X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=e88b31efbaced40464eb4d6d1d82b30f8ea705e4;hb=b580442d0be79e1c4c78b9cb568fe30cf3e03f76;hp=9a1b09e586e71c5ee5a367730b303a8356a5bc26;hpb=5276075225f350c45e2a78a254cf1746e4c10948;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 9a1b09e5..e88b31ef 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "r_shadow.h" #include "polygon.h" #include "image.h" +#include "ft2.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -54,8 +55,6 @@ cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambi 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)"}; cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"}; -cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"}; - 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"}; cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"}; cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"}; @@ -97,6 +96,7 @@ cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"}; cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"}; cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"}; +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"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -159,6 +159,8 @@ cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "widt cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; +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)"}; + extern cvar_t v_glslgamma; extern qboolean v_flipped_state; @@ -283,22 +285,22 @@ static void R_BuildBlankTextures(void) data[1] = 128; // normal Y data[0] = 255; // normal Z data[3] = 128; // height - r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; - r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; - r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; - r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL); } static void R_BuildNoTexture(void) @@ -326,14 +328,14 @@ static void R_BuildNoTexture(void) } } } - r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL); + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; memset(data, 255, sizeof(data)); - r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildNormalizationCube(void) @@ -342,7 +344,8 @@ static void R_BuildNormalizationCube(void) vec3_t v; vec_t s, t, intensity; #define NORMSIZE 64 - unsigned char data[6][NORMSIZE][NORMSIZE][4]; + unsigned char *data; + data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4); for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) @@ -386,14 +389,15 @@ static void R_BuildNormalizationCube(void) break; } intensity = 127.0f / sqrt(DotProduct(v, v)); - data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]); - data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); - data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]); - data[side][y][x][3] = 255; + data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]); + data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]); + data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]); + data[((side*64+y)*64+x)*4+3] = 255; } } } - r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL); + Mem_Free(data); } static void R_BuildFogTexture(void) @@ -447,18 +451,29 @@ static void R_BuildFogTexture(void) } else { - r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); - //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); + r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL); } } +//======================================================================================================================================================= + static const char *builtinshaderstring = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" -"// enable various extensions depending on permutation:\n" +"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" +"# define USEFOG\n" +"#endif\n" +"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"#define USELIGHTMAP\n" +"#endif\n" +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n" +"#define USEEYEVECTOR\n" +"#endif\n" "\n" -"#ifdef USESHADOWMAPRECT\n" +"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n" "# extension GL_ARB_texture_rectangle : enable\n" "#endif\n" "\n" @@ -483,12 +498,10 @@ static const char *builtinshaderstring = "# extension GL_ARB_shadow : enable\n" "#endif\n" "\n" -"// common definitions between vertex shader and fragment shader:\n" -"\n" "//#ifdef __GLSL_CG_DATA_TYPES\n" "//# define myhalf half\n" "//# define myhalf2 half2\n" -"//# define myhalf3half3\n" +"//# define myhalf3 half3\n" "//# define myhalf4 half4\n" "//#else\n" "# define myhalf float\n" @@ -497,55 +510,58 @@ static const char *builtinshaderstring = "# define myhalf4 vec4\n" "//#endif\n" "\n" -"#ifdef USEFOGINSIDE\n" -"# define USEFOG\n" -"#else\n" -"# ifdef USEFOGOUTSIDE\n" -"# define USEFOG\n" -"# endif\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 ModelViewProjectionMatrix;\n" "#endif\n" "\n" "#ifdef MODE_DEPTH_OR_SHADOW\n" -"\n" -"# ifdef VERTEX_SHADER\n" +"#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" -" gl_Position = ftransform();\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" -"# endif\n" +"#endif\n" +"#else // !MODE_DEPTH_ORSHADOW\n" +"\n" +"\n" +"\n" "\n" -"#else\n" "#ifdef MODE_SHOWDEPTH\n" -"# ifdef VERTEX_SHADER\n" +"#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" -" gl_Position = ftransform();\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" "}\n" -"# endif\n" -"# ifdef FRAGMENT_SHADER\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" "void main(void)\n" "{\n" " gl_FragColor = gl_Color;\n" "}\n" -"# endif\n" -"\n" +"#endif\n" "#else // !MODE_SHOWDEPTH\n" "\n" +"\n" +"\n" +"\n" "#ifdef MODE_POSTPROCESS\n" -"# ifdef VERTEX_SHADER\n" +"varying vec2 TexCoord1;\n" +"varying vec2 TexCoord2;\n" +"\n" +"#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" -" gl_FrontColor = gl_Color;\n" -" gl_Position = ftransform();\n" -" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" "#ifdef USEBLOOM\n" -" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" "#endif\n" "}\n" -"# endif\n" -"# ifdef FRAGMENT_SHADER\n" +"#endif\n" "\n" +"#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_First;\n" "#ifdef USEBLOOM\n" "uniform sampler2D Texture_Second;\n" @@ -557,7 +573,7 @@ static const char *builtinshaderstring = "uniform float Saturation;\n" "#endif\n" "#ifdef USEVIEWTINT\n" -"uniform vec4 TintColor;\n" +"uniform vec4 ViewTintColor;\n" "#endif\n" "//uncomment these if you want to use them:\n" "uniform vec4 UserVec1;\n" @@ -568,28 +584,28 @@ static const char *builtinshaderstring = "uniform vec2 PixelSize;\n" "void main(void)\n" "{\n" -" gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n" +" gl_FragColor = texture2D(Texture_First, TexCoord1);\n" "#ifdef USEBLOOM\n" -" gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n" +" gl_FragColor += texture2D(Texture_Second, TexCoord2);\n" "#endif\n" "#ifdef USEVIEWTINT\n" -" gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n" +" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" "#endif\n" "\n" "#ifdef USEPOSTPROCESSING\n" "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" "// 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" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" -" gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n" +" gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n" " gl_FragColor /= (1 + 5 * UserVec1.y);\n" "#endif\n" "\n" "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" -" myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" +" float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" "#endif\n" @@ -600,74 +616,86 @@ static const char *builtinshaderstring = " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n" "#endif\n" "}\n" -"# endif\n" +"#endif\n" +"#else // !MODE_POSTPROCESS\n" +"\n" +"\n" "\n" "\n" -"#else\n" "#ifdef MODE_GENERIC\n" -"# ifdef VERTEX_SHADER\n" +"#ifdef USEDIFFUSE\n" +"varying vec2 TexCoord1;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"varying vec2 TexCoord2;\n" +"#endif\n" +"#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" -"# ifdef USEDIFFUSE\n" -" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" -"# endif\n" -"# ifdef USESPECULAR\n" -" gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n" -"# endif\n" -" gl_Position = ftransform();\n" +"#ifdef USEDIFFUSE\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" +"#endif\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" -"# endif\n" -"# ifdef FRAGMENT_SHADER\n" +"#endif\n" "\n" -"# ifdef USEDIFFUSE\n" +"#ifdef FRAGMENT_SHADER\n" +"#ifdef USEDIFFUSE\n" "uniform sampler2D Texture_First;\n" -"# endif\n" -"# ifdef USESPECULAR\n" +"#endif\n" +"#ifdef USESPECULAR\n" "uniform sampler2D Texture_Second;\n" -"# endif\n" +"#endif\n" "\n" "void main(void)\n" "{\n" " gl_FragColor = gl_Color;\n" -"# ifdef USEDIFFUSE\n" -" gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n" -"# endif\n" +"#ifdef USEDIFFUSE\n" +" gl_FragColor *= texture2D(Texture_First, TexCoord1);\n" +"#endif\n" "\n" -"# ifdef USESPECULAR\n" -" vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n" -"# endif\n" -"# ifdef USECOLORMAPPING\n" +"#ifdef USESPECULAR\n" +" vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n" +"# ifdef USECOLORMAPPING\n" " gl_FragColor *= tex2;\n" -"# endif\n" -"# ifdef USEGLOW\n" +"# endif\n" +"# ifdef USEGLOW\n" " gl_FragColor += tex2;\n" -"# endif\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" +"# endif\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" -"# endif\n" -"}\n" "# endif\n" -"\n" +"#endif\n" +"}\n" +"#endif\n" "#else // !MODE_GENERIC\n" +"\n" +"\n" +"\n" +"\n" "#ifdef MODE_BLOOMBLUR\n" -"# ifdef VERTEX_SHADER\n" +"varying TexCoord;\n" +"#ifdef VERTEX_SHADER\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" -" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n" -" gl_Position = ftransform();\n" +" TexCoord = gl_MultiTexCoord0.xy;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" -"# endif\n" -"# ifdef FRAGMENT_SHADER\n" +"#endif\n" "\n" +"#ifdef FRAGMENT_SHADER\n" "uniform sampler2D Texture_First;\n" "uniform vec4 BloomBlur_Parameters;\n" "\n" "void main(void)\n" "{\n" " int i;\n" -" vec2 tc = gl_TexCoord[0].xy;\n" +" vec2 tc = TexCoord;\n" " vec3 color = texture2D(Texture_First, tc).rgb;\n" " tc += BloomBlur_Parameters.xy;\n" " for (i = 1;i < SAMPLES;i++)\n" @@ -677,15 +705,131 @@ static const char *builtinshaderstring = " }\n" " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n" "}\n" -"# endif\n" -"\n" +"#endif\n" "#else // !MODE_BLOOMBLUR\n" +"#ifdef MODE_REFRACTION\n" +"varying vec2 TexCoord;\n" +"varying vec4 ModelViewProjectionPosition;\n" +"uniform mat4 TexMatrix;\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +" ModelViewProjectionPosition = gl_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"uniform sampler2D Texture_Normal;\n" +"uniform sampler2D Texture_Refraction;\n" +"uniform sampler2D Texture_Reflection;\n" +"\n" +"uniform vec4 DistortScaleRefractReflect;\n" +"uniform vec4 ScreenScaleRefractReflect;\n" +"uniform vec4 ScreenCenterRefractReflect;\n" +"uniform vec4 RefractColor;\n" +"uniform vec4 ReflectColor;\n" +"uniform float ReflectFactor;\n" +"uniform float ReflectOffset;\n" +"\n" +"void main(void)\n" +"{\n" +" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +"}\n" +"#endif\n" +"#else // !MODE_REFRACTION\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_WATER\n" +"varying vec2 TexCoord;\n" +"varying vec3 EyeVector;\n" +"varying vec4 ModelViewProjectionPosition;\n" +"#ifdef VERTEX_SHADER\n" +"uniform vec3 EyePosition;\n" +"uniform mat4 TexMatrix;\n" +"\n" +"void main(void)\n" +"{\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +" ModelViewProjectionPosition = gl_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"uniform sampler2D Texture_Normal;\n" +"uniform sampler2D Texture_Refraction;\n" +"uniform sampler2D Texture_Reflection;\n" +"\n" +"uniform vec4 DistortScaleRefractReflect;\n" +"uniform vec4 ScreenScaleRefractReflect;\n" +"uniform vec4 ScreenCenterRefractReflect;\n" +"uniform vec4 RefractColor;\n" +"uniform vec4 ReflectColor;\n" +"uniform float ReflectFactor;\n" +"uniform float ReflectOffset;\n" +"\n" +"void main(void)\n" +"{\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" +" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" +" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" +"}\n" +"#endif\n" +"#else // !MODE_WATER\n" +"\n" +"\n" +"\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" "\n" "varying vec2 TexCoord;\n" "#ifdef USEVERTEXTEXTUREBLEND\n" "varying vec2 TexCoord2;\n" "#endif\n" +"#ifdef USELIGHTMAP\n" "varying vec2 TexCoordLightmap;\n" +"#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "varying vec3 CubeVector;\n" @@ -694,228 +838,117 @@ static const char *builtinshaderstring = "#ifdef MODE_LIGHTSOURCE\n" "varying vec3 LightVector;\n" "#endif\n" -"#ifdef MODE_LIGHTDIRECTION\n" +"#if defined(MODE_LIGHTDIRECTION)\n" "varying vec3 LightVector;\n" "#endif\n" "\n" +"#ifdef USEEYEVECTOR\n" "varying vec3 EyeVector;\n" +"#endif\n" "#ifdef USEFOG\n" -"varying vec3 EyeVectorModelSpace;\n" -"varying float FogPlaneVertexDist;\n" +"varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n" "#endif\n" "\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n" "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" -"\n" -"#ifdef MODE_WATER\n" -"varying vec4 ModelViewProjectionPosition;\n" -"#endif\n" -"#ifdef MODE_REFRACTION\n" -"varying vec4 ModelViewProjectionPosition;\n" "#endif\n" +"\n" "#ifdef USEREFLECTION\n" "varying vec4 ModelViewProjectionPosition;\n" "#endif\n" -"\n" -"\n" -"\n" -"\n" -"\n" -"// vertex shader specific:\n" -"#ifdef VERTEX_SHADER\n" -"\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" "uniform vec3 LightPosition;\n" -"uniform vec3 EyePosition;\n" -"uniform vec3 LightDir;\n" -"uniform vec4 FogPlane;\n" -"\n" -"// 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" -"\n" -"void main(void)\n" -"{\n" -" gl_FrontColor = gl_Color;\n" -" // copy the surface texcoord\n" -" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -"#ifdef USEVERTEXTEXTUREBLEND\n" -" TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n" -"#endif\n" -"#ifndef MODE_LIGHTSOURCE\n" -"# ifndef MODE_LIGHTDIRECTION\n" -" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" -"# endif\n" +"varying vec4 ModelViewPosition;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" -" // transform vertex position into light attenuation/cubemap space\n" -" // (-1 to +1 across the light box)\n" -" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" -"\n" -" // transform unnormalized light direction into tangent space\n" -" // (we use unnormalized to ensure that it interpolates correctly and then\n" -" // normalize it per pixel)\n" -" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"uniform vec3 LightPosition;\n" "#endif\n" -"\n" +"uniform vec3 EyePosition;\n" "#ifdef MODE_LIGHTDIRECTION\n" -" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" -" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"uniform vec3 LightDir;\n" "#endif\n" +"uniform vec4 FogPlane;\n" "\n" -" // transform unnormalized eye direction into tangent space\n" -"#ifndef USEFOG\n" -" vec3 EyeVectorModelSpace;\n" -"#endif\n" -" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" -" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "\n" -"#ifdef USEFOG\n" -" FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n" -"#endif\n" -"\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -" VectorS = gl_MultiTexCoord1.xyz;\n" -" VectorT = gl_MultiTexCoord2.xyz;\n" -" VectorR = gl_MultiTexCoord3.xyz;\n" -"#endif\n" -"\n" -"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n" -"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" -"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" -"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" -"//#endif\n" -"\n" -"// transform vertex to camera space, using ftransform to match non-VS\n" -" // rendering\n" -" gl_Position = ftransform();\n" -"\n" -"#ifdef MODE_WATER\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#endif\n" -"#ifdef MODE_REFRACTION\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#endif\n" -"#ifdef USEREFLECTION\n" -" ModelViewProjectionPosition = gl_Position;\n" -"#endif\n" -"}\n" -"\n" -"#endif // VERTEX_SHADER\n" "\n" "\n" "\n" +"// 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" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" -"// 13 textures, we can only use up to 16 on DX9-class hardware\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" +"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "uniform sampler2D Texture_Gloss;\n" +"//#endif\n" +"#ifdef USEGLOW\n" "uniform sampler2D Texture_Glow;\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" "uniform sampler2D Texture_SecondaryNormal;\n" "uniform sampler2D Texture_SecondaryColor;\n" +"//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" "uniform sampler2D Texture_SecondaryGloss;\n" +"//#endif\n" +"#ifdef USEGLOW\n" "uniform sampler2D Texture_SecondaryGlow;\n" +"#endif\n" +"#endif\n" +"#ifdef USECOLORMAPPING\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" +"#endif\n" +"#ifdef USEFOG\n" "uniform sampler2D Texture_FogMask;\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" "uniform sampler2D Texture_Lightmap;\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" "uniform sampler2D Texture_Deluxemap;\n" -"uniform sampler2D Texture_Refraction;\n" -"uniform sampler2D Texture_Reflection;\n" -"uniform sampler2D Texture_Attenuation;\n" -"uniform samplerCube Texture_Cube;\n" -"\n" -"#define showshadowmap 0\n" -"\n" -"#ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DRectShadow Texture_ShadowMapRect;\n" -"# else\n" -"uniform sampler2DRect Texture_ShadowMapRect;\n" -"# endif\n" "#endif\n" -"\n" -"#ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform sampler2DShadow Texture_ShadowMap2D;\n" -"# else\n" -"uniform sampler2D Texture_ShadowMap2D;\n" -"# endif\n" +"#ifdef USEREFLECTION\n" +"uniform sampler2D Texture_Reflection;\n" "#endif\n" "\n" -"#ifdef USESHADOWMAPVSDCT\n" -"uniform samplerCube Texture_CubeProjection;\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"uniform sampler2DRect Texture_ScreenDepth;\n" +"uniform sampler2DRect Texture_ScreenNormalMap;\n" "#endif\n" -"\n" -"#ifdef USESHADOWMAPCUBE\n" -"# ifdef USESHADOWSAMPLER\n" -"uniform samplerCubeShadow Texture_ShadowMapCube;\n" -"# else\n" -"uniform samplerCube Texture_ShadowMapCube;\n" -"# endif\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"uniform sampler2DRect Texture_ScreenDiffuse;\n" +"uniform sampler2DRect Texture_ScreenSpecular;\n" "#endif\n" "\n" -"uniform myhalf3 LightColor;\n" -"uniform myhalf3 AmbientColor;\n" -"uniform myhalf3 DiffuseColor;\n" -"uniform myhalf3 SpecularColor;\n" "uniform myhalf3 Color_Pants;\n" "uniform myhalf3 Color_Shirt;\n" "uniform myhalf3 FogColor;\n" "\n" -"uniform myhalf4 TintColor;\n" -"\n" -"\n" -"//#ifdef MODE_WATER\n" -"uniform vec4 DistortScaleRefractReflect;\n" -"uniform vec4 ScreenScaleRefractReflect;\n" -"uniform vec4 ScreenCenterRefractReflect;\n" -"uniform myhalf4 RefractColor;\n" -"uniform myhalf4 ReflectColor;\n" -"uniform myhalf ReflectFactor;\n" -"uniform myhalf ReflectOffset;\n" -"//#else\n" -"//# ifdef MODE_REFRACTION\n" -"//uniform vec4 DistortScaleRefractReflect;\n" -"//uniform vec4 ScreenScaleRefractReflect;\n" -"//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhalf4 RefractColor;\n" -"//# ifdef USEREFLECTION\n" -"//uniform myhalf4 ReflectColor;\n" -"//# endif\n" -"//# else\n" -"//# ifdef USEREFLECTION\n" -"//uniform vec4 DistortScaleRefractReflect;\n" -"//uniform vec4 ScreenScaleRefractReflect;\n" -"//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhalf4 ReflectColor;\n" -"//# endif\n" -"//# endif\n" -"//#endif\n" -"\n" -"uniform myhalf3 GlowColor;\n" -"uniform myhalf SceneBrightness;\n" -"\n" -"uniform float OffsetMapping_Scale;\n" -"uniform float OffsetMapping_Bias;\n" +"#ifdef USEFOG\n" "uniform float FogRangeRecip;\n" "uniform float FogPlaneViewDist;\n" "uniform float FogHeightFade;\n" -"\n" -"uniform myhalf AmbientScale;\n" -"uniform myhalf DiffuseScale;\n" -"uniform myhalf SpecularScale;\n" -"uniform myhalf SpecularPower;\n" +"float FogVertex(void)\n" +"{\n" +" vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n" +" float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n" +" float fogfrac;\n" +"#ifdef USEFOGOUTSIDE\n" +" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" +"#else\n" +" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" +"#endif\n" +" return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" +"}\n" +"#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale;\n" "vec2 OffsetMapping(vec2 TexCoord)\n" "{\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" @@ -960,16 +993,48 @@ static const char *builtinshaderstring = "}\n" "#endif // USEOFFSETMAPPING\n" "\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" +"uniform sampler2D Texture_Attenuation;\n" +"uniform samplerCube Texture_Cube;\n" +"\n" +"#ifdef USESHADOWMAPRECT\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform sampler2DRectShadow Texture_ShadowMapRect;\n" +"# else\n" +"uniform sampler2DRect Texture_ShadowMapRect;\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform sampler2DShadow Texture_ShadowMap2D;\n" +"# else\n" +"uniform sampler2D Texture_ShadowMap2D;\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +"uniform samplerCube Texture_CubeProjection;\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerCubeShadow Texture_ShadowMapCube;\n" +"# else\n" +"uniform samplerCube Texture_ShadowMapCube;\n" +"# endif\n" +"#endif\n" +"\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" "uniform vec2 ShadowMap_TextureScale;\n" "uniform vec4 ShadowMap_Parameters;\n" "#endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"# ifndef USESHADOWMAPVSDCT\n" "vec3 GetShadowMapTC2D(vec3 dir)\n" "{\n" " vec3 adir = abs(dir);\n" -"# ifndef USESHADOWMAPVSDCT\n" " vec2 tc;\n" " vec2 offset;\n" " float ma;\n" @@ -1007,33 +1072,30 @@ static const char *builtinshaderstring = " 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" +"}\n" "# else\n" +"vec3 GetShadowMapTC2D(vec3 dir)\n" +"{\n" +" vec3 adir = abs(dir);\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\n" "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" "\n" "#ifdef USESHADOWMAPCUBE\n" "vec4 GetShadowMapTCCube(vec3 dir)\n" "{\n" -" vec3 adir = abs(dir);\n" -" return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" +" vec3 adir = abs(dir);\n" +" return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" "}\n" "#endif\n" "\n" -"#if !showshadowmap\n" "# ifdef USESHADOWMAPRECT\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" @@ -1043,9 +1105,9 @@ static const char *builtinshaderstring = "\n" "# ifdef USESHADOWMAPPCF\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" +" 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" +" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" "# endif\n" "\n" "# else\n" @@ -1053,24 +1115,24 @@ static const char *builtinshaderstring = "# ifdef USESHADOWMAPPCF\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, 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" +" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\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, 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" +" vec2 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" "# else\n" -" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" +" f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" "# endif\n" "\n" "# endif\n" @@ -1081,16 +1143,16 @@ static const char *builtinshaderstring = "# ifdef USESHADOWMAP2D\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" -" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" -" float f;\n" +" vec3 shadowmaptc = GetShadowMapTC2D(dir);\n" +" float f;\n" "\n" "# ifdef USESHADOWSAMPLER\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" +" 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" +" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" "# endif\n" "# else\n" "# ifdef USESHADOWMAPPCF\n" @@ -1100,15 +1162,15 @@ static const char *builtinshaderstring = "# 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" +" 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" @@ -1116,111 +1178,82 @@ static const char *builtinshaderstring = "# 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" +" 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" +" 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" +" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" "# endif\n" "# endif\n" -" return f;\n" +" return f;\n" "}\n" "# endif\n" "\n" "# ifdef USESHADOWMAPCUBE\n" "float ShadowMapCompare(vec3 dir)\n" "{\n" -" // apply depth texture cubemap as light filter\n" -" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n" -" float f;\n" +" // apply depth texture cubemap as light filter\n" +" vec4 shadowmaptc = GetShadowMapTCCube(dir);\n" +" float f;\n" "# ifdef USESHADOWSAMPLER\n" -" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" +" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" "# else\n" -" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" +" f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" "# endif\n" -" return f;\n" +" return f;\n" "}\n" "# endif\n" -"#endif\n" -"\n" -"#ifdef MODE_WATER\n" +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#endif // FRAGMENT_SHADER\n" "\n" -"// water pass\n" -"void main(void)\n" -"{\n" -"#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" -"#define TexCoord TexCoordOffset\n" -"#endif\n" "\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" -" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" -"}\n" "\n" -"#else // !MODE_WATER\n" -"#ifdef MODE_REFRACTION\n" "\n" -"// refraction pass\n" +"#ifdef MODE_DEFERREDGEOMETRY\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 TexMatrix;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform mat4 BackgroundTexMatrix;\n" +"#endif\n" +"uniform mat4 ModelViewMatrix;\n" "void main(void)\n" "{\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FrontColor = gl_Color;\n" +" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" "#ifdef USEOFFSETMAPPING\n" -" // apply offsetmapping\n" -" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" -"#define TexCoord TexCoordOffset\n" +" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" -" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" -" // FIXME temporary hack to detect the case that the reflection\n" -" // gets blackened at edges due to leaving the area that contains actual\n" -" // content.