = vec2(1.5, 2.5);\n"
-" }\n"
+" ma = adir.z;\n"
+" tc = dir.xy;\n"
+" offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
" }\n"
" }\n"
" else\n"
" {\n"
-" if (adir.y > adir.z)\n"
+" if (adir.y > adir.z) // Y\n"
" {\n"
-" ma = adir.y;\n"
-" if (dir.y >= 0.0)\n"
-" {\n"
-" // +Y\n"
-" tc = vec2( dir.x, dir.z);\n"
-" offset = vec2(0.5, 1.5);\n"
-" }\n"
-" else\n"
-" {\n"
-" // -Y\n"
-" tc = vec2( dir.x, -dir.z);\n"
-" offset = vec2(1.5, 1.5);\n"
-" }\n"
+" ma = adir.y;\n"
+" tc = dir.xz;\n"
+" offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
" }\n"
-" else\n"
+" else // Z\n"
" {\n"
-" ma = adir.z;\n"
-" if (dir.z >= 0.0)\n"
-" {\n"
-" // +Z\n"
-" tc = vec2(dir.x, -dir.y);\n"
-" offset = vec2(0.5, 2.5);\n"
-" }\n"
-" else\n"
-" {\n"
-" // -Z\n"
-" tc = vec2(-dir.x, -dir.y);\n"
-" offset = vec2(1.5, 2.5);\n"
-" }\n"
+" ma = adir.z;\n"
+" tc = dir.xy;\n"
+" offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
" }\n"
" }\n"
"\n"
-" return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
+" vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+" stc.xy += offset * ShadowMap_Parameters.y;\n"
+" stc.z += ShadowMap_Parameters.z;\n"
+"# if showshadowmap\n"
+" stc.xy *= ShadowMap_TextureScale;\n"
+"# endif\n"
+" return stc;\n"
"# else\n"
-"# ifdef USESHADOWMAPRECT \n"
-" return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_TextureScale.z + ShadowMap_TextureScale.w / max(max(adir.x, adir.y), adir.z));\n"
-"# else\n"
-" return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+" vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
+" float ma = max(max(adir.x, adir.y), adir.z);\n"
+" vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
+" stc.z += ShadowMap_Parameters.z;\n"
+"# if showshadowmap\n"
+" stc.xy *= ShadowMap_TextureScale;\n"
"# endif\n"
+" return stc;\n"
"# endif\n"
"}\n"
"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
"# ifdef USESHADOWSAMPLER\n"
"\n"
"# ifdef USESHADOWMAPPCF\n"
-" f = dot(vec4(0.25),\n"
-" vec4(shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-0.4, 1.0, 0.0)).r,\n"
-" shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-1.0, -0.4, 0.0)).r,\n"
-" shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 0.4, -1.0, 0.0)).r,\n"
-" shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 1.0, 0.4, 0.0)).r));\n"
+"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
+" 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"
"# else\n"
" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
"# endif\n"
"# else\n"
"\n"
"# ifdef USESHADOWMAPPCF\n"
-"# if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
-" vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
-" vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0))),\n"
-" group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0))),\n"
-" group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 1.0))),\n"
-" group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 1.0))),\n"
-" cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
-" mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
-" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
-"# elif 1\n"
+"# if USESHADOWMAPPCF > 1\n"
+"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-" vec4 row1 = step(shadowmaptc.z,\n"
-" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, -1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, -1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, -1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, -1.0)).r)),\n"
-" row2 = step(shadowmaptc.z,\n"
-" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 0.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 0.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 0.0)).r)),\n"
-" row3 = step(shadowmaptc.z,\n"
-" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, 1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 1.0)).r)),\n"
-" row4 = step(shadowmaptc.z,\n"
-" vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 2.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, 2.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 2.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 2.0)).r)),\n"
-" cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+" 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"
+" 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"
+" 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"
+" 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"
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
"# else\n"
+"# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
" vec2 offset = fract(shadowmaptc.xy);\n"
-" vec3 row1 = step(shadowmaptc.z,\n"
-" vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, -1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0)).r)),\n"
-" row2 = step(shadowmaptc.z,\n"
-" vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 0.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r,\n"
-" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 0.0)).r)),\n"
-" row3 = step(shadowmaptc.z,\n"
-" vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, 1.0)).r,\n"
-" texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 1.0)).r)),\n"
-" cols = row2 + mix(row1, row3, offset.y);\n"
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
"# endif\n"
"# else\n"
"{\n"
" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
" float f;\n"
+"\n"
"# ifdef USESHADOWSAMPLER\n"
-" f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
+" 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"
+"# else\n"
+" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
+"# endif\n"
"# else\n"
-" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
+"# ifdef USESHADOWMAPPCF\n"
+"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"# ifdef GL_ARB_texture_gather\n"
+"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"# else\n"
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
+"# endif\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" center *= ShadowMap_TextureScale;\n"
+" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
+" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
+" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
+" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"# else\n"
+"# ifdef GL_EXT_gpu_shader4\n"
+"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
+"# else\n"
+"# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
+"# endif\n"
+"# if USESHADOWMAPPCF > 1\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" center *= ShadowMap_TextureScale;\n"
+" 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"
+" 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"
+" 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"
+" 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"
+" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"# else\n"
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
+" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
+" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
+" vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+" f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"# endif\n"
+"# endif\n"
+"# else\n"
+" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
+"# endif\n"
"# endif\n"
" return f;\n"
"}\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
"#else\n"
-" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
"#endif\n"
"#endif\n"
"\n"
SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
- SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
- SHADERPERMUTATION_LIMIT = 1<<16, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 16 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+ SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
+ SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+ SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
+ SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USESHADOWMAPRECT\n", " shadowmaprect"},
{"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
{"#define USESHADOWMAP2D\n", " shadowmap2d"},
- {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
+ {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
+ {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
{"#define USESHADOWSAMPLER\n", " shadowsampler"},
+ {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
};
/// this enum is multiplied by SHADERPERMUTATION_MODEBASE
int loc_DiffuseScale;
int loc_SpecularScale;
int loc_SpecularPower;
- int loc_GlowScale;
+ int loc_GlowColor;
int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
int loc_OffsetMapping_Scale;
int loc_TintColor;
p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
- p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
+ p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
extern qboolean r_shadow_usingshadowmaprect;
extern qboolean r_shadow_usingshadowmapcube;
extern qboolean r_shadow_usingshadowmap2d;
-extern float r_shadow_shadowmap_texturescale[4];
+extern float r_shadow_shadowmap_texturescale[2];
extern float r_shadow_shadowmap_parameters[4];
-extern int r_shadow_shadowmode;
-extern int r_shadow_shadowmapfilter;
+extern qboolean r_shadow_shadowmapvsdct;
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
{
// select a permutation of the lighting shader appropriate to this
permutation |= SHADERPERMUTATION_FOG;
if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_shadow_usingshadowmaprect)
- permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
- if (r_shadow_usingshadowmapcube)
- permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
- if (r_shadow_usingshadowmap2d)
- permutation |= SHADERPERMUTATION_SHADOWMAP2D;
- if (r_shadow_shadowmapfilter == 3)
- permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
- else if (r_shadow_shadowmapfilter == 2)
- permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
- else if (r_shadow_shadowmapfilter == 1)
- permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
+ {
+ if (r_shadow_usingshadowmaprect)
+ permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+ if (r_shadow_usingshadowmap2d)
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+ if (r_shadow_usingshadowmapcube)
+ permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+ else if(r_shadow_shadowmapvsdct)
+ permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
+
+ if (r_shadow_shadowmapsampler)
+ permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
+ if (r_shadow_shadowmappcf > 1)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
+ else if (r_shadow_shadowmappcf)
+ permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+ }
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
+ 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]);
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]);
}
else
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
}
if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+ if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
{
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
- if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+ if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
{
if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
ent->last_trace_visibility = realtime;
}
// allocate textures as needed
- if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+ if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
{
r_waterstate.maxwaterplanes = MAX_WATERPLANES;
for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
p->texture_reflection = NULL;
}
memset(&r_waterstate, 0, sizeof(r_waterstate));
- r_waterstate.waterwidth = waterwidth;
- r_waterstate.waterheight = waterheight;
r_waterstate.texturewidth = texturewidth;
r_waterstate.textureheight = textureheight;
}
- // when doing a reduced render (HDR) we want to use a smaller area
- waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
- waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
-
- if (r_waterstate.waterwidth)
+ if (r_waterstate.texturewidth)
{
r_waterstate.enabled = true;
+ // when doing a reduced render (HDR) we want to use a smaller area
+ r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+ r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+
// set up variables that will be used in shader setup
- r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
- r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
- r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
- r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
+ r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
+ r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+ r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
+ r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
}
r_waterstate.maxwaterplanes = MAX_WATERPLANES;
return;
}
- if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
+ if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
r_refdef.view.colorscale = r_hdr_scenebrightness.value;
t->glosstexture = r_texture_white;
t->backgroundglosstexture = r_texture_white;
t->specularscale = r_shadow_gloss2intensity.value;
+ t->specularpower = r_shadow_gloss2exponent.value;
}
}
+ t->specularscale *= t->specularscalemod;
+ t->specularpower *= t->specularpowermod;
// lightmaps mode looks bad with dlights using actual texturing, so turn
// off the colormap and glossmap, but leave the normalmap on as it still
VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+ VectorSet(rsurface.glowmod, 1, 1, 1);
memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
rsurface.frameblend[0].lerp = 1;
rsurface.basepolygonfactor = r_refdef.polygonfactor;
VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+ VectorCopy(ent->glowmod, rsurface.glowmod);
memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
rsurface.basepolygonfactor = r_refdef.polygonfactor;
rsurface.basepolygonoffset = r_refdef.polygonoffset;
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ if (queueentity->transparent_offset) // transparent offset
+ {
+ center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+ }
R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
}