\n" -" // Remove this 'ack once we have a better way to stop this thing from\n" -" // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" -" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +" VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" +" VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" +" VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" +"#endif // VERTEX_SHADER\n" "\n" -"#else // !MODE_REFRACTION\n" +"#ifdef FRAGMENT_SHADER\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" @@ -1229,123 +1262,299 @@ static const char *builtinshaderstring = "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" -" // combine the diffuse textures (base, pants, shirt)\n" -" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" -"#ifdef USECOLORMAPPING\n" -" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#ifdef USEALPHAKILL\n" +" if (texture2D(Texture_Color, TexCoord).a < 0.5)\n" +" discard;\n" "#endif\n" +"\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" -" //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" -" //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" -" color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" -" color.a = 1.0;\n" -" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" +" float alpha = texture2D(Texture_Color, TexCoord).a;\n" +" float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" +" //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n" +" //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n" "#endif\n" "\n" -"#ifdef USEDIFFUSE\n" -" // get the surface normal and the gloss color\n" -"# ifdef USEVERTEXTEXTUREBLEND\n" -" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" -"# ifdef USESPECULAR\n" -" myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" -"# endif\n" -"# else\n" -" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n" -"# ifdef USESPECULAR\n" -" myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n" -"# endif\n" -"# endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n" +"#else\n" +" vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n" "#endif\n" "\n" +" gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"#else // !MODE_DEFERREDGEOMETRY\n" +"\n" "\n" "\n" -"#ifdef MODE_LIGHTSOURCE\n" -" // light source\n" "\n" -" // calculate surface normal, light normal, and specular normal\n" -" // compute color intensity for the two textures (colormap and glossmap)\n" -" // scale by light color and attenuation as efficiently as possible\n" -" // (do as much scalar math as possible rather than vector math)\n" -"# ifdef USEDIFFUSE\n" -" // get the light normal\n" -" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" -"# endif\n" -"# ifdef USESPECULAR\n" -"# ifndef USEEXACTSPECULARMATH\n" -" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 ModelViewMatrix;\n" +"void main(void)\n" +"{\n" +" ModelViewPosition = ModelViewMatrix * gl_Vertex;\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +"}\n" +"#endif // VERTEX_SHADER\n" "\n" -"# endif\n" +"#ifdef FRAGMENT_SHADER\n" +"uniform mat4 ViewToLight;\n" +"// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n" +"uniform vec2 ScreenToDepth;\n" +"uniform myhalf3 DeferredColor_Ambient;\n" +"uniform myhalf3 DeferredColor_Diffuse;\n" +"#ifdef USESPECULAR\n" +"uniform myhalf3 DeferredColor_Specular;\n" +"uniform myhalf SpecularPower;\n" +"#endif\n" +"void main(void)\n" +"{\n" +" // calculate viewspace pixel position\n" +" vec3 position;\n" +" position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n" +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" +" // decode viewspace pixel normal\n" +" myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n" +" myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n" +" // surfacenormal = pixel normal in viewspace\n" +" // LightVector = pixel to light in viewspace\n" +" // CubeVector = position in lightspace\n" +" // eyevector = pixel to view in viewspace\n" +" vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n" +" myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +"#ifdef USEDIFFUSE\n" +" // calculate diffuse shading\n" +" myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n" +" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +"#endif\n" +"#ifdef USESPECULAR\n" " // calculate directional shading\n" +" vec3 eyevector = position * -1.0;\n" "# ifdef USEEXACTSPECULARMATH\n" -" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n" -"# else\n" -" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n" -"# endif\n" -"# else\n" -"# ifdef USEDIFFUSE\n" -" // calculate directional shading\n" -" color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" +" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n" "# else\n" -" // calculate directionless shading\n" -" color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n" +" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" -"# endif\n" +"#endif\n" "\n" "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" -"#if !showshadowmap\n" -" color.rgb *= ShadowMapCompare(CubeVector);\n" +" fade *= ShadowMapCompare(CubeVector);\n" "#endif\n" +"\n" +"#ifdef USEDIFFUSE\n" +" gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" +"#else\n" +" gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n" +"#else\n" +" gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n" "#endif\n" "\n" "# ifdef USECUBEFILTER\n" -" // apply light cubemap filter\n" -" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" -" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" +" vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n" +" gl_FragData[0] *= cubecolor;\n" +" gl_FragData[1] *= cubecolor;\n" "# endif\n" -"#endif // MODE_LIGHTSOURCE\n" -"\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"#else // !MODE_DEFERREDLIGHTSOURCE\n" "\n" "\n" "\n" -"#ifdef MODE_LIGHTDIRECTION\n" -" // directional model lighting\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"uniform mat4 TexMatrix;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform mat4 BackgroundTexMatrix;\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform mat4 ModelToLight;\n" +"#endif\n" +"void main(void)\n" +"{\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +" gl_FrontColor = gl_Color;\n" +"#endif\n" +" // copy the surface texcoord\n" +" TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = vec3(ModelToLight * gl_Vertex);\n" +"\n" "# ifdef USEDIFFUSE\n" -" // get the light normal\n" -" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "# endif\n" -"# ifdef USESPECULAR\n" -" // calculate directional shading\n" -" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -"# ifdef USEEXACTSPECULARMATH\n" -" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" -"# else\n" -" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" -" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" -"# endif\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" +" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEEYEVECTOR\n" +" vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" +" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" VectorS = gl_MultiTexCoord1.xyz;\n" +" VectorT = gl_MultiTexCoord2.xyz;\n" +" VectorR = gl_MultiTexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n" +"\n" +"#ifdef USEREFLECTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"uniform myhalf3 DeferredMod_Diffuse;\n" +"uniform myhalf3 DeferredMod_Specular;\n" +"#endif\n" +"uniform myhalf3 Color_Ambient;\n" +"uniform myhalf3 Color_Diffuse;\n" +"uniform myhalf3 Color_Specular;\n" +"uniform myhalf SpecularPower;\n" +"#ifdef USEGLOW\n" +"uniform myhalf3 Color_Glow;\n" +"#endif\n" +"uniform myhalf Alpha;\n" +"#ifdef USEREFLECTION\n" +"uniform vec4 DistortScaleRefractReflect;\n" +"uniform vec4 ScreenScaleRefractReflect;\n" +"uniform vec4 ScreenCenterRefractReflect;\n" +"uniform myhalf4 ReflectColor;\n" +"#endif\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform myhalf3 LightColor;\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform myhalf3 LightColor;\n" +"#endif\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" // combine the diffuse textures (base, pants, shirt)\n" +" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" +"#ifdef USEALPHAKILL\n" +" if (color.a < 0.5)\n" +" discard;\n" +"#endif\n" +" color.a *= Alpha;\n" +"#ifdef USECOLORMAPPING\n" +" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" +" //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" +" //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" +" color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n" +" color.a = 1.0;\n" +" //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" +"#endif\n" +"\n" +" // get the surface normal\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n" +"#else\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n" +"#endif\n" +"\n" +" // get the material colors\n" +" myhalf3 diffusetex = color.rgb;\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" "# else\n" -"# ifdef USEDIFFUSE\n" +" myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n" +"# endif\n" +"#endif\n" "\n" -" // calculate directional shading\n" -" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -"# else\n" -" color.rgb *= AmbientColor;\n" -"# endif\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // light source\n" +" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" +" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" +"#ifdef USESPECULAR\n" +"#ifdef USEEXACTSPECULARMATH\n" +" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"#else\n" +" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" +" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +" color.rgb += glosstex * (specular * Color_Specular);\n" +"#endif\n" +" color.rgb *= LightColor;\n" +" color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" +" color.rgb *= ShadowMapCompare(CubeVector);\n" +"#endif\n" +"# ifdef USECUBEFILTER\n" +" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" "# endif\n" -"#endif // MODE_LIGHTDIRECTION\n" +"#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"#define SHADING\n" +" myhalf3 lightnormal = myhalf3(normalize(LightVector));\n" +"#define lightcolor LightColor\n" +"#endif // MODE_LIGHTDIRECTION\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" -" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" -"\n" -" // get the light normal\n" -" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" myhalf3 diffusenormal;\n" -" diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n" -" diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n" -" diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n" +"#define SHADING\n" +" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" +" myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" +" // convert modelspace light vector to tangentspace\n" +" myhalf3 lightnormal;\n" +" lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n" +" lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n" +" lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n" " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" @@ -1355,172 +1564,1529 @@ static const char *builtinshaderstring = " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" " // nudge is done here at expense of some additional fps. This is ONLY needed for\n" " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" -" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n" -" // 0.25 supports up to 75.5 degrees normal/deluxe angle\n" -"# ifdef USESPECULAR\n" -"# ifdef USEEXACTSPECULARMATH\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" -"# else\n" -" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" -"# endif\n" -"# endif\n" -"\n" -" // apply lightmap color\n" -" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" +" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" +"#define SHADING\n" +" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" +" myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" +"#endif\n" "\n" "\n" "\n" "\n" -"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" -" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" +"#ifdef MODE_LIGHTMAP\n" +" color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" +"#endif // MODE_LIGHTMAP\n" +"#ifdef MODE_VERTEXCOLOR\n" +" color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n" +"#endif // MODE_VERTEXCOLOR\n" +"#ifdef MODE_FLATCOLOR\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"#endif // MODE_FLATCOLOR\n" "\n" -" // get the light normal\n" -" myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" -" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" -" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n" -"# ifdef USESPECULAR\n" -"# ifdef USEEXACTSPECULARMATH\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"\n" +"\n" +"\n" +"#ifdef SHADING\n" +"# ifdef USEDIFFUSE\n" +" myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +"# ifdef USESPECULAR\n" +"# ifdef USEEXACTSPECULARMATH\n" +" myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"# else\n" +" myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n" +" myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" +" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n" "# else\n" -" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" "# endif\n" +"# else\n" +" color.rgb = diffusetex * Color_Ambient;\n" "# endif\n" +"#endif\n" "\n" -" // apply lightmap color\n" -" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" -"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +" color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n" +"#endif\n" "\n" +"#ifdef USEGLOW\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n" +"#else\n" +" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n" +"#endif\n" +"#endif\n" "\n" +"#ifdef USEFOG\n" +"#ifdef MODE_LIGHTSOURCE\n" +" color.rgb *= myhalf(FogVertex());\n" +"#else\n" +" color.rgb = mix(FogColor, color.rgb, FogVertex());\n" +"#endif\n" +"#endif\n" "\n" +" // 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" +"#ifdef USEREFLECTION\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" +" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +"#endif\n" "\n" -"#ifdef MODE_LIGHTMAP\n" -" // apply lightmap color\n" -" color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n" -"#endif // MODE_LIGHTMAP\n" +" gl_FragColor = vec4(color);\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" "\n" +"#endif // !MODE_DEFERREDLIGHTSOURCE\n" +"#endif // !MODE_DEFERREDGEOMETRY\n" +"#endif // !MODE_WATER\n" +"#endif // !MODE_REFRACTION\n" +"#endif // !MODE_BLOOMBLUR\n" +"#endif // !MODE_GENERIC\n" +"#endif // !MODE_POSTPROCESS\n" +"#endif // !MODE_SHOWDEPTH\n" +"#endif // !MODE_DEPTH_OR_SHADOW\n" +; + +/* +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= + + + +========================================================================================================================================================= +*/ + +const char *builtincgshaderstring = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"// shadowmapping enhancements by Lee 'eihrul' Salzman\n" "\n" +"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n" +"# define USEFOG\n" +"#endif\n" +"#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"#define USELIGHTMAP\n" +"#endif\n" +"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n" +"#define USEEYEVECTOR\n" +"#endif\n" "\n" +"#ifdef MODE_DEPTH_OR_SHADOW\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"out float4 gl_Position : POSITION\n" +")\n" +"{\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif\n" +"#else // !MODE_DEPTH_ORSHADOW\n" "\n" -"#ifdef MODE_VERTEXCOLOR\n" -" // apply lightmap color\n" -" color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n" -"#endif // MODE_VERTEXCOLOR\n" "\n" "\n" "\n" +"#ifdef MODE_SHOWDEPTH\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 gl_FrontColor : COLOR0\n" +")\n" +"{\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n" +"}\n" +"#endif\n" "\n" -"#ifdef MODE_FLATCOLOR\n" -"#endif // MODE_FLATCOLOR\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float4 gl_FrontColor : COLOR0,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" gl_FragColor = gl_FrontColor;\n" +"}\n" +"#endif\n" +"#else // !MODE_SHOWDEPTH\n" "\n" "\n" "\n" "\n" +"#ifdef MODE_POSTPROCESS\n" "\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord1 : TEXCOORD0,\n" +"out float2 TexCoord2 : TEXCOORD1\n" +")\n" +"{\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" +"#ifdef USEBLOOM\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" +"#endif\n" +"}\n" +"#endif\n" "\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 TexCoord1 : TEXCOORD0,\n" +"float2 TexCoord2 : TEXCOORD1,\n" +"uniform sampler2D Texture_First,\n" +"#ifdef USEBLOOM\n" +"uniform sampler2D Texture_Second,\n" +"#endif\n" +"#ifdef USEGAMMARAMPS\n" +"uniform sampler2D Texture_GammaRamps,\n" +"#endif\n" +"#ifdef USESATURATION\n" +"uniform float Saturation,\n" +"#endif\n" +"#ifdef USEVIEWTINT\n" +"uniform float4 ViewTintColor,\n" +"#endif\n" +"uniform float4 UserVec1,\n" +"uniform float4 UserVec2,\n" +"uniform float4 UserVec3,\n" +"uniform float4 UserVec4,\n" +"uniform float ClientTime,\n" +"uniform float2 PixelSize,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" gl_FragColor = tex2D(Texture_First, TexCoord1);\n" +"#ifdef USEBLOOM\n" +" gl_FragColor += tex2D(Texture_Second, TexCoord2);\n" +"#endif\n" +"#ifdef USEVIEWTINT\n" +" gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n" +"#endif\n" +"\n" +"#ifdef USEPOSTPROCESSING\n" +"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n" +"// 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" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n" +" gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n" +" gl_FragColor /= (1 + 5 * UserVec1.y);\n" +"#endif\n" +"\n" +"#ifdef USESATURATION\n" +" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" +" float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" +" //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" +" gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n" +"#endif\n" +"\n" +"#ifdef USEGAMMARAMPS\n" +" gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n" +" gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n" +" gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n" +"#endif\n" +"}\n" +"#endif\n" +"#else // !MODE_POSTPROCESS\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_GENERIC\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_Color : COLOR0,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 gl_FrontColor : COLOR,\n" +"out float2 TexCoord1 : TEXCOORD0,\n" +"out float2 TexCoord2 : TEXCOORD1\n" +")\n" +"{\n" +" gl_FrontColor = gl_Color;\n" +"#ifdef USEDIFFUSE\n" +" TexCoord1 = gl_MultiTexCoord0.xy;\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" TexCoord2 = gl_MultiTexCoord1.xy;\n" +"#endif\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main\n" +"(\n" +"float4 gl_FrontColor : COLOR,\n" +"float2 TexCoord1 : TEXCOORD0,\n" +"float2 TexCoord2 : TEXCOORD1,\n" +"#ifdef USEDIFFUSE\n" +"uniform sampler2D Texture_First,\n" +"#endif\n" +"#ifdef USESPECULAR\n" +"uniform sampler2D Texture_Second,\n" +"#endif\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" gl_FragColor = gl_FrontColor;\n" +"#ifdef USEDIFFUSE\n" +" gl_FragColor *= tex2D(Texture_First, TexCoord1);\n" +"#endif\n" +"\n" +"#ifdef USESPECULAR\n" +" float4 tex2 = tex2D(Texture_Second, TexCoord2);\n" +"# ifdef USECOLORMAPPING\n" +" gl_FragColor *= tex2;\n" +"# endif\n" +"# ifdef USEGLOW\n" +" gl_FragColor += tex2;\n" +"# endif\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n" +"# endif\n" +"#endif\n" +"}\n" +"#endif\n" +"#else // !MODE_GENERIC\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_BLOOMBLUR\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord : TEXCOORD0\n" +")\n" +"{\n" +" TexCoord = gl_MultiTexCoord0.xy;\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main\n" +"(\n" +"float2 TexCoord : TEXCOORD0,\n" +"uniform sampler2D Texture_First,\n" +"uniform float4 BloomBlur_Parameters,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" int i;\n" +" float2 tc = TexCoord;\n" +" float3 color = tex2D(Texture_First, tc).rgb;\n" +" tc += BloomBlur_Parameters.xy;\n" +" for (i = 1;i < SAMPLES;i++)\n" +" {\n" +" color += tex2D(Texture_First, tc).rgb;\n" +" tc += BloomBlur_Parameters.xy;\n" +" }\n" +" gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n" +"}\n" +"#endif\n" +"#else // !MODE_BLOOMBLUR\n" +"#ifdef MODE_REFRACTION\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"uniform mat4 TexMatrix,\n" +"uniform float3 EyePosition,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord : TEXCOORD0,\n" +"out float3 EyeVector : TEXCOORD1,\n" +"out float4 ModelViewProjectionPosition : TEXCOORD2\n" +")\n" +"{\n" +" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" ModelViewProjectionPosition = gl_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 TexCoord : TEXCOORD0,\n" +"float3 EyeVector : TEXCOORD1,\n" +"float4 ModelViewProjectionPosition : TEXCOORD2,\n" +"uniform sampler2D Texture_Normal,\n" +"uniform sampler2D Texture_Refraction,\n" +"uniform sampler2D Texture_Reflection,\n" +"uniform float4 DistortScaleRefractReflect,\n" +"uniform float4 ScreenScaleRefractReflect,\n" +"uniform float4 ScreenCenterRefractReflect,\n" +"uniform float4 RefractColor,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" +" //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" +" gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +"}\n" +"#endif\n" +"#else // !MODE_REFRACTION\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_WATER\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"uniform mat4 TexMatrix,\n" +"uniform float3 EyePosition,\n" +"out float4 gl_Position : POSITION,\n" +"out float2 TexCoord : TEXCOORD0,\n" +"out float3 EyeVector : TEXCOORD1,\n" +"out float4 ModelViewProjectionPosition : TEXCOORD2\n" +")\n" +"{\n" +" TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n" +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +" ModelViewProjectionPosition = gl_Position;\n" +"}\n" +"#endif\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 TexCoord : TEXCOORD0,\n" +"float3 EyeVector : TEXCOORD1,\n" +"float4 ModelViewProjectionPosition : TEXCOORD2,\n" +"uniform sampler2D Texture_Normal,\n" +"uniform sampler2D Texture_Refraction,\n" +"uniform sampler2D Texture_Reflection,\n" +"uniform float4 DistortScaleRefractReflect,\n" +"uniform float4 ScreenScaleRefractReflect,\n" +"uniform float4 ScreenCenterRefractReflect,\n" +"uniform float4 RefractColor,\n" +"uniform float4 ReflectColor,\n" +"uniform float ReflectFactor,\n" +"uniform float ReflectOffset,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" // FIXME temporary hack to detect the case that the reflection\n" +" // gets blackened at edges due to leaving the area that contains actual\n" +" // content.\n" +" // Remove this 'ack once we have a better way to stop this thing from\n" +" // 'appening.\n" +" float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" +" f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n" +" ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" +" gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" +"}\n" +"#endif\n" +"#else // !MODE_WATER\n" +"\n" +"\n" +"\n" +"\n" +"// 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" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"#ifdef USEFOG\n" +"float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n" +"{\n" +" float fogfrac;\n" +"#ifdef USEFOGOUTSIDE\n" +" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" +"#else\n" +" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" +"#endif\n" +" return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n" +"}\n" +"#endif\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +"float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n" +"{\n" +"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" +" // 14 sample relief mapping: linear search and then binary search\n" +" // this basically steps forward a small amount repeatedly until it finds\n" +" // itself inside solid, then jitters forward and back using decreasing\n" +" // amounts to find the impact\n" +" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n" +" //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n" +" float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n" +" float3 RT = float3(TexCoord, 1);\n" +" OffsetVector *= 0.1;\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" +" RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" +" return RT.xy;\n" +"#else\n" +" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" +" // this basically moves forward the full distance, and then backs up based\n" +" // on height of samples\n" +" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n" +" //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n" +" float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n" +" TexCoord += OffsetVector;\n" +" OffsetVector *= 0.333;\n" +" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n" +" return TexCoord;\n" +"#endif\n" +"}\n" +"#endif // USEOFFSETMAPPING\n" +"\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"# ifndef USESHADOWMAPVSDCT\n" +"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n" +"{\n" +" float3 adir = abs(dir);\n" +" float2 tc;\n" +" float2 offset;\n" +" float ma;\n" +" if (adir.x > adir.y)\n" +" {\n" +" if (adir.x > adir.z) // X\n" +" {\n" +" ma = adir.x;\n" +" tc = dir.zy;\n" +" offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n" +" }\n" +" else // Z\n" +" {\n" +" ma = adir.z;\n" +" tc = dir.xy;\n" +" offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n" +" }\n" +" }\n" +" else\n" +" {\n" +" if (adir.y > adir.z) // Y\n" +" {\n" +" ma = adir.y;\n" +" tc = dir.xz;\n" +" offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n" +" }\n" +" else // Z\n" +" {\n" +" ma = adir.z;\n" +" tc = dir.xy;\n" +" offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n" +" }\n" +" }\n" +"\n" +" float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n" +" stc.xy += offset * ShadowMap_Parameters.y;\n" +" stc.z += ShadowMap_Parameters.z;\n" +" return stc;\n" +"}\n" +"# else\n" +"float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" +"{\n" +" float3 adir = abs(dir);\n" +" float4 proj = texCUBE(Texture_CubeProjection, dir);\n" +" float ma = max(max(adir.x, adir.y), adir.z);\n" +" float3 stc = float3(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" +" return stc;\n" +"}\n" +"# endif\n" +"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n" +"{\n" +" float3 adir = abs(dir);\n" +" return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n" +"}\n" +"#endif\n" +"\n" +"# ifdef USESHADOWMAPRECT\n" +"#ifdef USESHADOWMAPVSDCT\n" +"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n" +"#else\n" +"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n" +"#endif\n" +"{\n" +"#ifdef USESHADOWMAPVSDCT\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" +"#else\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" +"#endif\n" +" float f;\n" +"# ifdef USESHADOWSAMPLER\n" +"\n" +"# ifdef USESHADOWMAPPCF\n" +"# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n" +" 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" +"# else\n" +" f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n" +"# endif\n" +"\n" +"# else\n" +"\n" +"# ifdef USESHADOWMAPPCF\n" +"# if USESHADOWMAPPCF > 1\n" +"# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n" +" float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" 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" +" 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" +" 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" +" 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" +" float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +"# else\n" +"# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n" +" float2 offset = fract(shadowmaptc.xy);\n" +" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" float3 cols = row2 + mix(row1, row3, offset.y);\n" +" f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n" +"# endif\n" +"# else\n" +" f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n" +"# endif\n" +"\n" +"# endif\n" +" return f;\n" +"}\n" +"# endif\n" +"\n" +"# ifdef USESHADOWMAP2D\n" +"#ifdef USESHADOWMAPVSDCT\n" +"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n" +"#else\n" +"float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n" +"#endif\n" +"{\n" +"#ifdef USESHADOWMAPVSDCT\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n" +"#else\n" +" float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n" +"#endif\n" +" float f;\n" +"\n" +"# ifdef USESHADOWSAMPLER\n" +"# ifdef USESHADOWMAPPCF\n" +"# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n" +" float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n" +" 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" +"# else\n" +" f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n" +"# endif\n" +"# else\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 + float2(x,y)*ShadowMap_TextureScale)\n" +"# endif\n" +" float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" center *= ShadowMap_TextureScale;\n" +" float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n" +" float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n" +" float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n" +" float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n" +" float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n" +" mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +"# else\n" +"# ifdef GL_EXT_gpu_shader4\n" +"# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n" +"# else\n" +"# define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n" +"# endif\n" +"# if USESHADOWMAPPCF > 1\n" +" float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n" +" center *= ShadowMap_TextureScale;\n" +" 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" +" 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" +" 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" +" 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" +" float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n" +" f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n" +"# else\n" +" float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n" +" float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n" +" float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n" +" float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n" +" float3 cols = row2 + mix(row1, row3, offset.y);\n" +" f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n" +"# endif\n" +"# endif\n" +"# else\n" +" f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n" +"# endif\n" +"# endif\n" +" return f;\n" +"}\n" +"# endif\n" +"\n" +"# ifdef USESHADOWMAPCUBE\n" +"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n" +"{\n" +" // apply depth texture cubemap as light filter\n" +" float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n" +" float f;\n" +"# ifdef USESHADOWSAMPLER\n" +" f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n" +"# else\n" +" f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n" +"# endif\n" +" return f;\n" +"}\n" +"# endif\n" +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"#endif // FRAGMENT_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_DEFERREDGEOMETRY\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"float4 gl_Color : COLOR0,\n" +"#endif\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" +"uniform mat4 TexMatrix,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform mat4 BackgroundTexMatrix,\n" +"#endif\n" +"uniform mat4 ModelViewMatrix,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 gl_FrontColor : COLOR,\n" +"out float4 TexCoordBoth : TEXCOORD0,\n" +"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n" +")\n" +"{\n" +" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" gl_FrontColor = gl_Color;\n" +" TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEOFFSETMAPPING\n" +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n" +" VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n" +" VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float4 TexCoordBoth : TEXCOORD0,\n" +"float3 EyeVector : TEXCOORD2,\n" +"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" +"uniform sampler2D Texture_Normal,\n" +"#ifdef USEALPHAKILL\n" +"uniform sampler2D Texture_Color,\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform sampler2D Texture_SecondaryNormal,\n" +"#endif\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale,\n" +"#endif\n" +"uniform half SpecularPower,\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float2 TexCoord = TexCoordBoth.xy;\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +"#ifdef USEALPHAKILL\n" +" if (tex2D(Texture_Color, TexCoord).a < 0.5)\n" +" discard;\n" +"#endif\n" +"\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float alpha = tex2D(Texture_Color, TexCoord).a;\n" +" float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n" +" //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n" +" //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n" +"#endif\n" +"\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n" +"#else\n" +" float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n" +"#endif\n" +"\n" +" gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"#else // !MODE_DEFERREDGEOMETRY\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"uniform mat4 ModelViewMatrix,\n" +"out float4 gl_Position : POSITION,\n" +"out float4 ModelViewPosition : TEXCOORD0\n" +")\n" +"{\n" +" ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"float2 Pixel : WPOS,\n" +"float4 ModelViewPosition : TEXCOORD0,\n" +"uniform mat4 ViewToLight,\n" +"uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n" +"uniform float3 LightPosition,\n" +"uniform half3 DeferredColor_Ambient,\n" +"uniform half3 DeferredColor_Diffuse,\n" +"#ifdef USESPECULAR\n" +"uniform half3 DeferredColor_Specular,\n" +"uniform half SpecularPower,\n" +"#endif\n" +"uniform sampler2D Texture_Attenuation,\n" +"uniform samplerRECT Texture_ScreenDepth,\n" +"uniform samplerRECT Texture_ScreenNormalMap,\n" +"\n" +"#ifdef USESHADOWMAPRECT\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerRECTShadow Texture_ShadowMapRect,\n" +"# else\n" +"uniform samplerRECT Texture_ShadowMapRect,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"# else\n" +"uniform sampler2D Texture_ShadowMap2D,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +"uniform samplerCUBE Texture_CubeProjection,\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" +"# else\n" +"uniform samplerCUBE Texture_ShadowMapCube,\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" +"uniform float2 ShadowMap_TextureScale,\n" +"uniform float4 ShadowMap_Parameters,\n" +"#endif\n" +"\n" +"out float4 gl_FragData0 : COLOR0,\n" +"out float4 gl_FragData1 : COLOR1\n" +")\n" +"{\n" +" // calculate viewspace pixel position\n" +" float3 position;\n" +" position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n" +" position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n" +" // decode viewspace pixel normal\n" +" half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n" +" half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n" +" // surfacenormal = pixel normal in viewspace\n" +" // LightVector = pixel to light in viewspace\n" +" // CubeVector = position in lightspace\n" +" // eyevector = pixel to view in viewspace\n" +" float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n" +" half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n" +"#ifdef USEDIFFUSE\n" +" // calculate diffuse shading\n" +" half3 lightnormal = half3(normalize(LightPosition - position));\n" +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" // calculate directional shading\n" +" float3 eyevector = position * -1.0;\n" +"# ifdef USEEXACTSPECULARMATH\n" +" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n" +"# else\n" +" half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n" +" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n" +" fade *= ShadowMapCompare(CubeVector,\n" +"# if defined(USESHADOWMAP2D)\n" +"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" +"# endif\n" +"# if defined(USESHADOWMAPRECT)\n" +"Texture_ShadowMapRect, ShadowMap_Parameters\n" +"# endif\n" +"# if defined(USESHADOWMAPCUBE)\n" +"Texture_ShadowMapCube, ShadowMap_Parameters\n" +"# endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +", Texture_CubeProjection\n" +"#endif\n" +" );\n" +"#endif\n" +"\n" +"#ifdef USEDIFFUSE\n" +" gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n" +"#else\n" +" gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n" +"#endif\n" +"#ifdef USESPECULAR\n" +" gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n" +"#else\n" +" gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n" +"#endif\n" +"\n" +"# ifdef USECUBEFILTER\n" +" float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n" +" gl_FragData0 *= cubecolor;\n" +" gl_FragData1 *= cubecolor;\n" +"# endif\n" +"}\n" +"#endif // FRAGMENT_SHADER\n" +"#else // !MODE_DEFERREDLIGHTSOURCE\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef VERTEX_SHADER\n" +"void main\n" +"(\n" +"float4 gl_Vertex : POSITION,\n" +"uniform float4x4 ModelViewProjectionMatrix,\n" +"#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n" +"float4 gl_Color : COLOR0,\n" +"#endif\n" +"float4 gl_MultiTexCoord0 : TEXCOORD0,\n" +"float4 gl_MultiTexCoord1 : TEXCOORD1,\n" +"float4 gl_MultiTexCoord2 : TEXCOORD2,\n" +"float4 gl_MultiTexCoord3 : TEXCOORD3,\n" +"float4 gl_MultiTexCoord4 : TEXCOORD4,\n" +"\n" +"uniform float3 EyePosition,\n" +"uniform mat4 TexMatrix,\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform mat4 BackgroundTexMatrix,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform mat4 ModelToLight,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform float3 LightPosition,\n" +"#endif\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform float3 LightDir,\n" +"#endif\n" +"uniform float4 FogPlane,\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"uniform float3 LightPosition,\n" +"#endif\n" +"\n" +"out float4 gl_FrontColor : COLOR,\n" +"out float4 TexCoordBoth : TEXCOORD0,\n" +"#ifdef USELIGHTMAP\n" +"out float2 TexCoordLightmap : TEXCOORD1,\n" +"#endif\n" +"#ifdef USEEYEVECTOR\n" +"out float3 EyeVector : TEXCOORD2,\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +"out float4 ModelViewProjectionPosition : TEXCOORD3,\n" +"#endif\n" +"#ifdef USEFOG\n" +"out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" +"#endif\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"out float3 LightVector : TEXCOORD5,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"out float3 CubeVector : TEXCOORD3,\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n" +"out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" +"#endif\n" +"out float4 gl_Position : POSITION\n" +")\n" +"{\n" +"#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n" +" gl_FrontColor = gl_Color;\n" +"#endif\n" +" // copy the surface texcoord\n" +" TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +" TexCoordLightmap = float2(gl_MultiTexCoord4);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = float3(mul(ModelToLight, gl_Vertex));\n" +"\n" +"# ifdef USEDIFFUSE\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n" +" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifdef USEEYEVECTOR\n" +" float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n" +" EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" VectorS = gl_MultiTexCoord1.xyz;\n" +" VectorT = gl_MultiTexCoord2.xyz;\n" +" VectorR = gl_MultiTexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS rendering\n" +" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n" +"\n" +"#ifdef USEREFLECTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"}\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef FRAGMENT_SHADER\n" +"void main\n" +"(\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"float2 Pixel : WPOS,\n" +"#endif\n" +"float4 gl_FrontColor : COLOR,\n" +"float4 TexCoordBoth : TEXCOORD0,\n" +"#ifdef USELIGHTMAP\n" +"float2 TexCoordLightmap : TEXCOORD1,\n" +"#endif\n" +"#ifdef USEEYEVECTOR\n" +"float3 EyeVector : TEXCOORD2,\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +"float4 ModelViewProjectionPosition : TEXCOORD3,\n" +"#endif\n" +"#ifdef USEFOG\n" +"float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n" +"#endif\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" +"float3 LightVector : TEXCOORD5,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"float3 CubeVector : TEXCOORD3,\n" +"#endif\n" +"#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"float4 ModelViewPosition : TEXCOORD0,\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n" +"float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n" +"float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n" +"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n" +"#endif\n" +"\n" +"uniform sampler2D Texture_Normal,\n" +"uniform sampler2D Texture_Color,\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"uniform sampler2D Texture_Gloss,\n" +"#endif\n" +"#ifdef USEGLOW\n" +"uniform sampler2D Texture_Glow,\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +"uniform sampler2D Texture_SecondaryNormal,\n" +"uniform sampler2D Texture_SecondaryColor,\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"uniform sampler2D Texture_SecondaryGloss,\n" +"#endif\n" +"#ifdef USEGLOW\n" +"uniform sampler2D Texture_SecondaryGlow,\n" +"#endif\n" +"#endif\n" +"#ifdef USECOLORMAPPING\n" +"uniform sampler2D Texture_Pants,\n" +"uniform sampler2D Texture_Shirt,\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform sampler2D Texture_FogMask,\n" +"#endif\n" +"#ifdef USELIGHTMAP\n" +"uniform sampler2D Texture_Lightmap,\n" +"#endif\n" +"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +"uniform sampler2D Texture_Deluxemap,\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +"uniform sampler2D Texture_Reflection,\n" +"#endif\n" +"\n" +"//#ifdef MODE_DEFERREDLIGHTSOURCE\n" +"uniform samplerRECT Texture_ScreenDepth,\n" +"uniform samplerRECT Texture_ScreenNormalMap,\n" +"//#endif\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"uniform samplerRECT Texture_ScreenDiffuse,\n" +"uniform samplerRECT Texture_ScreenSpecular,\n" +"#endif\n" +"\n" +"#ifdef USECOLORMAPPING\n" +"uniform half3 Color_Pants,\n" +"uniform half3 Color_Shirt,\n" +"#endif\n" +"#ifdef USEFOG\n" +"uniform float3 FogColor,\n" +"uniform float FogRangeRecip,\n" +"uniform float FogPlaneViewDist,\n" +"uniform float FogHeightFade,\n" +"#endif\n" +"\n" +"#ifdef USEOFFSETMAPPING\n" +"uniform float OffsetMapping_Scale,\n" +"#endif\n" +"\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +"uniform half3 DeferredMod_Diffuse,\n" +"uniform half3 DeferredMod_Specular,\n" +"#endif\n" +"uniform half3 Color_Ambient,\n" +"uniform half3 Color_Diffuse,\n" +"uniform half3 Color_Specular,\n" +"uniform half SpecularPower,\n" +"#ifdef USEGLOW\n" +"uniform half3 Color_Glow,\n" +"#endif\n" +"uniform half Alpha,\n" +"#ifdef USEREFLECTION\n" +"uniform float4 DistortScaleRefractReflect,\n" +"uniform float4 ScreenScaleRefractReflect,\n" +"uniform float4 ScreenCenterRefractReflect,\n" +"uniform half4 ReflectColor,\n" +"#endif\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"uniform half3 LightColor,\n" +"#endif\n" +"#ifdef MODE_LIGHTSOURCE\n" +"uniform half3 LightColor,\n" +"#endif\n" +"\n" +"#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n" +"uniform sampler2D Texture_Attenuation,\n" +"uniform samplerCUBE Texture_Cube,\n" +"\n" +"#ifdef USESHADOWMAPRECT\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerRECTShadow Texture_ShadowMapRect,\n" +"# else\n" +"uniform samplerRECT Texture_ShadowMapRect,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAP2D\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform sampler2DShadow Texture_ShadowMap2D,\n" +"# else\n" +"uniform sampler2D Texture_ShadowMap2D,\n" +"# endif\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +"uniform samplerCUBE Texture_CubeProjection,\n" +"#endif\n" +"\n" +"#ifdef USESHADOWMAPCUBE\n" +"# ifdef USESHADOWSAMPLER\n" +"uniform samplerCUBEShadow Texture_ShadowMapCube,\n" +"# else\n" +"uniform samplerCUBE Texture_ShadowMapCube,\n" +"# endif\n" +"#endif\n" +"\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n" +"uniform float2 ShadowMap_TextureScale,\n" +"uniform float4 ShadowMap_Parameters,\n" +"#endif\n" +"#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n" +"\n" +"out float4 gl_FragColor : COLOR\n" +")\n" +"{\n" +" float2 TexCoord = TexCoordBoth.xy;\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float2 TexCoord2 = TexCoordBoth.zw;\n" +"#endif\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" // combine the diffuse textures (base, pants, shirt)\n" +" half4 color = half4(tex2D(Texture_Color, TexCoord));\n" +"#ifdef USEALPHAKILL\n" +" if (color.a < 0.5)\n" +" discard;\n" +"#endif\n" +" color.a *= Alpha;\n" +"#ifdef USECOLORMAPPING\n" +" color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#endif\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n" +" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n" +" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n" +" color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n" +" color.a = 1.0;\n" +" //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n" +"#endif\n" +"\n" +" // get the surface normal\n" +"#ifdef USEVERTEXTEXTUREBLEND\n" +" half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n" +"#else\n" +" half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n" +"#endif\n" +"\n" +" // get the material colors\n" +" half3 diffusetex = color.rgb;\n" +"#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n" +"# ifdef USEVERTEXTEXTUREBLEND\n" +" half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n" +"# else\n" +" half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n" +"# endif\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // light source\n" +" half3 lightnormal = half3(normalize(LightVector));\n" +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +" color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n" +"#ifdef USESPECULAR\n" +"#ifdef USEEXACTSPECULARMATH\n" +" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"#else\n" +" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n" +" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +" color.rgb += glosstex * (specular * Color_Specular);\n" +"#endif\n" +" color.rgb *= LightColor;\n" +" color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n" +"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n" +" color.rgb *= ShadowMapCompare(CubeVector,\n" +"# if defined(USESHADOWMAP2D)\n" +"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n" +"# endif\n" +"# if defined(USESHADOWMAPRECT)\n" +"Texture_ShadowMapRect, ShadowMap_Parameters\n" +"# endif\n" +"# if defined(USESHADOWMAPCUBE)\n" +"Texture_ShadowMapCube, ShadowMap_Parameters\n" +"# endif\n" +"\n" +"#ifdef USESHADOWMAPVSDCT\n" +", Texture_CubeProjection\n" +"#endif\n" +" );\n" +"\n" +"#endif\n" +"# ifdef USECUBEFILTER\n" +" color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n" +"# endif\n" +"#endif // MODE_LIGHTSOURCE\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTDIRECTION\n" +"#define SHADING\n" +" half3 lightnormal = half3(normalize(LightVector));\n" +"#define lightcolor LightColor\n" +"#endif // MODE_LIGHTDIRECTION\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"#define SHADING\n" +" // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n" +" half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n" +" // convert modelspace light vector to tangentspace\n" +" half3 lightnormal;\n" +" lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n" +" lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n" +" lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n" +" // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n" +" // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n" +" // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n" +" // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n" +" // to map the luxels to coordinates on the draw surfaces), which also causes\n" +" // deluxemaps to be wrong because light contributions from the wrong side of the surface\n" +" // are added up. To prevent divisions by zero or strong exaggerations, a max()\n" +" // nudge is done here at expense of some additional fps. This is ONLY needed for\n" +" // deluxemaps, tangentspace deluxemap avoid this problem by design.\n" +" lightcolor *= 1.0 / max(0.25, lightnormal.z);\n" +"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" +"#define SHADING\n" +" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" +" half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n" +" half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTMAP\n" +" color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n" +"#endif // MODE_LIGHTMAP\n" +"#ifdef MODE_VERTEXCOLOR\n" +" color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n" +"#endif // MODE_VERTEXCOLOR\n" +"#ifdef MODE_FLATCOLOR\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"#endif // MODE_FLATCOLOR\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef SHADING\n" +"# ifdef USEDIFFUSE\n" +" half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n" +"# ifdef USESPECULAR\n" +"# ifdef USEEXACTSPECULARMATH\n" +" half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +"# else\n" +" half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n" +" half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" +" color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n" +"# else\n" +" color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n" +"# endif\n" +"# else\n" +" color.rgb = diffusetex * Color_Ambient;\n" +"# endif\n" +"#endif\n" "\n" -" color *= TintColor;\n" +"#ifdef USEDEFERREDLIGHTMAP\n" +" color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n" +" color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n" +" color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\n" +"#endif\n" "\n" "#ifdef USEGLOW\n" "#ifdef USEVERTEXTEXTUREBLEND\n" -" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n" +" color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n" "#else\n" -" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n" +" color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n" "#endif\n" "#endif\n" "\n" -" color.rgb *= SceneBrightness;\n" -"\n" -" // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n" "#ifdef USEFOG\n" -" float fogfrac;\n" -"#ifdef USEFOGOUTSIDE\n" -" fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n" +"#ifdef MODE_LIGHTSOURCE\n" +" color.rgb *= half(FogVertex());\n" "#else\n" -" fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n" +" color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n" "#endif\n" -"// float FogHeightFade1 = -0.5/1024.0;\n" -"// if (FogPlaneViewDist >= 0.0)\n" -"// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n" -"// else\n" -"// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n" -"//# ifdef USEFOGABOVE\n" -"// if (FogPlaneViewDist >= 0.0)\n" -"// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n" -"// else\n" -"// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n" -"// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n" -"// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n" -"// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n" -"// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n" -"\n" -" //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n" -" //float fade = -0.5/128.0;\n" -" //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n" -" //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n" -" //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n" -" //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n" -" //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n" -" //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n" -" //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n" -" //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n" -"//# endif\n" -" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" " // 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" "#ifdef USEREFLECTION\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" -" vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n" +" float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n" +" float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" +" float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" -" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" +" color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" -" gl_FragColor = vec4(color);\n" -"\n" -"#if showshadowmap\n" -"# ifdef USESHADOWMAPRECT\n" -"# ifdef USESHADOWSAMPLER\n" -" gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n" -"# else\n" -" gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n" -"# endif\n" -"# endif\n" -"# ifdef USESHADOWMAP2D\n" -"# ifdef USESHADOWSAMPLER\n" -" gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n" -"# else\n" -" gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n" -"# endif\n" -"# endif\n" -"\n" -"# ifdef USESHADOWMAPCUBE\n" -"# ifdef USESHADOWSAMPLER\n" -" gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n" -"# else\n" -" gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n" -"# endif\n" -"# endif\n" -"#endif\n" +" gl_FragColor = float4(color);\n" "}\n" -"#endif // !MODE_REFRACTION\n" -"#endif // !MODE_WATER\n" -"\n" "#endif // FRAGMENT_SHADER\n" "\n" +"#endif // !MODE_DEFERREDLIGHTSOURCE\n" +"#endif // !MODE_DEFERREDGEOMETRY\n" +"#endif // !MODE_WATER\n" +"#endif // !MODE_REFRACTION\n" "#endif // !MODE_BLOOMBLUR\n" "#endif // !MODE_GENERIC\n" "#endif // !MODE_POSTPROCESS\n" @@ -1528,6 +3094,8 @@ static const char *builtinshaderstring = "#endif // !MODE_DEPTH_OR_SHADOW\n" ; +//======================================================================================================================================================= + typedef struct shaderpermutationinfo_s { const char *pretext; @@ -1571,8 +3139,10 @@ typedef enum shaderpermutation_e SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing - SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array - SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array + SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping + SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5 + SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array + SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array } shaderpermutation_t; @@ -1603,6 +3173,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, {"#define USESHADOWSAMPLER\n", " shadowsampler"}, {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, + {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"}, + {"#define USEALPHAKILL\n", " alphakill"}, }; /// this enum is multiplied by SHADERPERMUTATION_MODEBASE @@ -1621,12 +3193,14 @@ typedef enum shadermode_e SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass) SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass) SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color + SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers + SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers SHADERMODE_COUNT } shadermode_t; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! -shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = +shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = { {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, @@ -1641,7 +3215,30 @@ shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"}, {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +}; + +#ifdef SUPPORTCG +shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] = +{ + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }; +#endif struct r_glsl_permutation_s; typedef struct r_glsl_permutation_s @@ -1680,45 +3277,58 @@ typedef struct r_glsl_permutation_s int loc_Texture_ShadowMapCube; int loc_Texture_ShadowMap2D; int loc_Texture_CubeProjection; - int loc_FogColor; - int loc_LightPosition; - int loc_EyePosition; + int loc_Texture_ScreenDepth; + int loc_Texture_ScreenNormalMap; + int loc_Texture_ScreenDiffuse; + int loc_Texture_ScreenSpecular; + int loc_Alpha; + int loc_BloomBlur_Parameters; + int loc_ClientTime; + int loc_Color_Ambient; + int loc_Color_Diffuse; + int loc_Color_Specular; + int loc_Color_Glow; int loc_Color_Pants; int loc_Color_Shirt; + int loc_DeferredColor_Ambient; + int loc_DeferredColor_Diffuse; + int loc_DeferredColor_Specular; + int loc_DeferredMod_Diffuse; + int loc_DeferredMod_Specular; + int loc_DistortScaleRefractReflect; + int loc_EyePosition; + int loc_FogColor; + int loc_FogHeightFade; int loc_FogPlane; int loc_FogPlaneViewDist; int loc_FogRangeRecip; - int loc_FogHeightFade; - int loc_AmbientScale; - int loc_DiffuseScale; - int loc_SpecularScale; - int loc_SpecularPower; - int loc_GlowColor; - int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost - int loc_OffsetMapping_Scale; - int loc_TintColor; - int loc_AmbientColor; - int loc_DiffuseColor; - int loc_SpecularColor; + int loc_LightColor; int loc_LightDir; - int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost - int loc_GammaCoeff; ///< 1 / gamma - int loc_DistortScaleRefractReflect; - int loc_ScreenScaleRefractReflect; - int loc_ScreenCenterRefractReflect; - int loc_RefractColor; + int loc_LightPosition; + int loc_OffsetMapping_Scale; + int loc_PixelSize; int loc_ReflectColor; int loc_ReflectFactor; int loc_ReflectOffset; + int loc_RefractColor; + int loc_Saturation; + int loc_ScreenCenterRefractReflect; + int loc_ScreenScaleRefractReflect; + int loc_ScreenToDepth; + int loc_ShadowMap_Parameters; + int loc_ShadowMap_TextureScale; + int loc_SpecularPower; int loc_UserVec1; int loc_UserVec2; int loc_UserVec3; int loc_UserVec4; - int loc_ClientTime; - int loc_PixelSize; - int loc_Saturation; - int loc_ShadowMap_TextureScale; - int loc_ShadowMap_Parameters; + int loc_ViewTintColor; + int loc_ViewToLight; + int loc_ModelToLight; + int loc_TexMatrix; + int loc_BackgroundTexMatrix; + int loc_ModelViewProjectionMatrix; + int loc_ModelViewMatrix; } r_glsl_permutation_t; @@ -1765,7 +3375,7 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) if (shaderstring) { if (printfromdisknotice) - Con_DPrint("from disk... "); + Con_DPrintf("from disk %s... ", filename); return shaderstring; } else if (!strcmp(filename, "glsl/default.glsl")) @@ -1779,7 +3389,7 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; - shadermodeinfo_t *modeinfo = shadermodeinfo + mode; + shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; @@ -1799,7 +3409,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false); fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false); - strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname)); + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) @@ -1808,9 +3418,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; // the second pretext is the mode (for example a light source) - vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext; - geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext; - fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext; + vertstrings_list[vertstrings_count++] = modeinfo->pretext; + geomstrings_list[geomstrings_count++] = modeinfo->pretext; + fragstrings_list[fragstrings_count++] = modeinfo->pretext; strlcat(permutationname, modeinfo->name, sizeof(permutationname)); // now add all the permutation pretexts @@ -1854,6 +3464,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode qglUseProgramObjectARB(p->program);CHECKGLERROR // look up all the uniform variable names we care about, so we don't // have to look them up every time we set them + p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First"); p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second"); p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps"); @@ -1865,58 +3476,71 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor"); p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss"); p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow"); - p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); + p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); - p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); - p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); + p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect"); p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube"); p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D"); p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection"); - p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); - p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); - p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); + p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth"); + p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap"); + p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse"); + p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular"); + p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha"); + p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters"); + p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime"); + p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient"); + p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse"); + p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular"); + p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow"); p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); + p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient"); + p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse"); + p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular"); + p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse"); + p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular"); + p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); + p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); + p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); + p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade"); p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane"); p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist"); p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); - p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade"); - p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); - p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); - p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); - p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); - 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"); - p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); - p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); - p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); + p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); - p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); - p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); - p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); - p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); - p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); + p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); + p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); + p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize"); p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); - p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff"); + p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); + p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation"); + p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth"); + p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters"); + p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale"); + p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1"); p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2"); p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3"); p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4"); - p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime"); - p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize"); - p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation"); - p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale"); - p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters"); + p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor"); + p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight"); + p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight"); + p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix"); + p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix"); + p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix"); + p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST); if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND); @@ -1942,14 +3566,461 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE); if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D); if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION); + if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH); + if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP); + if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE); + if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR); CHECKGLERROR if (developer.integer) - Con_Printf("GLSL shader %s compiled.\n", permutationname); + Con_Printf("^5GLSL shader %s compiled.\n", permutationname); + } + else + Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname); + + // free the strings + if (vertexstring) + Mem_Free(vertexstring); + if (geometrystring) + Mem_Free(geometrystring); + if (fragmentstring) + Mem_Free(fragmentstring); +} + +void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) +{ + r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); + if (r_glsl_permutation != perm) + { + r_glsl_permutation = perm; + if (!r_glsl_permutation->program) + { + if (!r_glsl_permutation->compiled) + R_GLSL_CompilePermutation(perm, mode, permutation); + if (!r_glsl_permutation->program) + { + // remove features until we find a valid permutation + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + // reduce i more quickly whenever it would not remove any bits + int j = 1<<(SHADERPERMUTATION_COUNT-1-i); + if (!(permutation & j)) + continue; + permutation -= j; + r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); + if (!r_glsl_permutation->compiled) + R_GLSL_CompilePermutation(perm, mode, permutation); + if (r_glsl_permutation->program) + break; + } + if (i >= SHADERPERMUTATION_COUNT) + { + //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); + qglUseProgramObjectARB(0);CHECKGLERROR + return; // no bit left to clear, entire mode is broken + } + } + } + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + } + if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); +} + +#ifdef SUPPORTCG +#include +struct r_cg_permutation_s; +typedef struct r_cg_permutation_s +{ + /// hash lookup data + struct r_cg_permutation_s *hashnext; + unsigned int mode; + unsigned int permutation; + + /// indicates if we have tried compiling this permutation already + qboolean compiled; + /// 0 if compilation failed + CGprogram vprogram; + CGprogram fprogram; + /// locations of detected parameters in programs, or NULL if not found + CGparameter vp_EyePosition; + CGparameter vp_FogPlane; + CGparameter vp_LightDir; + CGparameter vp_LightPosition; + CGparameter vp_ModelToLight; + CGparameter vp_TexMatrix; + CGparameter vp_BackgroundTexMatrix; + CGparameter vp_ModelViewProjectionMatrix; + CGparameter vp_ModelViewMatrix; + + CGparameter fp_Texture_First; + CGparameter fp_Texture_Second; + CGparameter fp_Texture_GammaRamps; + CGparameter fp_Texture_Normal; + CGparameter fp_Texture_Color; + CGparameter fp_Texture_Gloss; + CGparameter fp_Texture_Glow; + CGparameter fp_Texture_SecondaryNormal; + CGparameter fp_Texture_SecondaryColor; + CGparameter fp_Texture_SecondaryGloss; + CGparameter fp_Texture_SecondaryGlow; + CGparameter fp_Texture_Pants; + CGparameter fp_Texture_Shirt; + CGparameter fp_Texture_FogMask; + CGparameter fp_Texture_Lightmap; + CGparameter fp_Texture_Deluxemap; + CGparameter fp_Texture_Attenuation; + CGparameter fp_Texture_Cube; + CGparameter fp_Texture_Refraction; + CGparameter fp_Texture_Reflection; + CGparameter fp_Texture_ShadowMapRect; + CGparameter fp_Texture_ShadowMapCube; + CGparameter fp_Texture_ShadowMap2D; + CGparameter fp_Texture_CubeProjection; + CGparameter fp_Texture_ScreenDepth; + CGparameter fp_Texture_ScreenNormalMap; + CGparameter fp_Texture_ScreenDiffuse; + CGparameter fp_Texture_ScreenSpecular; + CGparameter fp_Alpha; + CGparameter fp_BloomBlur_Parameters; + CGparameter fp_ClientTime; + CGparameter fp_Color_Ambient; + CGparameter fp_Color_Diffuse; + CGparameter fp_Color_Specular; + CGparameter fp_Color_Glow; + CGparameter fp_Color_Pants; + CGparameter fp_Color_Shirt; + CGparameter fp_DeferredColor_Ambient; + CGparameter fp_DeferredColor_Diffuse; + CGparameter fp_DeferredColor_Specular; + CGparameter fp_DeferredMod_Diffuse; + CGparameter fp_DeferredMod_Specular; + CGparameter fp_DistortScaleRefractReflect; + CGparameter fp_EyePosition; + CGparameter fp_FogColor; + CGparameter fp_FogHeightFade; + CGparameter fp_FogPlane; + CGparameter fp_FogPlaneViewDist; + CGparameter fp_FogRangeRecip; + CGparameter fp_LightColor; + CGparameter fp_LightDir; + CGparameter fp_LightPosition; + CGparameter fp_OffsetMapping_Scale; + CGparameter fp_PixelSize; + CGparameter fp_ReflectColor; + CGparameter fp_ReflectFactor; + CGparameter fp_ReflectOffset; + CGparameter fp_RefractColor; + CGparameter fp_Saturation; + CGparameter fp_ScreenCenterRefractReflect; + CGparameter fp_ScreenScaleRefractReflect; + CGparameter fp_ScreenToDepth; + CGparameter fp_ShadowMap_Parameters; + CGparameter fp_ShadowMap_TextureScale; + CGparameter fp_SpecularPower; + CGparameter fp_UserVec1; + CGparameter fp_UserVec2; + CGparameter fp_UserVec3; + CGparameter fp_UserVec4; + CGparameter fp_ViewTintColor; + CGparameter fp_ViewToLight; +} +r_cg_permutation_t; + +/// information about each possible shader permutation +r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; +/// currently selected permutation +r_cg_permutation_t *r_cg_permutation; +/// storage for permutations linked in the hash table +memexpandablearray_t r_cg_permutationarray; + +#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));}} + +static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation) +{ + //unsigned int hashdepth = 0; + unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); + r_cg_permutation_t *p; + for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext) + { + if (p->mode == mode && p->permutation == permutation) + { + //if (hashdepth > 10) + // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; + } + //hashdepth++; + } + p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray); + p->mode = mode; + p->permutation = permutation; + p->hashnext = r_cg_permutationhash[mode][hashindex]; + r_cg_permutationhash[mode][hashindex] = p; + //if (hashdepth > 10) + // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; +} + +static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice) +{ + char *shaderstring; + if (!filename || !filename[0]) + return NULL; + shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (shaderstring) + { + if (printfromdisknotice) + Con_DPrintf("from disk %s... ", filename); + return shaderstring; + } + else if (!strcmp(filename, "cg/default.cg")) + { + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1); + memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1); + } + return shaderstring; +} + +static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation) +{ + int i; + shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode; + int vertstrings_count = 0, vertstring_length = 0; + int geomstrings_count = 0, geomstring_length = 0; + int fragstrings_count = 0, fragstring_length = 0; + char *t; + char *vertexstring, *geometrystring, *fragmentstring; + char *vertstring, *geomstring, *fragstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; + char permutationname[256]; + CGprofile vertexProfile; + CGprofile fragmentProfile; + + if (p->compiled) + return; + p->compiled = true; + p->vprogram = NULL; + p->fprogram = NULL; + + permutationname[0] = 0; + vertexstring = R_CG_GetText(modeinfo->vertexfilename, true); + geometrystring = R_CG_GetText(modeinfo->geometryfilename, false); + fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false); + + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + + // the first pretext is which type of shader to compile as + // (later these will all be bound together as a program object) + vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; + geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; + fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; + + // the second pretext is the mode (for example a light source) + vertstrings_list[vertstrings_count++] = modeinfo->pretext; + geomstrings_list[geomstrings_count++] = modeinfo->pretext; + fragstrings_list[fragstrings_count++] = modeinfo->pretext; + strlcat(permutationname, modeinfo->name, sizeof(permutationname)); + + // now add all the permutation pretexts + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + if (permutation & (1<vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL))) + { + CHECKCGERROR + cgCompileProgram(p->vprogram);CHECKCGERROR + if (!cgIsProgramCompiled(p->vprogram)) + { + CHECKCGERROR + cgDestroyProgram(p->vprogram);CHECKCGERROR + p->vprogram = 0; + } + else + { + cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR + // look up all the uniform variable names we care about, so we don't + // have to look them up every time we set them + CHECKCGERROR + p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition"); + p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane"); + p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir"); + p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition"); + p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight"); + p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix"); + p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix"); + p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix"); + p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix"); + CHECKCGERROR + } } + + // compile the fragment program + if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL))) + { + cgCompileProgram(p->fprogram);CHECKCGERROR + if (!cgIsProgramCompiled(p->fprogram)) + { + CHECKCGERROR + cgDestroyProgram(p->fprogram);CHECKCGERROR + p->fprogram = 0; + } + else + { + cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR + CHECKCGERROR + p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First"); + p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second"); + p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps"); + p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal"); + p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color"); + p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss"); + p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow"); + p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal"); + p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor"); + p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss"); + p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow"); + p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants"); + p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt"); + p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask"); + p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap"); + p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap"); + p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation"); + p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube"); + p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction"); + p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection"); + p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect"); + p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube"); + p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D"); + p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection"); + p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth"); + p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap"); + p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse"); + p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular"); + p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha"); + p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters"); + p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime"); + p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient"); + p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse"); + p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular"); + p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow"); + p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants"); + p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt"); + p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient"); + p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse"); + p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular"); + p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse"); + p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular"); + p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect"); + p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition"); + p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor"); + p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade"); + p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane"); + p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist"); + p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip"); + p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor"); + p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir"); + p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition"); + p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale"); + p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize"); + p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor"); + p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor"); + p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset"); + p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor"); + p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation"); + p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect"); + p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect"); + p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth"); + p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters"); + p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale"); + p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower"); + p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1"); + p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2"); + p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3"); + p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4"); + p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor"); + p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); + CHECKCGERROR + } + } + + if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0])) + Con_DPrintf("^5CG shader %s compiled.\n", permutationname); else - Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname); + Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname); // free the strings + if (vertstring) + Mem_Free(vertstring); + if (geomstring) + Mem_Free(geomstring); + if (fragstring) + Mem_Free(fragstring); if (vertexstring) Mem_Free(vertexstring); if (geometrystring) @@ -1958,57 +4029,19 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Mem_Free(fragmentstring); } -void R_GLSL_Restart_f(void) -{ - unsigned int i, limit; - r_glsl_permutation_t *p; - limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); - for (i = 0;i < limit;i++) - { - if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) - { - GL_Backend_FreeProgram(p->program); - Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); - } - } - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); -} - -void R_GLSL_DumpShader_f(void) -{ - int i; - - qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false); - if(!file) - { - Con_Printf("failed to write to glsl/default.glsl\n"); - return; - } - - FS_Print(file, "/* The engine may define the following macros:\n"); - FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); - for (i = 0;i < SHADERMODE_COUNT;i++) - FS_Print(file, shadermodeinfo[i].pretext); - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - FS_Print(file, shaderpermutationinfo[i].pretext); - FS_Print(file, "*/\n"); - FS_Print(file, builtinshaderstring); - FS_Close(file); - - Con_Printf("glsl/default.glsl written\n"); -} - -void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) +void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation) { - r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); - if (r_glsl_permutation != perm) + r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation); + CHECKGLERROR + CHECKCGERROR + if (r_cg_permutation != perm) { - r_glsl_permutation = perm; - if (!r_glsl_permutation->program) + r_cg_permutation = perm; + if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) { - if (!r_glsl_permutation->compiled) - R_GLSL_CompilePermutation(perm, mode, permutation); - if (!r_glsl_permutation->program) + if (!r_cg_permutation->compiled) + R_CG_CompilePermutation(perm, mode, permutation); + if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) { // remove features until we find a valid permutation int i; @@ -2019,73 +4052,209 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) if (!(permutation & j)) continue; permutation -= j; - r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); - if (!r_glsl_permutation->compiled) - R_GLSL_CompilePermutation(perm, mode, permutation); - if (r_glsl_permutation->program) + r_cg_permutation = R_CG_FindPermutation(mode, permutation); + if (!r_cg_permutation->compiled) + R_CG_CompilePermutation(perm, mode, permutation); + if (r_cg_permutation->vprogram || r_cg_permutation->fprogram) break; } if (i >= SHADERPERMUTATION_COUNT) { - Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); - r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); - qglUseProgramObjectARB(0);CHECKGLERROR + //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_cg_permutation = R_CG_FindPermutation(mode, permutation); return; // no bit left to clear, entire mode is broken } } } CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR + CHECKCGERROR + if (r_cg_permutation->vprogram) + { + //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR + cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR + //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + } + else + { + //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + } + if (r_cg_permutation->fprogram) + { + cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR + cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + } + else + { + cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + } } + CHECKCGERROR + if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR +} + +void CG_BindTexture(CGparameter param, int texnum) +{ + cgGLSetTextureParameter(param, texnum); + cgGLEnableTextureParameter(param); } +#endif -void R_SetupGenericShader(qboolean usetexture) +void R_GLSL_Restart_f(void) { + unsigned int i, limit; switch(vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0); + { + r_glsl_permutation_t *p; + limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + { + GL_Backend_FreeProgram(p->program); + Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + } + } + memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + } + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + { + r_cg_permutation_t *p; + limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i))) + { + if (p->vprogram) + cgDestroyProgram(p->vprogram); + if (p->fprogram) + cgDestroyProgram(p->fprogram); + Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p); + } + } + } + memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); break; +#endif case RENDERPATH_GL13: case RENDERPATH_GL11: break; } } -void R_SetupGenericTwoTextureShader(int texturemode) +void R_GLSL_DumpShader_f(void) +{ + int i; + qfile_t *file; + + file = FS_OpenRealFile("glsl/default.glsl", "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, glslshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtinshaderstring); + FS_Close(file); + Con_Printf("glsl/default.glsl written\n"); + } + else + Con_Printf("failed to write to glsl/default.glsl\n"); + +#ifdef SUPPORTCG + file = FS_OpenRealFile("cg/default.cg", "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, cgshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtincgshaderstring); + FS_Close(file); + Con_Printf("cg/default.cg written\n"); + } + else + Con_Printf("failed to write to cg/default.cg\n"); +#endif +} + +void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) { + if (!second) + texturemode = GL_MODULATE; switch (vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + 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)))); + if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(first )); + if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, R_GetTexture(second)); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + CHECKCGERROR + 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)))); + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(first ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, R_GetTexture(second));CHECKCGERROR +#endif break; case RENDERPATH_GL13: + R_Mesh_TexBind(0, R_GetTexture(first )); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexBind(1, R_GetTexture(second)); + if (second) + R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); + break; case RENDERPATH_GL11: - R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1); + R_Mesh_TexBind(0, R_GetTexture(first )); break; } } -void R_SetupDepthOrShadowShader(void) +void R_SetupShader_DepthOrShadow(void) { switch (vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0); +#endif break; case RENDERPATH_GL13: + R_Mesh_TexBind(0, 0); + R_Mesh_TexBind(1, 0); break; case RENDERPATH_GL11: + R_Mesh_TexBind(0, 0); break; } } -void R_SetupShowDepthShader(void) +void R_SetupShader_ShowDepth(void) { switch (vid.renderpath) { case RENDERPATH_GL20: - R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0); +#endif break; case RENDERPATH_GL13: break; @@ -2094,6 +4263,8 @@ void R_SetupShowDepthShader(void) } } +extern qboolean r_shadow_usingdeferredprepass; +extern cvar_t r_shadow_deferred_8bitrange; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; @@ -2105,7 +4276,18 @@ extern float r_shadow_shadowmap_parameters[4]; 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) +extern rtexture_t *r_shadow_shadowmaprectangletexture; +extern rtexture_t *r_shadow_shadowmap2dtexture; +extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; +extern rtexture_t *r_shadow_shadowmapvsdcttexture; +extern int r_shadow_shadowmaplod; // changes for each light based on distance +extern int r_shadow_prepass_width; +extern int r_shadow_prepass_height; +extern rtexture_t *r_shadow_prepassgeometrydepthtexture; +extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; +extern rtexture_t *r_shadow_prepasslightingdiffusetexture; +extern rtexture_t *r_shadow_prepasslightingspeculartexture; +void R_SetupShader_Surface(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 // combination of texture, entity, light source, and fogging, only use the @@ -2113,6 +4295,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f // fragment shader on features that are not being used unsigned int permutation = 0; unsigned int mode = 0; + float m16f[16]; // TODO: implement geometry-shader based shadow volumes someday if (r_glsl_offsetmapping.integer) { @@ -2128,6 +4311,19 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f else mode = SHADERMODE_REFRACTION; } + else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY) + { + // normalmap (deferred prepass), may use alpha test on diffuse + mode = SHADERMODE_DEFERREDGEOMETRY; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + } else if (rsurfacepass == RSURFPASS_RTLIGHT) { // light source @@ -2167,9 +4363,10 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f { // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; + ambientscale = diffusescale = specularscale = 0; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; @@ -2190,7 +4387,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) @@ -2201,6 +4398,8 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f permutation |= SHADERPERMUTATION_COLORMAPPING; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; + if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) + permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { @@ -2208,7 +4407,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; @@ -2216,6 +4415,8 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f permutation |= SHADERPERMUTATION_COLORMAPPING; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; + if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) + permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; } else { @@ -2251,7 +4452,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; - if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE; @@ -2259,98 +4460,389 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f permutation |= SHADERPERMUTATION_COLORMAPPING; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; + if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)) + permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; } if(permutation & SHADERPERMUTATION_SPECULAR) if(r_shadow_glossexact.integer) permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; - R_SetupShader_SetPermutation(mode, permutation); - if (mode == SHADERMODE_LIGHTSOURCE) + if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass) + permutation |= SHADERPERMUTATION_ALPHAKILL; + switch(vid.renderpath) { - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - if (permutation & SHADERPERMUTATION_DIFFUSE) + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(mode, permutation); + if (mode == SHADERMODE_LIGHTSOURCE) + { + if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale); + + // 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) 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]); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + 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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); + 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); + 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]); + 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]); + } + else + { + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); + 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]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + 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); + } + // additive passes are only darkened by fog, not tinted + if (r_glsl_permutation->loc_FogColor >= 0) + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + else + qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + } + 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); + 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]); + 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]); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (r_glsl_permutation->loc_Color_Pants >= 0) + { + if (rsurface.texture->pantstexture) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); + } + if (r_glsl_permutation->loc_Color_Shirt >= 0) + { + if (rsurface.texture->shirttexture) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + } + 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]); + if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); + if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); + if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + 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]); + + // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(r_texture_white )); + // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , R_GetTexture(r_texture_white )); + // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , R_GetTexture(r_texture_gammaramps )); + if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , R_GetTexture(rsurface.texture->nmaptexture )); + if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , R_GetTexture(rsurface.texture->basetexture )); + if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , R_GetTexture(rsurface.texture->glosstexture )); + if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , R_GetTexture(rsurface.texture->glowtexture )); + if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , R_GetTexture(rsurface.texture->backgroundnmaptexture )); + if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , R_GetTexture(rsurface.texture->backgroundbasetexture )); + if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , R_GetTexture(rsurface.texture->backgroundglosstexture )); + if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , R_GetTexture(rsurface.texture->backgroundglowtexture )); + if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , R_GetTexture(rsurface.texture->pantstexture )); + if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , R_GetTexture(rsurface.texture->shirttexture )); + if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , R_GetTexture(r_texture_fogattenuation )); + if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(r_texture_white )); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(r_texture_blanknormalmap )); + if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , R_GetTexture(r_shadow_attenuationgradienttexture )); + if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , R_GetTexture(r_texture_white )); + if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , R_GetTexture(r_texture_white )); + if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDEPTH , 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture )); + if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture )); + if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE , 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture )); + if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR , 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture )); + if (rsurface.rtlight) + { + if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindAll(GL20TU_CUBE , 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap ), 0); + if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT , 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture )); + if (r_shadow_usingshadowmapcube) + if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE , 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0); + if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , R_GetTexture(r_shadow_shadowmap2dtexture )); + if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION , 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture ), 0); + } + CHECKGLERROR + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(mode, permutation); + if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]); - if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale); - if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale); - if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); + if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR } else { - // ambient only is simpler - if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]); - if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1); - if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0); - if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); + if (mode == SHADERMODE_LIGHTDIRECTION) + { + 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 + } } - // 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) 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 (mode == SHADERMODE_LIGHTDIRECTION) + if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);CHECKCGERROR + if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR + 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 + CHECKGLERROR + + if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f); - if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f); - if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f); - 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]); + if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);CHECKCGERROR + + // additive passes are only darkened by fog, not tinted + if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR + 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 + 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 + if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR } else { - if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f); - if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity); - if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale); + if (mode == SHADERMODE_FLATCOLOR) + { + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + 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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR + 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 + 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 + 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 + } + else + { + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR + 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 + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + 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 + } + // additive passes are only darkened by fog, not tinted + if (r_cg_permutation->fp_FogColor) + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0); + else + cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + CHECKCGERROR + } + 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 + 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 + 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 + if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR + if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR + if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR + if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + } + if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR + if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Pants) + { + if (rsurface.texture->pantstexture) + cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0); + CHECKCGERROR } - 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_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) + if (r_cg_permutation->fp_Color_Shirt) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) - qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + if (rsurface.texture->shirttexture) + cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else - qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - } - 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); - 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]); - 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]); - if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); - if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); - if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); - } - if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale); - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (r_glsl_permutation->loc_Color_Pants >= 0) - { - if (rsurface.texture->currentskinframe->pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); - else - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); - } - if (r_glsl_permutation->loc_Color_Shirt >= 0) - { - if (rsurface.texture->currentskinframe->shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); - else - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0); + CHECKCGERROR + } + 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 + if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR + if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR + if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR + if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR + 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 + + // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(r_texture_white ));CHECKCGERROR + // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_texture_white ));CHECKCGERROR + // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , R_GetTexture(r_texture_gammaramps ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , R_GetTexture(rsurface.texture->nmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , R_GetTexture(rsurface.texture->basetexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , R_GetTexture(rsurface.texture->glosstexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , R_GetTexture(rsurface.texture->glowtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, R_GetTexture(rsurface.texture->backgroundnmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , R_GetTexture(rsurface.texture->backgroundbasetexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , R_GetTexture(rsurface.texture->backgroundglosstexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , R_GetTexture(rsurface.texture->backgroundglowtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , R_GetTexture(rsurface.texture->pantstexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , R_GetTexture(rsurface.texture->shirttexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , R_GetTexture(r_texture_fogattenuation ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(r_texture_white ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , R_GetTexture(r_texture_blanknormalmap ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , R_GetTexture(r_texture_white ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , R_GetTexture(r_texture_white ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , R_GetTexture(r_shadow_prepasslightingdiffusetexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , R_GetTexture(r_shadow_prepasslightingspeculartexture ));CHECKCGERROR + if (rsurface.rtlight) + { + if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));CHECKCGERROR + if (r_shadow_usingshadowmapcube) + if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));CHECKCGERROR + } + + CHECKGLERROR +#endif + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; } - 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]); - if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist); - if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip); - if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade); - if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH) +} + +void R_SetupShader_DeferredLight(const rtlight_t *rtlight) +{ + // select a permutation of the lighting shader appropriate to this + // combination of texture, entity, light source, and fogging, only use the + // minimum features necessary to avoid wasting rendering time in the + // fragment shader on features that are not being used + unsigned int permutation = 0; + unsigned int mode = 0; + const float *lightcolorbase = rtlight->currentcolor; + float ambientscale = rtlight->ambientscale; + float diffusescale = rtlight->diffusescale; + float specularscale = rtlight->specularscale; + // this is the location of the light in view space + vec3_t viewlightorigin; + // this transforms from view space (camera) to light space (cubemap) + matrix4x4_t viewtolight; + matrix4x4_t lighttoview; + float viewtolight16f[16]; + float range = 1.0f / r_shadow_deferred_8bitrange.value; + // light source + mode = SHADERMODE_DEFERREDLIGHTSOURCE; + if (rtlight->currentcubemap != r_texture_whitecube) + permutation |= SHADERPERMUTATION_CUBEFILTER; + if (diffusescale > 0) + permutation |= SHADERPERMUTATION_DIFFUSE; + if (specularscale > 0) { - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25); + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_shadow_glossexact.integer) + permutation |= SHADERPERMUTATION_EXACTSPECULARMATH; } - else + 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; + } + Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin); + Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld); + Matrix4x4_Invert_Simple(&viewtolight, &lighttoview); + Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); + switch(vid.renderpath) { - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(mode, permutation); + if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix , 1, false, gl_modelview16f); + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); + 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); + 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); + 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); + 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]); + 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)); + 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]); + + if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , R_GetTexture(r_shadow_attenuationgradienttexture )); + if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBindAll(GL20TU_SCREENDEPTH , 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture )); + if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture )); + if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindAll(GL20TU_CUBE , 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap ), 0); + if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT , 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture )); + if (r_shadow_usingshadowmapcube) + if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE , 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0); + if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , R_GetTexture(r_shadow_shadowmap2dtexture )); + if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION , 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture ), 0); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(mode, permutation); + if (r_cg_permutation->vp_ModelViewMatrix ) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);CHECKCGERROR + if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR + 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 + 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 + 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 + 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 + 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 + 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 + 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 + + if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));CHECKCGERROR + if (r_shadow_usingshadowmapcube) + if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));CHECKCGERROR +#endif + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; } - if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); - CHECKGLERROR } #define SKINFRAME_HASH 1024 @@ -2871,7 +5363,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void) if (cls.state == ca_dedicated) return NULL; - skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true); + skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; @@ -2942,11 +5434,23 @@ void R_Main_ResizeViewCache(void) } } +extern rtexture_t *loadingscreentexture; void gl_main_start(void) { + loadingscreentexture = NULL; + r_texture_blanknormalmap = NULL; + r_texture_white = NULL; + r_texture_grey128 = NULL; + r_texture_black = NULL; + r_texture_whitecube = NULL; + r_texture_normalizationcube = NULL; + r_texture_fogattenuation = NULL; + r_texture_gammaramps = NULL; + switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -2972,6 +5476,9 @@ void gl_main_start(void) break; } + R_AnimCache_Free(); + R_FrameData_Reset(); + r_numqueries = 0; r_maxqueries = 0; memset(r_queries, 0, sizeof(r_queries)); @@ -2999,14 +5506,20 @@ void gl_main_start(void) memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); +#ifdef SUPPORTCG + memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); + Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256); +#endif memset(&r_svbsp, 0, sizeof (r_svbsp)); r_refdef.fogmasktable_density = 0; } -extern rtexture_t *loadingscreentexture; void gl_main_shutdown(void) { + R_AnimCache_Free(); + R_FrameData_Reset(); + R_Main_FreeViewCache(); if (r_maxqueries) @@ -3070,6 +5583,8 @@ void gl_main_newmap(void) CL_ParseEntityLump(cl.worldmodel->brush.entities); } R_Main_FreeViewCache(); + + R_FrameData_Reset(); } void GL_Main_Init(void) @@ -3102,7 +5617,6 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_equalize_entities_minambient); Cvar_RegisterVariable(&r_equalize_entities_by); Cvar_RegisterVariable(&r_equalize_entities_to); - Cvar_RegisterVariable(&r_animcache); Cvar_RegisterVariable(&r_depthfirst); Cvar_RegisterVariable(&r_useinfinitefarclip); Cvar_RegisterVariable(&r_farclip_base); @@ -3144,6 +5658,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_polygonoffset_decals_offset); Cvar_RegisterVariable(&r_fog_exp2); Cvar_RegisterVariable(&r_drawfog); + Cvar_RegisterVariable(&r_transparentdepthmasking); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&gl_combine); Cvar_RegisterVariable(&r_glsl); @@ -3182,6 +5697,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_test); Cvar_RegisterVariable(&r_batchmode); Cvar_RegisterVariable(&r_glsl_saturation); + Cvar_RegisterVariable(&r_framedatasize); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); @@ -3204,12 +5720,14 @@ extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); extern void Mod_RenderInit(void); +extern void Font_Init(void); void Render_Init(void) { gl_backend_init(); R_Textures_Init(); GL_Main_Init(); + Font_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); @@ -3355,126 +5873,145 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c //================================================================================== -// LordHavoc: animcache written by Echon, refactored and reformatted by me - -/** - * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame - * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed - * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing. - */ +// LordHavoc: this stores temporary data used within the same frame -typedef struct r_animcache_entity_s -{ - float *vertex3f; - float *normal3f; - float *svector3f; - float *tvector3f; - int maxvertices; - qboolean wantnormals; - qboolean wanttangents; -} -r_animcache_entity_t; +qboolean r_framedata_failed; +static size_t r_framedata_size; +static size_t r_framedata_current; +static void *r_framedata_base; -typedef struct r_animcache_s +void R_FrameData_Reset(void) { - r_animcache_entity_t entity[MAX_EDICTS]; - int maxindex; - int currentindex; + if (r_framedata_base); + Mem_Free(r_framedata_base); + r_framedata_base = NULL; + r_framedata_size = 0; + r_framedata_current = 0; + r_framedata_failed = false; } -r_animcache_t; - -static r_animcache_t r_animcachestate; -void R_AnimCache_Free(void) +void R_FrameData_NewFrame(void) { - int idx; - for (idx=0 ; idxmaxvertices >= numvertices) - return; + void *data; - // Release existing memory - if (cache->vertex3f) - Mem_Free(cache->vertex3f); + // align to 16 byte boundary + size = (size + 15) & ~15; + data = (void *)((unsigned char*)r_framedata_base + r_framedata_current); + r_framedata_current += size; - // Pad by 1024 verts - cache->maxvertices = (numvertices + 1023) & ~1023; - arraySize = cache->maxvertices * 3; + // check overflow + if (r_framedata_current > r_framedata_size) + r_framedata_failed = true; - // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later - base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4); - r_animcachestate.entity[cacheIdx].vertex3f = base; - r_animcachestate.entity[cacheIdx].normal3f = base + arraySize; - r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2; - r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3; + // return NULL on everything after a failure + if (r_framedata_failed) + return NULL; -// Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f); + return data; } -void R_AnimCache_NewFrame(void) +void *R_FrameData_Store(size_t size, void *data) { - int i; + void *d = R_FrameData_Alloc(size); + if (d) + memcpy(d, data, size); + return d; +} + +//================================================================================== + +// LordHavoc: animcache originally written by Echon, rewritten since then + +/** + * Animation cache prevents re-generating mesh data for an animated model + * multiple times in one frame for lighting, shadowing, reflections, etc. + */ - if (r_animcache.integer && r_drawentities.integer) - r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]); - else if (r_animcachestate.maxindex) - R_AnimCache_Free(); +void R_AnimCache_Free(void) +{ +} - r_animcachestate.currentindex = 0; +void R_AnimCache_ClearCache(void) +{ + int i; + entity_render_t *ent; for (i = 0;i < r_refdef.scene.numentities;i++) - r_refdef.scene.entities[i]->animcacheindex = -1; + { + ent = r_refdef.scene.entities[i]; + ent->animcache_vertex3f = NULL; + ent->animcache_normal3f = NULL; + ent->animcache_svector3f = NULL; + ent->animcache_tvector3f = NULL; + } } qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { dp_model_t *model = ent->model; - r_animcache_entity_t *c; + int numvertices; // see if it's already cached this frame - if (ent->animcacheindex >= 0) + if (ent->animcache_vertex3f) { // add normals/tangents if needed - c = r_animcachestate.entity + ent->animcacheindex; - if (c->wantnormals) - wantnormals = false; - if (c->wanttangents) - wanttangents = false; if (wantnormals || wanttangents) - model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL); + { + if (ent->animcache_normal3f) + wantnormals = false; + if (ent->animcache_svector3f) + wanttangents = false; + if (wantnormals || wanttangents) + { + numvertices = model->surfmesh.num_vertices; + if (wantnormals) + ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + if (wanttangents) + { + ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + } + if (!r_framedata_failed) + model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL); + } + } } else { // see if this ent is worth caching - if (r_animcachestate.maxindex <= r_animcachestate.currentindex) - return false; - if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0)) + if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton)) return false; - // assign it a cache entry and make sure the arrays are big enough - R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices); - ent->animcacheindex = r_animcachestate.currentindex++; - c = r_animcachestate.entity + ent->animcacheindex; - c->wantnormals = wantnormals; - c->wanttangents = wanttangents; - model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL); + // get some memory for this entity and generate mesh data + numvertices = model->surfmesh.num_vertices; + ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + if (wantnormals) + ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + if (wanttangents) + { + ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices); + } + if (!r_framedata_failed) + model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f); } - return true; + return !r_framedata_failed; } void R_AnimCache_CacheVisibleEntities(void) @@ -3483,12 +6020,10 @@ void R_AnimCache_CacheVisibleEntities(void) qboolean wantnormals = !r_showsurfaces.integer; qboolean wanttangents = !r_showsurfaces.integer; - if (!r_animcachestate.maxindex) - return; - switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -3496,14 +6031,17 @@ void R_AnimCache_CacheVisibleEntities(void) break; } - // TODO: thread this? + // TODO: thread this + // NOTE: R_PrepareRTLights() also caches entities for (i = 0;i < r_refdef.scene.numentities;i++) - { - if (!r_refdef.viewcache.entityvisible[i]) - continue; - R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents); - } + if (r_refdef.viewcache.entityvisible[i]) + R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents); + + if (r_shadows.integer) + for (i = 0;i < r_refdef.scene.numentities;i++) + if (!r_refdef.viewcache.entityvisible[i]) + R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false); } //================================================================================== @@ -3534,7 +6072,7 @@ static void R_View_UpdateEntityLighting (void) } // fetch the lighting from the worldmodel data - VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f)); + VectorClear(ent->modellight_ambient); VectorClear(ent->modellight_diffuse); VectorClear(tempdiffusenormal); if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint) @@ -3641,9 +6179,6 @@ static void R_View_UpdateEntityVisible (void) int samples; entity_render_t *ent; - if (!r_drawentities.integer) - return; - renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL); if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs) { @@ -3692,9 +6227,6 @@ int R_DrawBrushModelsSky (void) int i, sky; entity_render_t *ent; - if (!r_drawentities.integer) - return false; - sky = false; for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -3715,9 +6247,6 @@ static void R_DrawModels(void) int i; entity_render_t *ent; - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) @@ -3736,9 +6265,6 @@ static void R_DrawModelsDepth(void) int i; entity_render_t *ent; - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) @@ -3754,9 +6280,6 @@ static void R_DrawModelsDebug(void) int i; entity_render_t *ent; - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) @@ -3772,9 +6295,6 @@ static void R_DrawModelsAddWaterPlanes(void) int i; entity_render_t *ent; - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) @@ -3951,8 +6471,8 @@ void R_View_Update(void) void R_SetupView(qboolean allowwaterclippingplane) { - const double *customclipplane = NULL; - double plane[4]; + const float *customclipplane = NULL; + float plane[4]; if (r_refdef.view.useclipplane && allowwaterclippingplane) { // LordHavoc: couldn't figure out how to make this approach the @@ -3976,6 +6496,38 @@ void R_SetupView(qboolean allowwaterclippingplane) R_SetViewport(&r_refdef.view.viewport); } +void R_EntityMatrix(const matrix4x4_t *matrix) +{ + if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t))) + { + gl_modelmatrixchanged = false; + gl_modelmatrix = *matrix; + Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix); + Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix); + Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f); + Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f); + CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL20: + if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); + qglLoadMatrixf(gl_modelview16f);CHECKGLERROR + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + CHECKCGERROR + if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR + qglLoadMatrixf(gl_modelview16f);CHECKGLERROR +#endif + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + qglLoadMatrixf(gl_modelview16f);CHECKGLERROR + break; + } + } +} + void R_ResetViewRendering2D(void) { r_viewport_t viewport; @@ -3993,7 +6545,7 @@ void R_ResetViewRendering2D(void) GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR @@ -4003,7 +6555,6 @@ void R_ResetViewRendering2D(void) qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces - R_SetupGenericShader(true); } void R_ResetViewRendering3D(void) @@ -4020,7 +6571,7 @@ void R_ResetViewRendering3D(void) GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR @@ -4030,7 +6581,6 @@ void R_ResetViewRendering3D(void) qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(r_refdef.view.cullface_back); - R_SetupGenericShader(true); } void R_RenderScene(void); @@ -4048,6 +6598,7 @@ static void R_Water_StartFrame(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -4192,7 +6743,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); if (!p->texture_refraction) goto error; } @@ -4200,7 +6751,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); if (!p->texture_reflection) goto error; } @@ -4231,11 +6782,7 @@ static void R_Water_ProcessPlanes(void) R_View_Update(); R_RenderScene(); - // copy view into the screen texture - R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(R_GetTexture(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); } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) @@ -4263,10 +6810,7 @@ static void R_Water_ProcessPlanes(void) R_View_Update(); R_RenderScene(); - R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(R_GetTexture(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); } } r_waterstate.renderingscene = false; @@ -4290,6 +6834,7 @@ void R_Bloom_StartFrame(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -4342,7 +6887,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -4352,7 +6897,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } // when doing a reduced render (HDR) we want to use a smaller area @@ -4403,27 +6948,20 @@ void R_Bloom_CopyBloomTexture(float colorscale) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL - R_SetupGenericShader(true); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // we now have a bloom image in the framebuffer // copy it into the bloom image texture for later processing - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(R_GetTexture(r_bloomstate.texture_bloom), 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } void R_Bloom_CopyHDRTexture(void) { - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(R_GetTexture(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); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } @@ -4437,7 +6975,6 @@ void R_Bloom_MakeTexture(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(true); // we have a bloom image in the framebuffer CHECKGLERROR @@ -4449,7 +6986,7 @@ void R_Bloom_MakeTexture(void) r = bound(0, r_bloom_colorexponent.value / x, 1); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r, r, r, 1); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; @@ -4468,7 +7005,7 @@ void R_Bloom_MakeTexture(void) brighten = sqrt(brighten); if(range >= 1) brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle" - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0); for (dir = 0;dir < 2;dir++) @@ -4518,7 +7055,7 @@ void R_Bloom_MakeTexture(void) if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract) { GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4526,7 +7063,7 @@ void R_Bloom_MakeTexture(void) GL_BlendFunc(GL_ONE, GL_ONE); qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4534,10 +7071,7 @@ void R_Bloom_MakeTexture(void) qglBlendEquationEXT(GL_FUNC_ADD_EXT); // copy the darkened bloom view to a texture - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(R_GetTexture(r_bloomstate.texture_bloom), 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } } @@ -4588,6 +7122,7 @@ void R_HDR_RenderBloomTexture(void) r_refdef.view.width = oldwidth; r_refdef.view.height = oldheight; r_refdef.view.colorscale = oldcolorscale; + r_frame++; // used only by R_GetCurrentTexture R_ResetViewRendering3D(); @@ -4599,10 +7134,12 @@ void R_HDR_RenderBloomTexture(void) static void R_BlendView(void) { unsigned int permutation; + float uservecs[4][4]; switch (vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -4618,8 +7155,6 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); - GL_ActiveTexture(0);CHECKGLERROR if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0)) { @@ -4652,10 +7187,9 @@ static void R_BlendView(void) // apply the blur if (cl.motionbluralpha > 0) { - R_SetupGenericShader(true); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(1, 1, 1, cl.motionbluralpha); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; @@ -4663,11 +7197,25 @@ static void R_BlendView(void) } // copy view into the screen texture - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR + R_Mesh_CopyToTexture(R_GetTexture(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); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } else if (!r_bloomstate.texture_bloom) + { + // we may still have to do view tint... + if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) + { + // apply a color tint to the whole view + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); + } break; // no screen processing, no bloom, skip it + } if (r_bloomstate.texture_bloom && !r_bloomstate.hdr) { @@ -4678,53 +7226,58 @@ static void R_BlendView(void) R_Bloom_MakeTexture(); } +#if _MSC_VER >= 1400 +#define sscanf sscanf_s +#endif + memset(uservecs, 0, sizeof(uservecs)); + sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); + sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); + sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); + sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); - R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); - R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0); - if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) - R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps)); - if (r_glsl_permutation->loc_TintColor >= 0) - qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_ClientTime >= 0) - qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time); - if (r_glsl_permutation->loc_PixelSize >= 0) - qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); - if (r_glsl_permutation->loc_UserVec1 >= 0) - { - float a=0, b=0, c=0, d=0; -#if _MSC_VER >= 1400 -#define sscanf sscanf_s -#endif - sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d); - } - if (r_glsl_permutation->loc_UserVec2 >= 0) - { - float a=0, b=0, c=0, d=0; - sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d); - } - if (r_glsl_permutation->loc_UserVec3 >= 0) - { - float a=0, b=0, c=0, d=0; - sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d); - } - if (r_glsl_permutation->loc_UserVec4 >= 0) + + switch(vid.renderpath) { - float a=0, b=0, c=0, d=0; - sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d); - qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d); + case RENDERPATH_GL20: + R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); + if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , R_GetTexture(r_bloomstate.texture_screen)); + if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , R_GetTexture(r_bloomstate.texture_bloom )); + if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps )); + 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]); + if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + 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]); + 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]); + 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]); + 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]); + if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); + break; + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation); + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(r_bloomstate.texture_screen));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_bloomstate.texture_bloom ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, R_GetTexture(r_texture_gammaramps ));CHECKCGERROR + 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 + if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR + if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR + 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 + 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 + 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 + 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 + if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR +#endif + break; + default: + break; } - if (r_glsl_permutation->loc_Saturation >= 0) - qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; break; @@ -4736,7 +7289,7 @@ static void R_BlendView(void) R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0); @@ -4776,7 +7329,7 @@ void R_UpdateVariables(void) { R_Textures_Frame(); - r_refdef.scene.ambient = r_ambient.value; + r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f); r_refdef.farclip = r_farclip_base.value; if (r_refdef.scene.worldmodel) @@ -4864,6 +7417,7 @@ void R_UpdateVariables(void) switch(vid.renderpath) { case RENDERPATH_GL20: + case RENDERPATH_CGGL: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -4890,7 +7444,7 @@ void R_UpdateVariables(void) } else { - r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL); + r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL); } } } @@ -4949,7 +7503,11 @@ void R_RenderView(void) r_frame++; // used only by R_GetCurrentTexture rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity - R_AnimCache_NewFrame(); + if (!r_drawentities.integer) + r_refdef.scene.numentities = 0; + + R_AnimCache_ClearCache(); + R_FrameData_NewFrame(); if (r_refdef.view.isoverlay) { @@ -5059,6 +7617,7 @@ static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); static void R_DrawModelDecals(void); extern cvar_t cl_decals_newsystem; +extern qboolean r_shadow_usingdeferredprepass; void R_RenderScene(void) { r_refdef.stats.renders++; @@ -5097,10 +7656,21 @@ void R_RenderScene(void) R_SetupView(false); R_Sky(); R_SetupView(true); + if (r_timereport_active) + R_TimeReport("sky"); } } R_AnimCache_CacheVisibleEntities(); + if (r_timereport_active) + R_TimeReport("animation"); + + R_Shadow_PrepareLights(); + if (r_timereport_active) + R_TimeReport("preparelights"); + + if (r_shadow_usingdeferredprepass) + R_Shadow_DrawPrepass(); if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth) { @@ -5143,9 +7713,12 @@ void R_RenderScene(void) S_ExtraUpdate (); } - R_ShadowVolumeLighting(false); - if (r_timereport_active) - R_TimeReport("rtlights"); + if (!r_shadow_usingdeferredprepass) + { + R_Shadow_DrawLights(); + if (r_timereport_active) + R_TimeReport("rtlights"); + } // don't let sound skip if going slow if (r_refdef.scene.extraupdate) @@ -5188,7 +7761,6 @@ void R_RenderScene(void) R_TimeReport("lightning"); } - R_SetupGenericShader(true); VM_CL_AddPolygonsToMeshQueue(); if (r_refdef.view.showdebug) @@ -5215,13 +7787,10 @@ void R_RenderScene(void) } } - R_SetupGenericShader(true); R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); - R_SetupGenericShader(true); - 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)) { r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity); @@ -5232,11 +7801,9 @@ void R_RenderScene(void) R_TimeReport("modeldebug"); } - R_SetupGenericShader(true); - if (cl.csqc_vidvars.drawworld) { - R_DrawCoronas(); + R_Shadow_DrawCoronas(); if (r_timereport_active) R_TimeReport("coronas"); } @@ -5294,7 +7861,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(color4f, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0); } @@ -5310,7 +7877,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh return; GL_CullFace(GL_NONE); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); prog = 0; SV_VM_Begin(); @@ -5426,7 +7993,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } - else if (rsurface.ent_color[3] < 1) + else if (rsurface.colormod[3] < 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); @@ -5440,16 +8007,16 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset); GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST)); GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f, 0, 0); for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] *= rsurface.ent_color[0]; - c[1] *= rsurface.ent_color[1]; - c[2] *= rsurface.ent_color[2]; - c[3] *= rsurface.ent_color[3]; + c[0] *= rsurface.colormod[0]; + c[1] *= rsurface.colormod[1]; + c[2] *= rsurface.colormod[2]; + c[3] *= rsurface.colormod[3]; } if (r_refdef.fogenabled) { @@ -5630,9 +8197,9 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; - layer->color[0] = r * r_refdef.view.colorscale; - layer->color[1] = g * r_refdef.view.colorscale; - layer->color[2] = b * r_refdef.view.colorscale; + layer->color[0] = r; + layer->color[1] = g; + layer->color[2] = b; layer->color[3] = a; } @@ -5730,7 +8297,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname) { - int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS; + int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS; char name[MAX_QPATH]; skinframe_t *skinframe; unsigned char pixels[296*194]; @@ -5817,7 +8384,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; t->currentmaterialflags = t->basematerialflags; - t->currentalpha = rsurface.ent_color[3]; + t->currentalpha = rsurface.colormod[3]; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) t->currentalpha *= r_wateralpha.value; if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) @@ -5826,7 +8393,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(rsurface.ent_flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; - else if (rsurface.modeltexcoordlightmap2f == NULL) + else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { // pick a model lighting mode if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f)) @@ -5851,6 +8418,8 @@ texture_t *R_GetCurrentTexture(texture_t *t) } else t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER); + if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED)) + t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH; // there is no tcmod if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL) @@ -5873,9 +8442,26 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (t->currentskinframe->qpixels) R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping); t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; + t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL; + t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL; + t->nmaptexture = t->currentskinframe->nmap; t->glosstexture = r_texture_black; - t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; - t->backgroundglosstexture = r_texture_black; + t->glowtexture = t->currentskinframe->glow; + t->fogtexture = t->currentskinframe->fog; + if (t->backgroundnumskinframes) + { + t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base; + t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap; + t->backgroundglosstexture = r_texture_black; + t->backgroundglowtexture = t->backgroundcurrentskinframe->glow; + } + else + { + t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; + t->backgroundnmaptexture = r_texture_blanknormalmap; + t->backgroundglosstexture = r_texture_black; + t->backgroundglowtexture = NULL; + } t->specularpower = r_shadow_glossexponent.value; // TODO: store reference values for these in the texture? t->specularscale = 0; @@ -5907,17 +8493,25 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (gl_lightmaps.integer) { t->basetexture = r_texture_grey128; + t->pantstexture = r_texture_black; + t->shirttexture = r_texture_black; + t->nmaptexture = r_texture_blanknormalmap; + t->glosstexture = r_texture_black; + t->glowtexture = NULL; + t->fogtexture = NULL; t->backgroundbasetexture = NULL; + t->backgroundnmaptexture = r_texture_blanknormalmap; + t->backgroundglosstexture = r_texture_black; + t->backgroundglowtexture = NULL; t->specularscale = 0; t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE)); } - Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha); + Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha); VectorClear(t->dlightcolor); t->currentnumlayers = 0; if (t->currentmaterialflags & MATERIALFLAG_WALL) { - int layerflags = 0; int blendfunc1, blendfunc2; qboolean depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) @@ -5941,23 +8535,21 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc2 = GL_ZERO; } depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); - if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) - layerflags |= TEXTURELAYERFLAG_FOGDARKEN; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // fullbright is not affected by r_refdef.lightmapintensity 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]); - if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &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]); - if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &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]); + if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture) + 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]); + if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture) + 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]); } else { vec3_t ambientcolor; float colorscale; // set the color tint used for lights affecting this surface - VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]); + VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]); colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmap must be @@ -5966,27 +8558,27 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (model->type == mod_brushq3) colorscale *= r_refdef.scene.rtlightstylevalue[0]; colorscale *= r_refdef.lightmapintensity; - VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor); + VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor); VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor); // basic lit geometry 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]); // add pants/shirt if needed - if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &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]); - if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &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]); + if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture) + 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]); + if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture) + 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]); // now add ambient passes if needed if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f)) { 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]); - if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]); - if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]); + if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture) + 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]); + if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture) + 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]); } } - if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]); + if (t->glowtexture != NULL && !gl_lightmaps.integer) + 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]); if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier @@ -6000,7 +8592,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]); + 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]); } } @@ -6041,7 +8633,6 @@ void RSurf_ActiveWorldEntity(void) rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; rsurface.ent_shadertime = 0; - Vector4Set(rsurface.ent_color, 1, 1, 1, 1); rsurface.ent_flags = r_refdef.scene.worldentity->flags; if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); @@ -6049,7 +8640,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.inversematrix = identitymatrix; rsurface.matrixscale = 1; rsurface.inversematrixscale = 1; - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); VectorCopy(r_refdef.view.origin, rsurface.localvieworigin); Vector4Copy(r_refdef.fogplane, rsurface.fogplane); rsurface.fograngerecip = r_refdef.fograngerecip; @@ -6061,7 +8652,9 @@ void RSurf_ActiveWorldEntity(void) 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); + VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale); + rsurface.colormod[3] = 1; + 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); memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend)); rsurface.frameblend[0].lerp = 1; rsurface.ent_alttextures = false; @@ -6112,7 +8705,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; } -void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) +void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass) { dp_model_t *model = ent->model; //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents))) @@ -6122,7 +8715,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.ent_skinnum = ent->skinnum; 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; rsurface.ent_shadertime = ent->shadertime; - Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha); rsurface.ent_flags = ent->flags; if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); @@ -6130,7 +8722,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.inversematrix = ent->inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); rsurface.inversematrixscale = 1.0f / rsurface.matrixscale; - R_Mesh_Matrix(&rsurface.matrix); + R_EntityMatrix(&rsurface.matrix); Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin); Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane); rsurface.fogplaneviewdist *= rsurface.inversematrixscale; @@ -6142,24 +8734,26 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q 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); + VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod); + rsurface.colormod[3] = ent->alpha; + VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod); memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend)); rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0; rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; - if (ent->model->brush.submodel) + if (ent->model->brush.submodel && !prepass) { rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0)) { - if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents)) + if (ent->animcache_vertex3f && !r_framedata_failed) { - rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f; - rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL; - rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL; - rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL; + rsurface.modelvertex3f = ent->animcache_vertex3f; + rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL; + rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL; + rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL; } else if (wanttangents) { @@ -6250,7 +8844,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; rsurface.ent_shadertime = shadertime; - Vector4Set(rsurface.ent_color, r, g, b, a); rsurface.ent_flags = entflags; rsurface.modelnum_vertices = numvertices; rsurface.modelnum_triangles = numtriangles; @@ -6260,7 +8853,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.inversematrix = *inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); rsurface.inversematrixscale = 1.0f / rsurface.matrixscale; - R_Mesh_Matrix(&rsurface.matrix); + R_EntityMatrix(&rsurface.matrix); Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin); Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane); rsurface.fogplaneviewdist *= rsurface.inversematrixscale; @@ -6272,7 +8865,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve 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); + Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a); + 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); memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend)); rsurface.frameblend[0].lerp = 1; rsurface.ent_alttextures = false; @@ -6834,7 +9428,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; - int batchelements[MAXBATCHTRIANGLES*3]; + static int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; @@ -6889,60 +9483,86 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesu } } -static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit) +static void RSurf_BindLightmapForSurface(const msurface_t *surface) +{ + switch(vid.renderpath) + { + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(surface->lightmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, R_GetTexture(surface->deluxemaptexture));CHECKCGERROR +#endif + break; + case RENDERPATH_GL20: + if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , R_GetTexture(surface->lightmaptexture )); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, R_GetTexture(surface->deluxemaptexture)); + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); + break; + } +} + +static void RSurf_BindReflectionForSurface(const msurface_t *surface) { - int i, planeindex, vertexindex; + // pick the closest matching water plane and bind textures + int planeindex, vertexindex; float d, bestd; vec3_t vert; const float *v; r_waterstate_waterplane_t *p, *bestp; + bestd = 0; + bestp = NULL; + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + d = 0; + for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) + { + Matrix4x4_Transform(&rsurface.matrix, v, vert); + d += fabs(PlaneDiff(vert, &p->plane)); + } + if (bestd > d || !bestp) + { + bestd = d; + bestp = p; + } + } + switch(vid.renderpath) + { + case RENDERPATH_CGGL: +#ifdef SUPPORTCG + if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black));CHECKCGERROR +#endif + break; + case RENDERPATH_GL20: + if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black)); + if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black)); + break; + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + } +} + +static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) +{ + int i; const msurface_t *surface; if (r_waterstate.renderingscene) return; for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; - if (lightmaptexunit >= 0) - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); - // pick the closest matching water plane - bestd = 0; - bestp = NULL; - for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) - { - d = 0; - for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) - { - Matrix4x4_Transform(&rsurface.matrix, v, vert); - d += fabs(PlaneDiff(vert, &p->plane)); - } - if (bestd > d || !bestp) - { - bestd = d; - bestp = p; - } - } - if (bestp) - { - if (refractiontexunit >= 0) - R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction)); - if (reflectiontexunit >= 0) - R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection)); - } - else - { - if (refractiontexunit >= 0) - R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black)); - if (reflectiontexunit >= 0) - R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black)); - } + RSurf_BindLightmapForSurface(surface); + RSurf_BindReflectionForSurface(surface); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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); } } -static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) +static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist) { int i; int j; @@ -6952,26 +9572,21 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const int endvertex; int numvertices; int numtriangles; - // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) { - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + RSurf_BindLightmapForSurface(surface); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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); } else if (r_batchmode.integer == 2) { - #define MAXBATCHTRIANGLES 4096 +#define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; - int batchelements[MAXBATCHTRIANGLES*3]; + static int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + RSurf_BindLightmapForSurface(surface); j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { @@ -7015,9 +9630,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + RSurf_BindLightmapForSurface(surface); for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) break; @@ -7039,9 +9652,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; - R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); - if (deluxemaptexunit >= 0) - R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + RSurf_BindLightmapForSurface(surface); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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); } @@ -7209,9 +9820,9 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msur const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { - c2[0] = c[0] + r_refdef.scene.ambient / 128.0; - c2[1] = c[1] + r_refdef.scene.ambient / 128.0; - c2[2] = c[2] + r_refdef.scene.ambient / 128.0; + c2[0] = c[0] + r_refdef.scene.ambient; + c2[1] = c[1] + r_refdef.scene.ambient; + c2[2] = c[2] + r_refdef.scene.ambient; c2[3] = c[3]; } } @@ -7230,7 +9841,7 @@ static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) @@ -7397,7 +10008,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // transparent sky would be ridiculous if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); skyrenderlater = true; RSurf_SetupDepthAndCulling(); GL_DepthMask(true); @@ -7414,7 +10025,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ R_Mesh_ResetTextureState(); if (skyrendermasked) { - R_SetupDepthOrShadowShader(); + R_SetupShader_DepthOrShadow(); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw @@ -7423,7 +10034,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ } else { - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } @@ -7436,36 +10047,22 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ GL_Color(1, 1, 1, 1); } -static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) +extern rtexture_t *r_shadow_prepasslightingdiffusetexture; +extern rtexture_t *r_shadow_prepasslightingspeculartexture; +static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass) { + qboolean reflect = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) && !prepass; + qboolean refract = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass; + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) return; - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix); - R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); - R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow)); - if (rsurface.texture->backgroundcurrentskinframe) - { - R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap)); - R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture)); - R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow)); - } - if(rsurface.texture->colormapping) - { - R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - } - R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)) R_Mesh_ColorPointer(NULL, 0, 0); else R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + if (refract) { // render background GL_BlendFunc(GL_ONE, GL_ZERO); @@ -7475,17 +10072,14 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface GL_Color(1, 1, 1, 1); R_Mesh_ColorPointer(NULL, 0, 0); - R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); - if (r_glsl_permutation) - { - RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); - } + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); GL_LockArrays(0, 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -7494,22 +10088,19 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface R_Mesh_ColorPointer(NULL, 0, 0); else R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface - R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface } - R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); - if (!r_glsl_permutation) - return; + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE); - RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + if (!prepass) + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - if (r_glsl_permutation->loc_Texture_Refraction >= 0) + if (refract) { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); @@ -7519,20 +10110,20 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass); } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { - if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); + if (refract || reflect) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); else - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist); } else { - if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); + if (refract || reflect) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -7545,7 +10136,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface int texturesurfaceindex; qboolean applycolor; qboolean applyfog; - rmeshstate_t m; int layerindex; const texturelayer_t *layer; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); @@ -7584,22 +10174,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface layercolor[3] = layer->color[3]; applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; R_Mesh_ColorPointer(NULL, 0, 0); - applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; - m.tex[1] = R_GetTexture(layer->texture); - m.texmatrix[1] = layer->texmatrix; - m.texrgbscale[1] = layertexrgbscale; - m.pointer_texcoord[1] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + // single-pass lightmapped texture with 2x rgbscale + //R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_TexMatrix(0, NULL); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + R_Mesh_TexBind(1, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(1, &layer->texmatrix); + R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); + R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) @@ -7608,28 +10195,31 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_TEXTURE: - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + // singletexture unlit texture with transparency support + R_Mesh_TexBind(0, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexBind(1, 0); + R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_FOG: - memset(&m, 0, sizeof(m)); - m.texrgbscale[0] = layertexrgbscale; + // singletexture fogging if (layer->texture) { - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + R_Mesh_TexBind(0, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + } + else + { + R_Mesh_TexBind(0, 0); + R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0); } - R_Mesh_TextureState(&m); + R_Mesh_TexBind(1, 0); + R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0); // generate a color array for the fog pass R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) @@ -7668,7 +10258,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; qboolean applyfog; - rmeshstate_t m; int layerindex; const texturelayer_t *layer; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); @@ -7688,7 +10277,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface GL_DepthMask(layer->depthmask && writedepth); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); R_Mesh_ColorPointer(NULL, 0, 0); - applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: @@ -7696,12 +10285,10 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface { // two-pass lit texture with 2x rgbscale // first the lightmap pass - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(r_texture_white); - m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; - m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; - R_Mesh_TextureState(&m); + //R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_Mesh_TexMatrix(0, NULL); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) @@ -7711,25 +10298,19 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface GL_LockArrays(0, 0); // then apply the texture to it GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); 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); } else { // single pass vertex-lighting-only texture with 1x rgbscale and transparency support - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) 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); else @@ -7738,31 +10319,28 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface break; case TEXTURELAYERTYPE_TEXTURE: // singletexture unlit texture with transparency support - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); 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); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging - R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); if (layer->texture) { - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.pointer_texcoord[0] = rsurface.texcoordtexture2f; - m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; - m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; - R_Mesh_TextureState(&m); + R_Mesh_TexBind(0, R_GetTexture(layer->texture)); + R_Mesh_TexMatrix(0, &layer->texmatrix); + R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); } else - R_Mesh_ResetTextureState(); + { + R_Mesh_TexBind(0, 0); + R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0); + } // generate a color array for the fog pass + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; @@ -7801,7 +10379,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); if(rsurface.texture && rsurface.texture->currentskinframe) { @@ -7816,7 +10394,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const c[3] = 1; } - if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt) + if (rsurface.texture->pantstexture || rsurface.texture->shirttexture) { c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7); c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7); @@ -7899,11 +10477,11 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } -static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) +static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass) { CHECKGLERROR RSurf_SetupDepthAndCulling(); - if (r_showsurfaces.integer == 3) + if (r_showsurfaces.integer == 3 && !prepass) { R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth); return; @@ -7911,7 +10489,8 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface switch (vid.renderpath) { case RENDERPATH_GL20: - R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth); + case RENDERPATH_CGGL: + R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); @@ -7923,11 +10502,11 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface CHECKGLERROR } -static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) +static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass) { CHECKGLERROR RSurf_SetupDepthAndCulling(); - if (r_showsurfaces.integer == 3) + if (r_showsurfaces.integer == 3 && !prepass) { R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth); return; @@ -7935,7 +10514,8 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface switch (vid.renderpath) { case RENDERPATH_GL20: - R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth); + case RENDERPATH_CGGL: + R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); @@ -7953,7 +10533,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const int texturenumsurfaces, endsurface; texture_t *texture; const msurface_t *surface; - const msurface_t *texturesurfacelist[1024]; + const msurface_t *texturesurfacelist[256]; // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable @@ -7961,21 +10541,67 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) - RSurf_ActiveModelEntity(ent, false, false); + RSurf_ActiveModelEntity(ent, false, false, false); else { switch (vid.renderpath) { case RENDERPATH_GL20: - RSurf_ActiveModelEntity(ent, true, true); + case RENDERPATH_CGGL: + RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: case RENDERPATH_GL11: - RSurf_ActiveModelEntity(ent, true, false); + RSurf_ActiveModelEntity(ent, true, false, false); break; } } + if (r_transparentdepthmasking.integer) + { + qboolean setup = false; + for (i = 0;i < numsurfaces;i = j) + { + j = i + 1; + surface = rsurface.modelsurfaces + surfacelist[i]; + texture = surface->texture; + rsurface.texture = R_GetCurrentTexture(texture); + rsurface.uselightmaptexture = surface->lightmaptexture != NULL; + // scan ahead until we find a different texture + endsurface = min(i + 1024, numsurfaces); + texturenumsurfaces = 0; + texturesurfacelist[texturenumsurfaces++] = surface; + for (;j < endsurface;j++) + { + surface = rsurface.modelsurfaces + surfacelist[j]; + if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) + break; + texturesurfacelist[texturenumsurfaces++] = surface; + } + if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH)) + continue; + // render the range of surfaces as depth + if (!setup) + { + setup = true; + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + R_SetupShader_DepthOrShadow(); + } + RSurf_SetupDepthAndCulling(); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + } + if (setup) + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); + } + for (i = 0;i < numsurfaces;i = j) { j = i + 1; @@ -7996,15 +10622,38 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const } // render the range of surfaces if (ent == r_refdef.scene.worldentity) - R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false); + R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false); else - R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false); + R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false); } rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity GL_AlphaTest(false); } -static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) +static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity) +{ + // transparent surfaces get pushed off into the transparent queue + int surfacelistindex; + const msurface_t *surface; + vec3_t tempcenter, center; + for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) + { + surface = texturesurfacelist[surfacelistindex]; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + 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); + } +} + +static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass) { const entity_render_t *queueentity = r_refdef.scene.worldentity; CHECKGLERROR @@ -8018,13 +10667,22 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } - else if (r_showsurfaces.integer && !r_refdef.view.showdebug) + else if (prepass) + { + if (!rsurface.texture->currentnumlayers) + return; + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + else + R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); + } + else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8032,13 +10690,13 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf GL_DepthTest(writedepth); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } - else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) + else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8051,29 +10709,19 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf return; else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) { - // transparent surfaces get pushed off into the transparent queue - int surfacelistindex; - const msurface_t *surface; - vec3_t tempcenter, center; - for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) - { - surface = texturesurfacelist[surfacelistindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - 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); - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight); - } + // in the deferred case, transparent surfaces were queued during prepass + if (!r_shadow_usingdeferredprepass) + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); } else { // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier - R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)); + R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass); } CHECKGLERROR } -void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly) +void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) { int i, j; texture_t *texture; @@ -8087,7 +10735,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); - rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one @@ -8099,11 +10747,11 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) ; // render the range of surfaces - R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); + R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass); } } -static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity) +static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass) { CHECKGLERROR if (depthonly) @@ -8116,13 +10764,22 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } + else if (prepass) + { + if (!rsurface.texture->currentnumlayers) + return; + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + else + R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); + } else if (r_showsurfaces.integer && !r_refdef.view.showdebug) { RSurf_SetupDepthAndCulling(); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8136,7 +10793,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); @@ -8149,35 +10806,19 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf return; else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) { - // transparent surfaces get pushed off into the transparent queue - int surfacelistindex; - const msurface_t *surface; - vec3_t tempcenter, center; - for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) - { - surface = texturesurfacelist[surfacelistindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - 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); - } + // in the deferred case, transparent surfaces were queued during prepass + if (!r_shadow_usingdeferredprepass) + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); } else { // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier - R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)); + R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass); } CHECKGLERROR } -void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly) +void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) { int i, j; texture_t *texture; @@ -8191,7 +10832,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = R_GetCurrentTexture(texture); - rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass; if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)) { // if this texture is not the kind we want, skip ahead to the next one @@ -8203,7 +10844,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) ; // render the range of surfaces - R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent); + R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass); } } @@ -8240,12 +10881,12 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_CullFace(GL_NONE); - R_Mesh_Matrix(&identitymatrix); + R_EntityMatrix(&identitymatrix); R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, @@ -8426,7 +11067,7 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor R_DecalSystem_Reset(decalsystem); decalsystem->model = model; - RSurf_ActiveModelEntity(ent, false, false); + RSurf_ActiveModelEntity(ent, false, false, false); Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin); Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal); @@ -8725,7 +11366,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) float *c4f; float *t2f; const int *e; - const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible; + const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL; int numtris = 0; numdecals = decalsystem->numdecals; @@ -8747,7 +11388,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else - RSurf_ActiveModelEntity(ent, false, false); + RSurf_ActiveModelEntity(ent, false, false, false); decalsystem->lastupdatetime = cl.time; decal = decalsystem->decals; @@ -8764,7 +11405,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) if (!decal->color4ub[0][3]) continue; - if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex]) + if (surfacevisible && !surfacevisible[decal->surfaceindex]) continue; // update color values for fading decals @@ -8820,6 +11461,26 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) if (numtris > 0) { r_refdef.stats.drawndecals += numtris; + + if (r_refdef.fogenabled) + { + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4) + { + alpha = RSurf_FogVertex(v3f); + c4f[0] *= alpha; + c4f[1] *= alpha; + c4f[2] *= alpha; + } + break; + } + } + // now render the decals all at once // (this assumes they all use one particle font texture!) 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); @@ -8827,15 +11488,13 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0); R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0); R_Mesh_ColorPointer(decalsystem->color4f, 0, 0); - R_SetupGenericShader(true); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value); GL_DepthTest(true); GL_CullFace(GL_NONE); GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); - R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base)); - //R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); + R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1); GL_LockArrays(0, numtris * 3); R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0); GL_LockArrays(0, 0); @@ -8869,9 +11528,6 @@ static void R_DrawModelDecals(void) R_DrawModelDecals_Entity(r_refdef.scene.worldentity); - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.scene.numentities;i++) { if (!r_refdef.viewcache.entityvisible[i]) @@ -8895,7 +11551,7 @@ void R_DrawDebugModel(void) R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - R_SetupGenericShader(false); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); @@ -9027,7 +11683,7 @@ void R_DrawDebugModel(void) extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); int r_maxsurfacelist = 0; const msurface_t **r_surfacelist = NULL; -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug) +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass) { int i, j, endj, f, flagsmask; texture_t *t; @@ -9052,7 +11708,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep update = model->brushq1.lightmapupdateflags; // update light styles on this submodel - if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) + if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { model_brush_lightstyleinfo_t *style; for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) @@ -9091,17 +11747,38 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep } // update lightmaps if needed if (update) + { + int updated = 0; for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) + { if (r_refdef.viewcache.world_surfacevisible[j]) + { if (update[j]) + { + updated++; R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j); + } + } + } + if (updated) + { + int count = model->brushq3.num_mergedlightmaps; + for (i = 0;i < count;i++) + { + if (model->brushq3.data_deluxemaps[i]) + R_FlushTexture(model->brushq3.data_deluxemaps[i]); + if (model->brushq3.data_lightmaps[i]) + R_FlushTexture(model->brushq3.data_lightmaps[i]); + } + } + } // don't do anything if there were no surfaces if (!numsurfacelist) { rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity return; } - R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly); + R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass); GL_AlphaTest(false); // add to stats if desired @@ -9115,7 +11792,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug) +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass) { int i, j, endj, f, flagsmask; texture_t *t; @@ -9140,19 +11817,22 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr if (ent == r_refdef.scene.worldentity) RSurf_ActiveWorldEntity(); else if (r_showsurfaces.integer && r_showsurfaces.integer != 3) - RSurf_ActiveModelEntity(ent, false, false); + RSurf_ActiveModelEntity(ent, false, false, false); + else if (prepass) + RSurf_ActiveModelEntity(ent, true, true, true); else if (depthonly) - RSurf_ActiveModelEntity(ent, false, false); + RSurf_ActiveModelEntity(ent, false, false, false); else { switch (vid.renderpath) { case RENDERPATH_GL20: - RSurf_ActiveModelEntity(ent, true, true); + case RENDERPATH_CGGL: + RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: case RENDERPATH_GL11: - RSurf_ActiveModelEntity(ent, true, false); + RSurf_ActiveModelEntity(ent, true, false, false); break; } } @@ -9161,7 +11841,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr update = model->brushq1.lightmapupdateflags; // update light styles - if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) + if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { model_brush_lightstyleinfo_t *style; for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) @@ -9201,11 +11881,34 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr return; } // update lightmaps if needed + if (update) + { + int updated = 0; + for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) + { + if (update[j]) + { + updated++; + R_BuildLightMap(ent, surfaces + j); + } + } + if (updated) + { + int count = model->brushq3.num_mergedlightmaps; + for (i = 0;i < count;i++) + { + if (model->brushq3.data_deluxemaps[i]) + R_FlushTexture(model->brushq3.data_deluxemaps[i]); + if (model->brushq3.data_lightmaps[i]) + R_FlushTexture(model->brushq3.data_lightmaps[i]); + } + } + } if (update) for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++) if (update[j]) R_BuildLightMap(ent, surfaces + j); - R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly); + R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass); GL_AlphaTest(false); // add to stats if desired @@ -9219,7 +11922,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth) +void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass) { static texture_t texture; static msurface_t surface; @@ -9243,5 +11946,24 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i // now render it rsurface.texture = R_GetCurrentTexture(surface.texture); rsurface.uselightmaptexture = false; - R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth); + R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass); +} + +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) +{ + static msurface_t surface; + const msurface_t *surfacelist = &surface; + + // fake enough texture and surface state to render this geometry + + surface.texture = texture; + surface.num_triangles = numtriangles; + surface.num_firsttriangle = firsttriangle; + surface.num_vertices = numvertices; + surface.num_firstvertex = firstvertex; + + // now render it + rsurface.texture = R_GetCurrentTexture(surface.texture); + rsurface.uselightmaptexture = false; + R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass); }